Alright, now comes the fun part!- Oh, when I feel more like it. Think I will be called Fe, though. And dark purple hair, because... purple is a good color.
((YouGottaHaveBlueHair
I'd written a short intro but I think I should rewrite it in light of your more recent post. Next turn.))
Haha, sorry. I may have procrastinated on that.
Now because I have to wait till next turn, I shall amuse myself with a pointless action! Ahaha!
Look at the pretty... frogs? I'm pretty sure there are frogs here. In this place. Where I am.
*puts on WORLDBUILDING cap*
Alright, so Fe is a twentysomething human-ish (looks human, internal organs are arranged slightly differently) from a "world" consisting of a bunch of barren rocks chained together, orbiting a stormy gas giant. Gravity on the rocks is present, but inconsistent, and there's no air. Fe's younger sister had worked up a large gambling debt to a weird psychic giant maggot thing, and Fe has agreed to help pay it off. Part of this deal involves the brain-slug thing, which keeps track of her location and thoughts, for security.
You wake up.
You squint and try to perceive the world through blurry eyes. The ant-like thing keeps banging on the bars of your cell. The noise is making your head hurt. Did they put something in your food?
It makes an aggressive noise and points back with its spear. Through the pain you realise that it wants you to go back or it's going to make you go back, forcefully, painfully. You flinch away, not wanting to be in pain. That's enough to satisfy the thing but it still wants to hurt you. You try to stay away but this cell is more like a hole in the rock. Fighting is futile, the thing easily overpowers you. It grabs you with its many appendages and shoves you out of the cell.
It and its partner are supposed to bring you somewhere. To something. You walk between cells, some empty, some filled. A show of force more likely. You don't see why else they would treat you like that, other than to show you what they can do, how little your life is compared to their power. You've already agreed to do anything they want.
They bring you before their leader. They wait a moment for the scantly-dresses dancer-slaves to finish their routine and exit the room, eager to get as far away from it as possible. (Why do maggots like human slaves so much?) The noise of all the slaves, the noise of the worst scum one can find congregating here, it's not helping your headache.
The leader addresses you. It wants you to do something for it. It wants you to find out more about "the Newcomer". It wants you to spy on him. It wants you to find why he's here, what he wants, where he's going. It wants you to get there before him and steal whatever he wants and then bring it back. It tells you where he's staying, an old room-renting place. It shows you an image of a man. It tells you that if you betray it it will make your head explode. It tells you to go at once, giving your extra threats for motivation. You are handed a card with 300 glibdrags for your expenses and the image of the man before you are dumped out of the compound.
At least it's quiet around here. It should give you some time to recover (having that thing speak into your mind is never pleasant) and gather your thoughts. There's only a frog-thing staring at you but with no intention of doing anything about you. It just stares, covered in rags full of holes means he is in no position to do anything about you.
So, you're the expendable spy sent on a suicide mission. You have a bunch of cash, an image and a place. And you have to find this Newcomer guy, find out what he wants and steal his stuff or die trying. You expected to be forced to become one of that maggot's dancer slaves or be forced to sell Vlarfakian eye-injections in shady corners, not... this. You're not sure if this is somehow better or worse. Maybe just another flavor of bad.
Can haz intro? Didn't show up in that last turn, though I'm not sure I understand the schedule here.
I'm just doing personal mini-missions for you and Sir Elventide while waiting for enough players to start a mission to join or one of the other two missions to finish. So your turn will be with Sir Elventide's, usually along with the spaceship exploration mission.
You enter the staff only area and leave a few knee-high troublemakers to watch your back.
The fat doll is not as fast as you'd like, being more focused on being massive than on anything else (you weren't really planning that far ahead when you summoned it). You reach the hallway with the security door which now has a very alert security guard.
"Hey! You weirdos stay where you are!" he shouts as he sees you approach, reaching for his gun.
You and Jack immediately take cover. You direct the doll to charge while Jack gets a card ready. The guard is quicker than the doll, getting off several shots before it can reach him. He hits it center of mass with the first two, the head with the next. Professional aiming.
Jack throws the 9 of clubs at the guard. The card shines and disappears as it hits him but he doesn't even notice the strike.
When he sees how little the doll's been affected, he targets its leg next, tearing it to pieces with three more shots. Your ears are not pleased with such loud noises in such a confined space.
Jack throws the 10 of clubs at the guard. The card hits him straight in the head, knocking him back. While he tries to regain his bearings, Jack runs towards him.
♚The Doll Prince: Into the Fray!♚
His ears still ringing from the echoing gun shots, Napoleon realized that the other guards could be onto them right about now. Unless the fire alarms are particularly loud or the guards are hard of hearing, there is no way they didn't hear their comrade discharge his weapon. Needless to say, Napoleon and Jack were quickly running out of time.
As Jack rushed the stunned guard, Napoleon focused on what shape he had in mind for the fat doll. This form must be lithe enough to rush its targets, yet strong enough to overpower them. Fortunately and unfortunately for him, Napoleon knew just what to morph it into given that he doesn't have enough time to experiment though he was loathe to do so. After all, it is quite ironic that he would decide that the fat doll's more efficient form would be no other than that of the twisted doll itself. While he'd doubted that he can replicate its ability to teleport, he hoped that it would prove sufficient to the task. Even more, he hoped that Lady Amarante doesn't do anything to make it turn on him again.
Morph the fat doll's form into that of the twisted doll and use it to help Jack take down the guard. After the man has been subdued, quickly move through the security door and find a way to lock or barricade it. Afterwards, search for a map to determine the vault's location. If its combination can be found somewhere too then that's an added bonus.
The feeling of the twisted doll's presence is still fresh in your mind. You try to call upon it for some quick modifications to your doll. Unfortunately you can't concentrate enough to begin the transformation.
Jack reaches the guard before he can recover and kicks his gun away... straight into the guard's chest. The guard reaches for the gun again, Jack falls on him and they struggle, each trying to pull the gun away from the other.
You try to change the doll again. You manage to fix its legs somewhat but its transformation is far from over. You direct it to help Jack with the guard. It reaches the two and helps direct the gun towards the guard's head. Jack pulls the trigger, splattering the guard's brains all over the door.
Jack looks at the gun for a second.
"Thanks for the assist."
He tosses it aside, wipes the blood from his glasses on the doll and then searches the body for a security card.
"Those guys are professionals. We can't underestimate them."
He finds the card and gets ready to move.
Your dolls at the intersection just ambushed a security guard coming to help and they're keeping her occupied, but you don't want to take any chances. You take your gun and use it to slam the security panel, breaking it. You reason the safest lock is the one without a keyhole. You go through the door and shut it from the other side.
The area beyond is an intersection with conveniently labeled signs. "Vault Elevator" is right in front of you, an elevator with large heavy-duty armored doors and two key-card readers. "Armory", "Security Control" and "IT" are on your right. "Safe Deposit Boxes", "Management" and "Engineering" are on your left.
Kosak Durar:
"What the-where'd he go?"
A very confused Kosak stays alert.
You keep your fists up while you wait for the world to stop spinning.
John, Inside the Maximus
Can my sensors pick up anything? If so, pot shot and call targets. Otherwise, careful retreat to medbay.
<<Icarus, did you see that guy? Any data or insight? What about you, Interface?>>
: Sorry. I can't see anything on my passive sensors. I can try active scanning if you want and direct you to his location. Otherwise I'll come join you. :: Enemy unit summary.
First unit: Mining exoskeleton. Class C mining laser with weapon-grade modifications. Expanded external capacitor bank, estimating triple of normal operational capacity. High strength, medium endurance, low mobility, low fuel.
Second unit: Antiphoton Stealth Suit. Class A stealth capabilities, capable of evading most shipboard sensors outside security checkpoints. High mobility, low fuel. Can only carry limited equipment while in Stealth mode. Stealth Mode operation is Heat and Energy intensive, the user will suffer fatal heat damage after extended operation. Additional modifications present, purpose unknown.
End of summary. Do you require additional data? :<Svajoklis,Maximus>
"Well, it seems that our reasons for visiting the medbay have tripled."
Go to the medbay. Help anyone too in pain or too concussed to walk properly.
Brian Hoss, Maximus: Central Fore Way Station
If we're done here, start heading for medbay.
The team hobbles and drags itself the rest of the way to the corridor leading to the Medical Station. Immediately you start seeing signs of heavy combat. Crushed drones, dismembered corpses, burnt blobs of flesh, floating clouds of dried blood flecks. Their Black Boxes show a confused, semi-ordered fighting retreat. They play over each other, giving you an unsynchronized mess of sound and screaming.
: Command HQ we have a situation on junction D3! : a holographic ghost shouts, using his pistol to keep a monster with 6 scythe arms away as it tries to rip a drone apart, his shots only slowing it down.
: Everyone out of the vehicle! Now, now now! : another shouts, directing the wounded away from a vehicle currently being consumed by what would best be described as a giant octopus.
: Command HQ, we need- : he continues but before he can something wraps around him and drags him away, his screams and blind machine gun fire not enough to save him.
: Pull back now, we have to get out of here! : one tries to warn someone while spraying bullets in front of her with her assault rifle but she is too late, cut in half by an unseen attack.
: Lay down suppressing fire! : a group of running ghosts shout to the drones following them as they round a corner, sacrificing the drones to buy themselves some time.
Things get worse the further down the corridor you go. In one room a squad makes its doomed last stand, trying to cling to life as long as they can.
: What the fuck is this? :
: Sarge! They're all around us! What do we do? :
: Just keep firing! :
There are no heroic words, just strained grunts and shouts of warning and the constant sound of gunfire.
: They're breaking through the walls! : one ghost uses its last words to state the obvious as holes begin to melt in one of the walls, accompanied by the rising shriek of whatever is attacking.
There are very few drones on the final part of the corridor. Only worker drones that self-destructed sealing and barricading the door to the medbay. Now it's humans left here to die. Running away and screaming in pain.
: No! I'm still here! Command! I- I don't know where to go! Please! Heelp! Help meee! : the final ghost pleads as he desperately bangs on the door to the medbay before being dragged away by the creatures.
And suddenly the stream of images ends. The ghosts return to their rest and you return to darkness and silence. No more Black Boxes around. And no monsters attacking you.
Something has broken through the barricade (from the side of the medbay), leaving a hole you could squeeze through with some effort. There's some scrap on the other side, you can't really see much through the hole.