Evil Roy and CritEvil Roy expresses approval at his own exceptionally wonderful maneuvering, and resumes his task with a great deal of good cheer and amusement.
Fly to the Germania! Park somewhere appropriate and resume adventurous action. Trust in Crit's discretion in the roboting of the energy machine gun.
Trust Evil Roy to pilot the ship and get back to roboting the machine gun! If I see any Nazi fighters or guns that seem to be aiming at us or our friends then shoot them.
[5] The Germania is still reeling from the collision and the air around is chaotic with smoke and Nazi aircraft. It seems no-one has the time to pay attention to them right now, and our heroes intend to make the most of that. Evil Roy sets a course for an entrance, any entrance, while Crit tends to the deck gun.
[1] Things start off well. Their single remaining thruster does its best with Evil Roy's guidance, getting them close to the side of the
Germania. There's a bunch of holes punched towards the front, presumably near-ish to the bridge, and they seem like excellent entry points. Further back the ship appear to be some hangar bays, but the closer to the action they can get, the better, right?
Unfortunately, thirty meters or so from those holes, the engine of the yacht suddenly gives out a tortured squeal and begins gushing out black smoke. Something falls off and goes spinning towards the ground. A gauge measuring thruster temperature suddenly shoots up and the yacht begins wobbling erratically, forcing Crit to hang on to his weapon for dear life again in a short time while Evil Roy throws all his skill and luck into the controls.
[3] There's not much he can do, but damned if he lets them die without trying. Practically punching and yanking the instruments at his disposal, he manages to send the yacht towards a glass wall in the armored envelope of the airship.
They smash into the side of the
Germania with a crash of shattering glass and sprays of white-hot sparks. The yacht breaks apart, crashing into a wide, vaulted hallway and leaving whole sections of itself behind on the floor in a trail of debris. It hits the opposite wall and knocks over a number of ornamental Nazi pillars in the process. Stone rubble rains down on them, while fire climbs from the engine beneath onto the deck.
[5] Evil Roy climbs off with barely a scratch on him, saved by the metal walls of the control room.
[1] Crit is not so lucky. The initial impact jars him loose from his precious gun and throws him around the deck until the poor robot rolls right off and smashes into a pillar of grey stone that promptly falls on him.
Battered but alive, both heroes stand up amidst the rubble and look around. The vaulted hallway is obscenely fancy, with paintings in gilded frames decorating the walls and busts of what appear to be honored Nazis lining the wall, though many of them have been destroyed by their entrance along with the pillars. Alarms blare throughout this ship, too. Towards the bow, the hallway ends in an elevator; towards the stern, there appear to be some staring, unarmed Nazis and several doors. Judging by the words above the doors, they appear to lead into a theatre of some sort. This ship really must have everything.
---
Status: Obsolete.
HP: 14/30
Possessions:-
Dress Sword [Damage 3/Nazi]
-
MPL-188 [Damage 4/
Close-Ranged I,
Volatile/Nazi]
+Nazi First Aid Materials (2)
+Mega Seeds
+SGP Glue
+Last Resort Explosive Digger
+Parachute Pack
+0 Fabricator Tokens
Traits: None
Status: Evil. Purplish?
HP: 22/30
Possessions: -
'Reaver' Powered Crossbow [Damage 4/
Close-Ranged I,
Stunning +1, Special Ammo/Sadistic, Mind-Altering]
-
Ursus Amplifier Sword [Damage 5/Amplifier/Bear, Intensify]
-Maelocht's Gloves [
Soulgnawer]
+Parachute
+Nazi Fire Extinguisher
-0 Fabricator Tokens
Traits: None
SpeaksAs much as he'd like to go for a dashing and daring strafing run on the Germania, Speaks simply didn't trust his craft to be up for the task; it was certainly damaged in some indeterminate way. Landing it sooner rather than later was the best option.
Find a safe spot and board the ship. Ditch this probably-broken craft.
[6] Similarily occupied is Speaks, who guides his odd craft to the best of his ability back towards the Nazi flagship. He finally seems to get the hang of it, gently moving his hand inside the sphere and feeling the craft follow. He approaches a hole created by the collision near the front of the ship, the small sphere easily fitting through where a larger ship may not. Inside, he finds himself hovering in a gun battery - full of Nazis hurrying around trying to fix damaged cannons. A row of them runs the length of the hall, big, shiny things that hum with quiet energy. A higher level overlooks the battery, occupied by a few Nazi officers and stormtroopers.
Speaks hovers in the air, trying to find a landing spot. And yet... nobody seems to pay attention to him. In fact, nobody seems to see him, at all. Their eyes pass over the sphere with no indication they see the vehicle at all. Most curious. Exits from here lead deeper into the ship and both towards the front and back. The sphere will probably not fit in the hallways. Probably.
---
---
Status: Gnarly.
HP: 22/30
Possessions:-
Tooth Gun [Damage 3/
Precise, Special Ammo/Teeth]
-The Terrorporter [
Terror Port]
-Dazzle Suit (Variant IX) [Unuseable.]
-0 Fabricator Tokens
Traits: None
London and ErinAvoid puking more, try to find a way into the plane/a way not to fall.
Ah, yes. The symptoms of teleportation are instantly identifiable. London wastes a moment wondering if perhaps the Justice Corps could have given her a new friend that wasn't clad in some sort of B-movie horror costume, but reminds herself that it really isn't nice to judge people by their appearance.
Slow the sturmeagle down and open the cockpit to let Erin inside. Use the window wipers to clean windows. Cycle through communications channels trying to communicate with fellow Heroes.
[1] Balancing on top of a speeding jet plane while disoriented and nauseous is no easy task, as Erin proves by taking a single step and plunging off the side of the sturmeagle. She falls, screaming. It's a long way down.
[4] Thinking quickly, London throws her plane into a dive after the poor, thoroughly unfashionable girl. The sturmeagle whooshes down, its engines roaring, and London puts all her smarts into calculating her trajectory. While Erin still falls, terrified and losing her lunch again, London guides her plane away and turns around in a wide arc. She sees the lone speck falling down ahead of her. She sets it into her sights. She flies like an angel.
With exact timing, requiring near-perfect speed and trajectory, London appears in the air under Erin and lets the other hero crash into the co-pilot's cockpit. There's a crash of reinforced glass and Erin finds herself slammed into the seat, her limbs flailing awkwardly and smashing into everything possible. Pain comes quickly, but she's alive and not a stain on the surface deep below. In fact, her armor appears to have taken some of the blow, saving her from broken bones and such.
With her comrade caught, London begins cycling through the comms to contact her friends. The channels are all full of angry German shouting, and also a little bit... Russian? But she hears nothing of her friends, and her transmissions at random get no response.
---
Status: Rattled.
HP: 23/25
Possessions:-
Grímnir's Hold [Damage 6/
Unwieldy I, Ancient Wards/Containment]
-
Luger PP12 Plasma Pistol [Damage 3/
Disrupting I/Nazi]
-
Kodion Thermal Shield [DR: -2/Shield Use: 3/
Fire Barrier/Fire]
+Nazi First Aid Materials (2)
+Nazi Experiment Logs
-0 Fabricator Tokens
Traits: None
Status: Stranded.
HP: 25/30 [-3 to Damage]
Possessions: -
Cadgewell's Green Rifle [Damage 3/
Inaccurate,
Internal Bloom/Earth, Overgrown, Organ]
-
Mnemonic Autocannon [Damage -/
Heavy Weapon,
Automatic I,
Stunning +0,
Memory Drain/Lion, Memory, Large]
-
Armor of the Pariah [DR:-3/
Pariah State/Ugly, Magical, Depression]
-0 Fabricator Tokens
Traits: None
---
Lots of 1s, today. Have you been bad?