Some hallucinogenics would be good.
There's a black market for that kind of thing. You got anything valuable to trade off for it?
pocket knife
Gak takes this.
bowie knife
He takes this one too.
dagger
The quartermaster's likely starting to catch on by now, but he still snatches this up -
throwing knife
Stows this somewhere on his person -
switchblade
And snags this also, assuming he hasn't been stopped by now.
"Thanks pal buddy guy friendo bye bye now!"
Attempt to snag every knife there and scoot off.
The guy doesn't even bat an eye. he's already pulling another box from a shelf before you get to knife three. He waves dismissively as you scamper off.
Get a short sword. And... ready, I suppose.
The metal doll runs past you, giggling in delight as it clutches a plethora of knives to it's undersized chest. You walk in to the supply depot and are waved over to a line of swords, from which you select one that fits your hand and style.
Ready to go
mkay. Thread coming soonish.
Examine self. What am I wearing, anyway? Is it inconspicuous enough?
Apart from that, just allow myself to be cluelessly swept up in mission preparations as per usual. Maybe acquire some rope. And rations.
You are a baker's apprentice who specializes in inconspicuous. Bassoom won't even know you exist. Yo uget some rope and rations.
"Statement: This one thinks it will go with the Soul Harvester. It seems the most immediatly useful of the two."
Request: Also, please repair this one's staff. It got damaged during the previous mission."
Don't know about how to make double specialisations work. I would have been fine with a simple bonus whenever using clockwork magic, honestly.
If the double specialisation doesn't work, I'm thinking of getting some new kind of magic, or more Terminator abilities. I'm torn between Telekeniss, something that would pair well with soul harvesting, or some robot/terminator upgrade the gnomes cook up.
Soul harvesting kinda doesn't seem to be in line with your character, overall. But if yu want to spend a speciality on it, that's fine. as for double specializing, I suppose we could give it a trial run and see if it works out. Otherwise, the Gnomes will happily arm you with flamethrowers, grenade launchers, and clockwork demolition spells.
Open my eyes.
Before your eyes open, your ears are assailed with the usual sounds of Gnomish activity - the banging of hammers on steel, on wood, on rock - the sound of something burning, the steady pop pop pop of small, nearly controlled explosions. Most of it is distant and of no concern. but you've come to recognize the sound and smell of your handlers, and they are close. Along with the smell and sound of others. You open your eyes and see, as usual, a dimly lit cavern, hay strewn upon the floor, the detritus of dozens of experiments scattered in hte corners. Many of the objects bear your teeth and claw marks. None of them move on their own, not any more. The chains along the far wall and the heavy, solid bars in front of them are unoccupied and open. The thick door, so like a wooden one in appearance, but too strong to tear down, is closed firmly. But the sounds of your handlers and the others approach. It is like the times before, when they've moved you to the noisy, smelly place, or to the place where they put you to sleep and you woke up with pain in your throat and back. they brought more hands then, too.