We're not splitting this team up all willy-nilly, that's asking for trouble. We'll keep a few people here to make sure nobody sneaks up on the others, then send out three teams, each going down one of the corridors. How are we splitting people up.Uh.Right. We'll just go by ear. Gunslingers go together, circus guys and... uh, colt single action dude? You're a team. Moist, Pump and Double-barrel, you go into the next tunnel. Lever-action, me and Sydney go next. The rest stay here.Screw that! We're moving now! One of the shadowrunners says:
Gotta agree with 'im, luv. But, regardless, good luck out there. He seemed a tad different from the rest, though like all of the others you can't exactly tell what he looks like beyond "fit" and "in black clothing". They're pretty well-disguised.
If you're going, mind telling us what's ahead with those camera's? Well enough. Snapshot? Tell 'er. The camera operative explains that she doesn't see much of interest, mostly just dwarves like the one you just fought. Hallway 4 has some heavier security, however, and hallway five...
Well, they'll be dealing with it, so there's no point.
The shadowrunners and the dozer go into door number five, leaving the group behind. They don't say another word, and that leaves just your group.
Might as well just send the rest into tunnel four, right? Then we can check them all at once.Do you want to get shot in the back? Yeah, yeah... Fine.The teams leave. You leave Sucy, the mouse, and Yunikki behind to guard, along with all your undead minions. You kind of wonder if a more ideal spread of people could have been made, but it seems alright. Probably. The hallway you're going down is really dark, but lever-action had the forethought of bringing a flashlight with him. It doesn't reveal much past 12-ish meters, but that's a sight better than pitch-black. It doesn't take long before you find a room.
It's not very big, but still large enough to be worrying. There seems to be a poker table in the middle of the room, along with some other entertainment methods. A recreational room, you suppose. Well, even crime syndicates need some time off, and considering you're still in the guard portion of the whole thing it makes sense. Still, it's a bit strange that its empty. You tell everybody to move slow, and check for traps of some sort. Don't touch anything, et cetera. You look through the room, but nothing seems strange. There are two doors up ahead, leading to a walkway hanging over another hallway. You're a bit far from the defence team, however, so you'll be going back before you do so. Still, things seem clear.
Just as you turn around, however, you hear a sudden scream from Hal! When you turn to him, the flashlight is already on him. Lever-action instantly starts firing above, into the figure that is only barely visible, even with the flashlight. A large, black drider, hanging from a thread, currently holding Hal's head in one hand and a large knife, with a serrated edge on one side and a plain sharp one on the other. The head is dropped like a sack of potatoes as he reels back up, while yelling something completely distorted through radio feedback.
You can't tell if Groki missed, or the bullets just didn't have any effect! You pick up Hal's head, and throw it at his body. Without a single word, he catches the head and gets back up.
WHAT THE FUCK!? Groki yells, but in no time at all more enemies descend from the ceiling. The only thing that makes them visible is eerie green LED-lights over their goggles and the occasional crackle of electricity from their stunsticks.
LEG IT! Your ally yells as he runs down the hallway. Considering the situation, you're inclined to agree. You hear some very distinct buzzing behind you, and you feel that, if you weren't so much bigger, you wouldn't have quite the speed needed. You pass by the lever-action guy pretty fast, and then you hear the screaming, mixed with the unmistable sound of somebody getting shocked to the point of being a little crispy. Hal fires a bolt back with his smaller crossbow, even while carrying his head under his shoulder.
When you arrive back in the hallway, it only takes a quick command before the hallway explodes. Your ears are ringing from the blast, but you decide to forgive your demolitions expert when you see a chunk of the attackers sail past your head. The mousy girl fires off her gun in quick succession, pretty much at random, down the hallway. There is a grunt of pain, and nothing comes out of the dark hallway.
...I don't know if we can get that man back. What the hell was that?Drider assassins, I guess. Hal says, panting and putting his head on again. The mousy girl is just staring at him with her mouth agape. Hal doesn't even look at her, and continues:
That was a very well-practiced move. Very quiet, too. I suppose we're lucky they use melee weapons over a shotgun. Well, that's one hallway we're not using. Everything fine here?You're the first ones back. We didn't hear anything from the othe- Just as Sucy was speaking, the cracks of gunfire begins to echo from the first hallway. People set themselves up to fire, hoping they retreat in this direction. The gunfire continues for a while longer, until finally the white-haired gunslinger runs around the corner, firing his revolver as he takes cover at said corner. When he notices something, he sprints towards you all with far more speed than you expected from an old man. Noticing your bullets, you swear you see a smirk. He drops to the floor, sliding forward. When the first drider appears from around the corner, everybody opens fire over the gunslinger, who is firing his last two shots from his gun. In no time at all, the drider is too riddled with bullets to attack, and keels over dead. Nothing else appears from the hallway after a few tense moments.
...The others didn't make it. The gunslinger says. He doesn't seem too bothered, but he's still grimacing a bit at the thought.
They surprised us from all sides, one of the brothers got hit, the rest refused to run. Admirable, but fatal. I had no such reservations, so I'm alive.Damn it! They played us like a damned fiddle!What about the last group?The hallway remains oddly silent.
Charge in after them.You might just save them....Better get moving.Get together, and move to another hallway. Mystery hallway 4 remains, and you know what's in the others.Hold your ground.Give them a chance. Maybe they'll be back soon.Report the casualties through radio.This is a free action, you should make a choice on a direction as well.Basic Stats
Level: 12
HP: 52/55
Stress: 18/70
Poison stings: 1/1
Restraint 3/3
Mana: 36/36
Corruption: 6/10
Thirst: Sated
Children
Adam 6/6
Alice 7/7
Cactus: 9/9
Items and equipment
Equipment:
Button-up shirt
Vest
Longsword (in scabbard)
.44 Revolver (loaded)
Flashlight
Items:
.44 bullets(x38)
Holster
200 dollars (lvl3)
Two incendiary grenades
One Thermite satchel.
EMP bomb
Alpha bomb (portal bomb)
Beta bomb (black hole bomb)
Omega canister (The blob)
Magic Cookbook
The Cure (cures vampirism)
Blood Vials (X10)
First Tome of Eternal Darkness
Skills and spells
Magic:
Resurrect vermin: Allows you to resurrect very small creatures such as rats(invests 2 of your max mana) (no mana cost)
Resurrect average beast: Allows you to resurrect creatures such as dogs, cats and other similar-sized creatures.(invests 7 mana) (no mana cost)
Resurrect Humanoid: Allows you to resurrect humanoid creatures. (Invests 10 mana) (Costs 14 mana)
Reshape minion plus!: Allows you to majorly change the appearance of your resurrected minions.
Control Undead: Allows you to attempt to control an undead that doesn't belong to you. (mana cost of 2 per second, unmastered)
Minion Vision: Allows you to see what a minion sees. The minion must have eyes.
Disintegrate undead: Delete a corpse you currently control.
Animate Piece: Allows you to animate just a piece of dead tissue. It requires your constant attention, and cannot act independently. (Drains 0 mana)
Graft: Allows you to use dead tissue as a replacement limb. Requires a lot of mana. (1 per second) (average limb takes around 20 seconds to properly graft)
Gather Soul: Allows you to make a soul visible. You could try putting it in a flame of some sort to keep it around. (9 mana)
Soul battery: Allows you to use a soul-infused flame as a small mana-boost. This snuffs it out, however
Undead flashbang: Allows you to blow up a minion for a flash-bang effect. (9 mana)
Stitch: allows you to close a wound and stop bleeding as fast as you can stitch. Costs zero mana, but requires something to stitch with.
Siphoning Cloud: Breathe out a cloud that drains the life from victims and gives it to you. Adds a LOT to intimidation (4 mana)
Smoke Cloud: Breathe out harmless but thick smoke. (1 mana)
Deathbolt: A bolt that hurts the body's connection with it's soul. Causes minor wounds to appear over the body as it attempts to compensate (1 mana)
Doombolt: A more powerful version of the above (4 Mana)
Pinworks: You can apply spells into a bone spike, relative to the size of the victim. You can also make traps if you use an offensive spell.
Companions
Tom(cat)
Pooper-souper(Pigeon)
Skills:
Claws: Your arm has been replaced with a powerful claw. This is BOUND to you, and cannot be removed.
Pride: You have a mind-controlling leech in your arm. This is so mindblowingly unethical/illegal it would put you in "kill on sight" status with a lot of organisations/people.
Broodmother: Once per day, you can sting something to create spiderlings, which are large, clever spiders that adore you by default. Your instincts cause you to be VERY protective of them.
Crossbow usage: Novice
Gun usage: Novice
Oral Fixation: Can cast spells spells from the mouth.
Draining: Can drain blood using fangs.
Major experience in blocking and swordplay.
Climber
Crafty: Bolas
Cooking skill: Excellent
Corpse Cutting: Quite Decent.
Animal handling: inexperienced.
Necromantic knowledge
Soul Sniffer