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File: Mass Effect OP.jpg (63 KB, 1131x707)
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>Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Spectre:%20A%20Mass%20Effect%20Quest
>Rules: http://pastebin.com/8WuXfjHL
>Character Sheet: http://pastebin.com/xspdZeEh
_

You are Lieutenant Commander Sonali Vasusena of the Systems Alliance and you are in a bad mood. Your sabotage mission on the pirate haven of Cascora was going so well, up until a third of your team got caught in a gang war and someone decided to trigger a security lockdown. Now they’re trapped and the eezo cores are going to overload in twenty-five minutes, tearing the station apart. Your only chance of saving them is a one woman assault on a security station that may hold access to the lockdown controls you need to free your teammates.
_

Placing your right hand on the handle of the shotgun attached to the small of your back, you take a deep breath before yanking it off and charging headlong towards the doors of the security station. The two guards, a salarian and an asari, immediately take notice of your apparently suicidal actions and raise their weapons towards you. Just in time for you to unleash the Throw you were charging in your left hand. Luckily for you, the two guards stepped closer together when they moved to intercept you and are both caught in the attack, pinning them spread-eagled to the wall behind them.

>[CONT]
>>
>>41919519

You close to melee range and stick the barrel of your shotgun under the asari’s chin and blast her head off with a pull of the trigger, splattering reddish-purple blood and bits of brain and bone on the wall behind her. Turning and stepping to the second guard, you place the shotgun’s barrel against his head and get a repeat performance with an explosion of yellowish fluid. Shortly afterward, the biotic field fades and the bodies drop to the ground.

Behind you, the street has cleared of the civilians, your sudden acts of violence scaring them off. Conducting a cursory inspection of the door and the holo-panel next to it, you find that it’s a not much more reinforced than a standard hab door but is secured with a heavy lock, likely linked to the internal security. You could probably cut through with your Omni-tool, but you’d draw a bunch of attention down on yourself from inside. That is, if they haven’t noticed you already, which they should have from the shotgun blasts. Eying the panel, you realize you could also hack the door, something that would take a bit longer but would also give you a chance to infiltrate the building’s security, if you managed it.

>Action?
>Cut through the Lock
>Hack Security
>[Write-in]
>>
>>41919583
>Cut through the Lock
Any security that didn't notice a double execution up against its front door isn't going to notice that same door getting a new window where the lock used to be.
>>
>>41919583
>>Cut through the Lock
Gotta go fast.
>>
Rolled 1, 14, 6 = 21 (3d20)

>>41919519

>Right, roll me a 1d20+8
>>
Rolled 9 + 8 (1d20 + 8)

>>41919887
>>
Rolled 7 + 8 (1d20 + 8)

>>41919887
>>
Rolled 20 + 8 (1d20 + 8)

>>41919887
>>
Rolled 19 + 8 (1d20 + 8)

>>41919887
>>
>>41919887
So, they are caught with their pants down....

>>41919980
and we were only meant to blow the bloody doors off...
>>
Rolled 20, 19, 2 = 41 (3d20)

Your curved omni-blade springs to life in a flash of titian light and plunges into the door a moment later. Within seconds, the door lies in pieces on the ground and you stalk through the threshold, your Savage in your right hand and your blade still active on your left. The small hallway right through the door has a rather stupefied looking turian standing in it holding a shotgun, likely an internal guard coming to reinforce the front. He begins to raise his weapon, but by then it’s too late. Your blade cleaves through the barrel of his gun, through his left arm and finally, through the armor protecting his heart.

With a groan, he falls to the ground and you step over his body on your way to the door at the end of the hall. You can hear some indistinct shouting as you approach and what sounds like the clatter of weapons being drawn off of armory racks.

>Action?
>Burst through, guns blazing
>Cloak and Dagger
>Rip it off with your Biotics
>[Write-in]
>>
>>41920472
>>Burst through, guns blazing
Put that 4/3 physique to work.
>>
>>41920472
Do we have any explosives? Throwing them in would be great.

Otherwise, how about locking them in? Can we run through the room and throw out our drone as a distraction, and then lock the door behind us once we're through?
>>
>>41920551

>{No Explosives, sadly}
>{You don't know the layout of the room, although the station schematics say that it shares the same structure as one of the nearby warehouses}
>>
>>41920472
>>Burst through, guns blazing
>>
>Right, roll me 3d20 for general combat effectiveness
>>
Rolled 20, 14, 18 = 52 (3d20)

>>41920845
>>
Rolled 6, 18, 9 = 33 (3d20)

>>41920845
>>
Rolled 11, 1, 18 = 30 (3d20)

>>41920845

>Saying "BANG" while you shoot makes the bullets work better.
>>
Rolled 6, 8, 11 = 25 (3d20)

>>41920845
>>
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>>41920856
I think this should suffice!
>>
Rolled 12, 16, 13 = 41 (3d20)

>>41920845
rolling!
>>
Gripping your shotgun with both hands, you take a moment to activate its Incendiary Ammo before charging into the door shoulder first, easily slamming it out of your way. The room beyond it is large but filled to the brim with large cargo containers, some of which are being utilized as Armories by the guards. The rest of them are crammed full with inactive LOKI and FENRIS mechs, judging from the few open ones on the ground level. A single YMIR mech stands in a cradle on the far wall next to an old Turian APC, both of which are being attended to by several unarmored Techs.

Closer to you are several guards in various stages of readiness. Only one, a Turian, is fully suited up and holding an assault rifle. The rest, two more Turians, four Vorcha and an Asari are only wearing parts of their hardsuits although all have weapons in arms reach. Near them, a salarian in civilian garb holds up an Omni-tool in front of a crate of LOKI mechs.

Grinning fiercely under your helmet, you storm forward, firing off superheated blasts from your shotgun toward the group of unprepared guards. Most of them dive to the ground or the closest cover, but the Asari catches a face full of buckshot and finds her flaming cranium spread across the walls.

That’s the second Asari whose mind you’ve blown today.

>[CONT]
>>
>>41922210

One of the Vorcha takes a blast to the arm in mid-dive and begins screaming and flailing as the shredded stump catches fire. The armored Turian had the presence of mind to open fire at you, but wasn’t expecting you to collapse into a slide across the floor and his shots go far above your head. You take the opportunity to fire off a few shots while you slide across the ground, your barrier providing a little extra slipperiness to keep you from stopping too soon. A useful trick you picked up in N-School. The Turian’s shields go down in short order and his legs are shredded right afterwards, the armor melting almost immediately under your assault. The Turian falls to the ground, screaming in pain, only to be silenced as you jump up from your slowing slide and slam your foot into his helmet, destroying the visor on the front and pulping the face behind it.

Jumping off of the corpse, you dive behind one of the cargo containers and take the opportunity to eject your shotgun’s heatsink, slamming a new one into the chamber before the old one has even hit the floor. Sprinting back out, your next shot pretty much cuts the Salarian technician in half and the one after that removes another Vorcha’s left arm and most of the torso where it attached. A few shots ping off of your barrier, dropping their strength a little bit and drawing your attention to a Turian crouching behind a crate with an SMG.

>[CONT.]
>>
File: ME2_YMIR_Mech.png (805 KB, 735x863)
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>>41922244

You fire a shot at him, forcing him to hunker down and giving you the opportunity to decapitate the third Turian with your omni-Blade as he gets up from the floor. As the last Turian pops out of cover to fire at you again, your readied shot takes him in the armored torso and sends him to the ground, screaming, as he’s consumed by the flames. The last Vorcha takes the chance to make a break for the exit you arrived through but you spin around and send some superheated buckshot his way. It finds its mark, obliterating his upper torso and head, and the sizzling body collapses to the ground mere feet from freedom.

“TARGET ACQUIRED.” You hear from behind you and, immediately, you throw yourself to the side, barely escaping being hit by a rocket which proceeds to blow a hole in the wall.
Quickly clambering to your feet, you see that the techs in the back managed to get the YMIR mech online, although it appears to still be tethered to the cradle via multiple cables. You sprint into cover behind a container being used as a makeshift armory and check your tool very quickly. Twenty-One Minutes left.

[Barriers: 126%]
[No Powers on Cooldown]
[Savage Clip: 3/8 ]

>Action?
>Attack [With What?]
>Use Tech Module [Which?]
>Use Biotics [Which?]
>[Write-in]
>>
>>41922276
If any of the cables look like they're for coolant, blast them off. Hopefully it's mostly empty and just cooks itself out.
>>
>>41922276
Overload on the YMIR mech! Any other suggestions?
>>
>>41922276
Overload on the mech to stun/distract, and send the Drone to start attacking/dismantling the cables and the cradle for the YMIR

Also shoot things.
>>
>Need three rolls of 3d20 please
>>
Rolled 6, 3, 14 = 23 (3d20)

>>41922957
>>
Rolled 14, 6, 8 = 28 (3d20)

>>41922957

I am the night
>>
Rolled 3, 6, 5 = 14 (3d6)

>>41922957
>>
Rolled 12, 6, 19 = 37 (3d20)

>>41922957
>>
seems like the YMIR isn't as squishy as mooks...
>>
File: Me3_combat_drone.png (672 KB, 720x720)
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You grimace as the mech’s chaingun starts spitting bullets at your cover, sending ricochets all over the post as the container proves tough enough to resist the onslaught. YMIR mechs are a bitch to fight without heavy weapons or a team to back you up, so you’re going to have to be crafty. Thinking quickly, you wait til the gunfire dies down before sticking your hand out and sending an Overload towards the mech. You hear what sounds like a small electrical explosion as well as several heavy thumps.

Peeking out, you see that the mech has moved several meters away from the cradle causing several of the cables plugged into the mech to pop out and send showers of sparks flying through the air as they twist and jump. The mech moves much more slowly as it reacquires you in its sights. That gives you an idea, and you quickly spawn your drone and send it towards the cradle with instructions to sever all the cables. Now all you need to do is sit back and wait for it to finish its job.

Sadly, a notification that pops up on your HUD a few seconds later informs you that the drone was destroyed. Looks like you’ll have to do this the hard way. Hefting your shotgun again, you wait for another lull in the gunfire before popping out of cover and firing twice at the cradle in the hopes of cutting off the mech’s power entirely. The buckshot ends up in the general vicinity of the cradle, but are too spread out to do any real damage.

>[CONT]
>>
>>41923378

Scowling, you pop back into cover and switch over to your Vindicator. Another break, and you pop out, sending three round bursts through the majority of the cables. The YMIR stumbles and the lights across its surface flash frenetically before dying entirely. The mech slumps in place before falling over with a crash.

Stepping out of cover, you survey the warehouse for any more threats. It looks like all the guards are dead and the technicians skedaddled while you were occupied with the YMIR. Time to find a control console of some sort.

Checking the area near the cradle reveal several power cables leading to a cargo container hidden behind the ones containing the mechs. Pushing it open reveals that the space is filled with computer equipment and the walls are lined with holographic screens, displaying video feeds from around the station.

>Action?
>Look for Your Squadmates
>Try to Lift the Lockdown
>[Write-in]
>>
>>41923407
>>Try to Lift the Lockdown
>>
>>41923407
>>Try to Lift the Lockdown
>>
Lift lockdown
>>
>>41923407
Lift lockdown
>>
>Need three rolls of 2d20
>>
Rolled 16, 15 = 31 (2d20)

>>41923556
>>
Rolled 7, 1, 1 = 9 (3d20)

>>41923556
>>
Rolled 14, 10 = 24 (2d20)

>>41923556
>>
Rolled 4 (1d20)

>>
Rolled 8, 15 = 23 (2d20)

>>41923556
>>
You attach your rifle to your back armor as you approach the banks of computer screens. It takes few moments to find the right console but there’s no option to deactivate the lockdown, just to monitor the system. Accessing the security database, you find that all the lockdown controls are routed through the Security Hub in the Station’s core. Glancing at your omni-tool reveals only 16 minutes before the Eezo cores overload. Definitely not enough time to assault and access the Core. You’ll have to break into the controls from here.

Sitting down in one of the chairs, you begin tracing your way into the Security Hub’s computers. Spoofing an Administrator’s ID doesn’t take very long, but accessing the Core programming of the VI that controls all the station’s Security is considerably more difficult. But you manage it and end up having the VI deactivate the Lockdown and lock anyone else out of that particular part of the system.

>[CONT.]
>>
>>41924066

“This is Epsilon-3,” You hear Inari’s voice over the radio. “The blast doors are opening. Was that one of you?”

“Affirmative.” You answer. “Get to an extraction point within” you check the time” eleven minutes.”

“Acknowledged.” Inari returns. “Epsilon-4 got caught in a blast from a mech. I patched him up as much as I could but he’s going to need treatment.”

“Epsilon-5 here,” Takeo chimes into the channel. “I see heavy troopers heading for the blast doors. They’ll definitely arrive before 3 and 4 make it there. I’m going to slow them down as much as possible.”

“Are you crazy?!” Inari shouts. “The station is going to blow! You need to get out of here!”

“Negative 3. You won’t make it if I don’t harry them.”

>Action?
>>
>>41924086
Get Takeo to fall back and meet up with him halfway, work towards stalling, not killing them.
>>
>>41924086
Try to separate them via activating other blast doors in a path we can circumnavigate. As long as a small army doesn't make it to the door, we should be able to deal with them...
>>
>>41924133
Oh, that's a better idea, change my vote >41924131 to that. Leverage the control of blast doors while we still have it.
>>
>>41924133
This is a good idea. Hopefully we'll be able to meet up with him afterwards
>>
>>41924086
vote
>>41924133

Use the system against them.
>>
>{I'm sorry guys but I'm really, really tired for some reason. I could have sworn I had a few more hours left in me.}
>{I'm going to Archive this for now and try to pick it up some time tomorrow.}
>{I'm going to head to bed now. Good Night.}
>>
>>41924373
Goodnight OP.



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