Message:Q&D King Kong Kung Fu
King: Treat the situation less like you’ve been eaten and more like you’re in a collapsing corridor on a ship counting down to self-destruct. Success and choice of Command Pip or move to adjacent area. But fail and add a Gyro-Sever; one already in your area, suffer vicious. Regardless, take a guess at name of one of the four Stygian to wake that SOB; select from King, Kong, Kung or Fu. Difficulty: 11 Advantage: Skill Veteran
Queen: Keep moving and yelling obscenities into your comm-set. That lets Sarge know you’re still alive and in the fight. Success and take a guess at name of one of the four Stygian; select from King, Kong, Kung or Fu. But fail and Shaken. Regardless, move to an adjacent area of your choice. Difficulty: 10 Advantage: Trait Spirited
Knight: Be ready for anything; for instance, the halls are secreting octo-fluids. Success and choice of Tactics Pip or move to adjacent area. But fail and add a Gyro-Sever; one already in your area, suffer vicious. Regardless, if two or more Stygian are awake, gain Quest Pip. Difficulty: 11 Advantage: Skill Minuteman
Knave: Disbelieve and dispel, like you’ve seen in classic anime involving spellcasters. Success and take a guess at name of one of the four Stygian; select from King, Kong, Kung or Fu. But fail and suffer vicious. Regardless, test for Nervous Break. Difficulty: 12 Advantage: Ship Trip Crystal (S)
Maiden: Call MACE Command; you did not sign-up for this malarky. Success and take a guess at name of one of the four Stygian; select from King, Kong, Kung or Fu. But fail and zero all party Pips. Regardless, add half D8 PM Cycle Tally. Difficulty: 12 Advantage: Ship Worm Hole Priority (B)
Martyr: Something is fabricating a barrier ahead; best to keep it from finishing. Success and move to an adjacent area of your choice. Regardless, suffer Shaken. Difficulty: 12 Advantage: Skill Sniper
10: The robots are still at work, but what they’re doing is hardly copasetic. Success and move to an adjacent area of your choice. But fail and add a Gyro-Sever; one already in your area, suffer vicious. Regardless, if two or more Stygian are awake, gain Command Pip. Difficulty: 10 Advantage: Skill Brawler
9: Find a way to shelter in place. Success and take a guess at name of one of the four Stygian; select from King, Kong, Kung or Fu. But fail and lose swagger. Regardless, if two or more Stygian are awake, gain Tactics Pip. Difficulty: 11 Advantage: Trait Inventive
8: Mad dash, this is worse than crossing friendly fire. Success and move to an adjacent area of your choice. But fail and add a Spider Syringe; one already in your area, suffer vicious. Regardless, take a guess at name of one of the four Stygian to wake that SOB; select from King, Kong, Kung or Fu. Difficulty: 12 Advantage: Skill Banzai
7: Find an alternate path through the filth storm. Success and move to an adjacent area of your choice. But fail and add half D8 PM Cycle Tally. Regardless, a random character among those in an area without other squad members suffers vicious. Difficulty: 13 Advantage: Skill Demolitions
6: Trapped worse than the time you fell through the floor in that Kro recycle center. Success and take a guess at name of one of the four Stygian; select from King, Kong, Kung or Fu. But fail and add a Spider Syringe; one already in your area, suffer vicious. Regardless, a random character suffers vicious. Difficulty: 14 Advantage: Trait Fierce
5: Call the Perisher, start nuking the site form orbit or at least threaten with some close misses. Success and take a guess at name of one of the four Stygian; select from King, Kong, Kung or Fu. But fail and add point of Insanity. Regardless, if two or more Stygian are awake, gain Catbird Seat. Difficulty: 11 Advantage: Skill Corps Recon
4: Some fool has tossed a grenade. Can’t blame them, this place has become a clusterfug. Success and choice of Fury Pip or move to adjacent area. But fail and add a Gyro-Sever; one already in your area, suffer vicious. Regardless, a random character among those in an area without other squad members suffers vicious. Difficulty: 10 Advantage: Trait Durable
3: Get on the radio, broadcast the situation. Do everything but declare Broken Arrow. Success and take a guess at name of one of the four Stygian; select from King, Kong, Kung or Fu. But fail and add half D8 PM Cycle Tally. Regardless, if two or more Stygian are awake, gain Fury Pip. Difficulty: 11 Advantage: Skill Risorgimento (Patriot)
2: Skyward bound, leapfrog toward the Skyhook. Success and take a guess at name of one of the four Stygian; select from King, Kong, Kung or Fu. But fail and add a Gyro-Sever; one already in your area, suffer vicious. Regardless, move to an adjacent area of your choice. Difficulty: 12 Advantage: Skill Airborne
Ace: Stop and assess the situation. The Blue Cat-Men are not our enemies. Wait, it’s actually better when their intent is hostile. Success and choice of Catbird Seat or move to adjacent area. But fail and add a Gyro-Sever; one already in your area, suffer vicious. Regardless, take a guess at name of one of the four Stygian to wake that SOB; select from King, Kong, Kung or Fu. Difficulty: 9 Advantage: Command Proxy Stygian Union (E)
Yours,
IronRed
21-May-2023