Collect some more of those balls.
For woody the corpse, try to find out how they lived, what kind of creatures they were, and perhaps how they came to their demise.
Name: Joshua Abraham Darvaza
Male, 30 years old
Styling himself as ‘Emperor of the Deep’, Joshua is ever so slightly unhinged at times.
Dau-de-Daleth Ascetic
Starts with an Eye Disk, Priest’s Beadchain, and +10 Transcend
ABILITIES
Blast: 0
Fight: 0
Dodge: 0
Cover: 70
Endure: 50
Move: 80
Hide: 0
Find: 0
Transcend: 80 =>95 (+10 character trait +5 eye disk)
Recover: 50
Build: 70
Control: 0
ATTRIBUTES
Body: 30
Mind: 70/70
Knowledge: 'Mental Fortress' (60/400) take half damage in the deep sea but only do half damage as well.
INVENTORY
Eye Disk (3d6)
Priest’s Beadchain (5d4)
Pistol (4d6)
Lvl.3 deep sea remains (Weird 2/Deep 3/shiny 4)
Human heart (Organic 5/transmitting 3)
Lvl. 3 deep sea balls (1 in deep sea) (deep 2/smooth 4/Organic 4)
You collect 3 balls, because thats all you can hold while floating around as a naked ghost man.
33/95
You get fragmented visions of the life of the corpses. They have art and culture but seem still bestial in some ways. Things like murder, cannibalism, and control via superior physical capacities were common. The strongest killed and ate those that challenged them, and their society, while appreciative of fine craftsmanship and intelligent pursuits, felt no empathy or guilt when slaughtering rival nations. They were a starfish like people, they conveyed themselves in a number of ways; Walking spider like or running in a cartwheel configuration. They swam via a strange undulating action, like a wriggling disk. They, at some point too far in the past for you too see, took these worms to be their workers. They used odd instruments inserted into the ganglia of the worms to control them; the t-shaped metal things. The worms carved these cities for them out of the bedrock of the cavern. These particular individuals died when a cluster or worms either went rogue or was given unclear commands; they wrapped around this chunk of the city and tore it loose, dragging the inhabitants to the surface where they died from rapid decompression. The starfish men are strong, inhumanly so, and able to survive almost any injury, but the simple change in pressure burst their internal bladders and pressure tubes, killing them.
Doug Endeck
Former Soldier
Blast: 70+10
Fight: 0
Dodge: 0
Cover: 50
Endure: 40
Move: 70
Hide: 60
Find: 60
Transcend: 0
Recover: 50
Build: 0
Control: 0
Body: 70
Mind: 30
Inventory: Rifle
((Yeah; that was more of a "what interesting is lying around" action, but whatever. And oops, you're right; I do have one! I can menace builders for other reasons, then.
Is ammo a thing? If regular ammo is just abstracted away, what about specialty ammo?))
Doug stomped around the bore, looking for where the engineers were hiding. Looks like if he wanted armor to go with his rifle, he'd have to go find someone to make it. "Yo! Any gearheads around here?"
((Engineers, I'm not quite sure who's building on the ship as opposed to out and about right now))
Regular ammo is just a thing of me rolling d6 every time you shoot and on 1, you run out and have to reload. Special ammo is counted, though.
How is the rod attached to the walls? How thick is hte rod? What does the rod appear to be made out of? Is the rod running straight across the middle of the room, or is it offset? how high is the rod?
How are the hollow cones attached to the rod? how big are they? Is the pointy end of the cone facing the rod or facing away from the rod? Are they hollow like party hats and megaphones, with one end open? How are the cones arranged on the rod? All on one side, all hanging down, radially symmetrically, evenly distributed along the length, etc.
Nameless will touch a cone, wiggle one, and shake the rod to test if it is firmly attached to the wall or if it is loose.
.
Thoughtful corpse
Body: 80 Current:80
Mind: 20
knowledge: 45
Gaining knowledge for technique: One Strike. Adds d20 to a single melee attack roll against a single opponent at the cost of 5 body. Success doubles the damage of the blow. Failure doubles the damage of the opponent's attack
00 Blast
80 Fight
60 Dodge
40 Cover
60 Endure
80 Move
00 Hide
00 Find
00 Transcend
90 Recover (80 +10)
00 Build
00 Control
Weapon: Machete (4d4)
Knife (3d6 dmg) currently on loan to razorblade Rede (lupanian)
loot: beetleshell armor?
Notes: apparently a cross between Wolverine, Richard Harrow, and Christopher Walken
Legs The Mover: Chillin'
Engine Heart
Body: 50 Current:50
Mind: 50
knowledge: 0
00 Blast
00 Fight
00 Dodge
00 Cover
30 Endure (20 +10)
80 Move
40 Hide
80 Find
00 Transcend
20 Recover
80 Build
80 Control
Weapon: pistol (4d6)
Appearance: A central orb from which juts many Mechanical arms/legs. Four protrusions - arranged in tetrahedral format around the orb - contain Legs' sensory and communication modules.
The rod appears to be inserted into the stone itself. You couldn't remove it without either breaking the stone or the rod.
The rod is about as thick as your waist.
Its made out of metal, but what kind you can't be sure. Its tarnished though, so probably nothing terribly robust.
The rod runs straight across the middle of the room and is about 5 feet from the floor.
The hollow cones are each about a foot and a half long, tapered from an open end down to a point that affixes to a small metal rod that is then affixed to the central Rod. They are hollow like party hats, and indeed resemble them, though with much skinner and longer dimensions. They are arranged around the entire circumference of the rod, brancing off of it on all sides, though they are not completely evenly distributed. It reminds you of the slowly spinning metal cylinder found in music boxes, with tiny metal pins sticking out of it to catch the chimes in the box and play the music. This rod is much the same, with these cylinders coming off at what look like carefully chosen intervals all around the entire rod.
You touch a cone. Even a light touch results in it producing a gentle metallic note. You try to wiggle it, and you feel that it might be able to wiggle, but there's some sort of internal mechanism holding it in pace. The cone that is. You attempt to shake the rod but it is very firmly held in place. It can, however, rotate. And when you rotate it just slightly, you can feel internal mechanisms moving too, gears probably.
Doug Endeck
Former Soldier
Blast: 70+10
Fight: 0
Dodge: 0
Cover: 50
Endure: 40
Move: 70
Hide: 60
Find: 60
Transcend: 0
Recover: 50
Build: 0
Control: 0
Body: 70
Mind: 30
Inventory: Rifle
((Yeah; that was more of a "what interesting is lying around" action, but whatever. And oops, you're right; I do have one! I can menace builders for other reasons, then.
Is ammo a thing? If regular ammo is just abstracted away, what about specialty ammo?))
Doug stomped around the bore, looking for where the engineers were hiding. Looks like if he wanted armor to go with his rifle, he'd have to go find someone to make it. "Yo! Any gearheads around here?"
((Engineers, I'm not quite sure who's building on the ship as opposed to out and about right now))
Archetype: Engineer
Blast: 0
Fight: 30
Dodge: 20
Cover: 40
Endure: 30
Move: 0
Hide: 0
Find: 80
Transcend: 0
Recover: 40
Build: 90
Control: 80
Body: 60/60
Mind: 40/40
INV:
Cleaver (4d4 dmg w/fight)
Pipe Gun (4d6???)
Build this man his thing.
Ok, lets see what.
Wait, I'm below water level? Didn't mean to go that far.
Raise the diving bell to the water's surface.
Archetype: Quiet Man
Abilities:
Blast: | 0 |
Fight: | 80 |
Dodge: | 50 |
Cover: | 0 |
Endure: | 20 |
Move: | 60 |
Hide: | 80 | +10 |
Find: | 40 |
Transcend: | 30 |
Recover: | 40 |
Build: | 0 |
Control: | 0 |
Attributes:
Body: 60
Mind: 40
Status:
Broken body.
Knowledge: 55/30 for Reference Guide
Inventory:
Knife (3d6)
Done.
Eat the food using my trusty knoife. Look for alcohol.
What materials to build a Diving bell? Diving with a capital D.
Coinflip wanders around the bore with "food" in hand, eventually running into Doug! Character interaction!
"Hey mate, don't think I've seen you around. 'Sup?"
Description: You win some, you lose some. Such is life.
Archetype: Quiet man
Abilities:
Blast: 50
Fight: 50
Dodge: 50
Cover: 50
Endure: 50
Move: 50
Hide: 50+10
Find: 50
Transcend: 0
Recover: 0
Build: 0
Control: 0
Attributes:
Body: 50
Mind: 50
Knowledge: 0
Inventory:
Knife (3d6)
We already have a diving bell. And when you guys say diving bell do you mean diving bell? Because a diving bell is a metal or wood structure with an open bottom that you lower into the water to produce a pocket of air from which divers can go in and out of. Or are you thinking an enclosed metal capsule?
You find some booze in the supply room too.
Oops, I seem to have missed a post
Descend to the level below the one I was at before via rope.
Jakie 'Razorblade' Rede
Injured leg
Tunnel Dweller
Blast - 70
Fight - 70
Dodge - (50 + 5) 55
Cover - 55
Endure - (50 + 5) 55
Move - 40
Hide - 20
Find - 20
Transcend - 0
Recover - 35
Build - 0
Control - 0
Body - 75 (22)
Mind - 25
Knowledge - 30/300 ("Ruthless Fury" sacrifice 10 points in mind for +20 to blast of fight)
Pistol (4d6 [4-24])
Knife (3d6 [3-18]) - on loan from Nameless
Magic "T"
Other
- Missing a finger
Description
wearing a nice suit and glasses, and keeping well groomed gives Jakie a rather slick appearance. She has a very no-nonsense personality, and speaks with a slight tunnel accent. She comes of as very cold, with calculating and emotionless eyes that remind one of a reptile.
Backstory
Jakie Rede was born in a little tunnel town right outside the city. Jakie didn't like the lack of opportunity, so she made her own, in the booze business. Being as how these "operations" weren't entirely legal, Jakie learned how to protect her interests when the need arose, and the need arose often. But, getting too greedy, Jakie lost control of her turf, was muscled out and forced to skip town. Now, down on her luck, she wants to explore, see the world, and maybe find a nice place to set up a new "operation"
This is the last level you can visit easily; the others below here are blocked off by still moving worm bodies. Or at least the passage down to them is.
This room contains several of what look like logs of dried drift wood and metal objects, including a huge metal spike with a rounded cuplike end opposite to the sharp bit.
"Worm island? Bad food? I think I see a solution here! Worm's not too bad if it's cooked right!" Doug guffawed. "Don't ask me to cook, though; I cleaned more toilets and mowed the moss rather than peeled vegetables. But you're right! A drink to good times!."
There any booze in the canteen? In any case, if Engi needs any help making something, help him out. Maybe by looking for parts because Doug sure can't build.
There's booze around, mostly in the supply room. Lets say you get some. As per building, No one has told me what exactly is being built?
Go into the room upstairs from the starfish corpses. Loot+assess gauntlet/blades.
Consider what sort of knowledge/materials would be needed for machines capable of turning
a) organic into mind-restoring liqour
b) chemical into mind-restoring liqour
c) chemical into explosive
Name: Verne
Archetype: Civilian
Blast: 80
Fight: 0
Endure: 40
Move: 40
Hide: 40
Find: 80 +10
Transcend: 0
Recover: 40
Build: 80
Control: 0
Mind: 27
Knowledge: 15
Body: 50
Got mine fuck you: Pistol, rifle
Crude model submarine, trinket
Interesting Green Stone Hedgehog Innards [Heavy 7-smooth 3-projectile 4-weird 1]
Artifact Furniture Stone Chunks [Structural 3]
In quest of:
Sniper rifle is probably 3 xstructural 4-containing 2, Transmitting 3 (to get: someone's nervous system)
Explosives shells; Structural 3 (got), explosive 3, projectile 3 (Got).
The ones that pancaek is currently looking at? The ones several hundred feet underwater and up through a pile of corpses? The ones too deep for anyone other than an engine heart to get to currently? Those? As much as I'd love to have you hurl yourself into the water and fucking die of compression forces, I'm gonna not do that.
Well, an alcohol still would be able to turn organic into liquor, but chemical would be more turned into pills or something.
Hmm. Something that could give something with the "Chemical" tag an "Explosive" tag? Or something to turn things with chemicals into explosives?
Well, if the fist don't work, it's time for the gun. Shoot the gun at the wall, attempting to break through.
50 blast
50 fight
80 dodge
80 cover
40 (+10) endure
40 move
0 hide
40 find
0 transcend
20 recover
0 build
0 control
Body 61/61 (80)
Mind 20/20
Pistol, paint, diesel gauntlets, chunk of 'furniture', black goo
Winter Octopus Strike, 20/250, normal damage may be dealt instead as non-lethal.
You shoot your pistol at the stone wall and it unsurprisingly pings off.
"neat."
Inspect one of the bladed gauntlets up close. Also look around to see if I can go further from here.
Name: Muffin
Race: Engineheart
Blast - 80
Fight - 0
Dodge - 0
Cover - 80
Endure - 70 (60+10)
Move - 70
Hide - 0
Find - 70
Transcend - 0
Recover - 40
Build - 0
Control - 0
Body - 75
Mind - 25
inventory:
Pistol 4d6
Rifle 2d8+10
Soldiers suit with basket attachment +10 armour (equipped)
Knowledge: Gun fu (use blast in melee, but with a 50/50 chance for having to reload. 30/300
The gauntlet is basically a large metal cup that looks like it could go around the stumpy end of each of these starfish thing's tentacles. It has 8 ax like blades coming off it, each evenly spaced around the circumfrence of the gauntlet. Imagine something like a Mace, but with the flanges sharpened and designed to fit over your hand instead of held on a rod.
You think you could go further up from here; there's nothing blocking the way.