"Gentlemen and gentlemole, please, no fighting in the war room! Or the control room! In fact, please cease your hostilities altogether, I'm sure we can come to a peaceful solution here if you could stop stabbing and shooting and bore-dropping each other for just a second."
Go go gadget crisis negotiator!
If tensions die down, be a medic for Maurice and bind his wounds.
How exactly do you want to fight him when you have no combat skills whatsoever?
Ah, so does the penalty for being outnumbered not trigger when a combatant has no fight skill? Makes sense I guess, the idea was to just give the other combatants a bonus/give the defender that penalty from being outnumbered.
The out numbered thing only triggers if you're facing a threat, yeah. Fighting multiple competent fighters puts you at a disadvantage. Fighting several flailing idiots when you're a martial artist with giant claws is...well its more patronizing than anything.
"Let go."
Sifeebt will stop resisting, but doesn't release his sabre. If the mole frees him, he'll back off and stop attacking, but will stay nearby and watch the mole, following it to the medbay if necessary.
Blast - 00
Fight - 90
Dodge - 80
Cover - 00
Endure - 50
Move - 70
Hide - 55
Find - 00
Transcend - 65
Recover - 00
Build - 00
Control - 00
Body - 19/19
Mind - 81/81
Knowledge:
Deathless Determination (Spend X mind, and immediately regain X/2 body.) [55/350]
Inventory:
Deathless Sabre (4d6)
"Hmouh. Now the hu-a-mouns want truce. Is fine. Mu-au-rice just want a promise."
Keep holding on to Siblafet until It's clear he's not attacking any more.
HEY PW EDITING ON MY PHONE IS A PAIN SO I'M JUST ADDING THIS SO YOU KNOW THE FIGHT IS OVER NOW AND I'LL EDIT THIS TO BE MORE ELEGANT IF I GET TO A REAL KEYBOARD BEFORE YOU NEXT UPDATE THANKS.
Description: This is not a mole man. This is a clay troll that has a lot of brown moss growing on it. But it sorta looks like a mole man.
Archetype: Mole Monk
Abilities:
Blast: 0
Fight: 80+5
Dodge: 80
Cover: 0
Endure: 0
Move: 30
Hide: 0
Find: 0
Transcend: 80+5
Recover: 70
Build: 0
Control: 60
Attributes:
Body: 34/90
Mind: 10
Knowledge: 0
Inventory:
Eye Disk
Hands 5d4 (5-20)
I'm going to let him surrender, this was just his first transgretion. If he surrenders I'll escort him to medbay, but not before I scare the shit out of him, and explain why that was a bad idea, so he never does anything like this again.
If Sifeebt still tries to kill him, I'll try to break up the fight.
Assuming everything goes well, I'll finish suiting up, and climb the rope down to the island.
@Maurice "If you ever so much as think about doing anything like that again, I swear to the void I will find you, and when I'm done with you, the only thing left in that two-bit brain of yours will be my face. To the day you die, after you've forgotten your friends, you family, even your own void damned name, I'll still be there. You will regret crossing me for the rest of your worthless life."
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
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"
Well, I'm glad this stupid mexican stand off ended only in one injured mole instead of TPK or some sort of weird IRL tantrum spiral. Lets see,
[45/no sheet]
Turns out that the priest must have had a bit of that old brain damage from working in the sea for too long because he goes to bind Maurice's wounds but instead finds himself just standing there, dead eyed, fingers spazming randomly.
Razor, finally done dealing with this silly nonsense, gets a diving suit on and joins the rest of "Team get shit done" down on the worm island. It's too bad Razor is human and not a mole because then I could make razor mouse jokes.
Enter the interior, count the furniture blocks, and take a close look at one of them. Try to pick it up, is it heavy? Can I cut it with the gauntlets?
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
Winter Octopus Strike, 20/250, normal damage may be dealt instead as non-lethal.
You step inside, taking care to avoid the hole in the center, and inventory the furniture. There are 3 of these things on this level, and you can see 2 above and 1 below from your current location. They look...well imagine it like this. Take the vague shape of a cucumber and then make it a little fatter and sort of squish and bend it up a bit. Then stick it on several stout little legs. It's that, but made of stone. It could be art, or furniture or some sort of weird sex aid, its really hard to tell. You try to pick it up but you can't, not on your own. Its really very heavy, but its also made of stone and quite big so it's not really abnormally heavy, just sort of heavy by nature. You wrap your big metal pincers (By the way, before anyone asks, yes your gauntlets are basically just
this with three fingers instead of two.) around a bit of one of the stone things and squeeze. The gauntlets strain for a second before the stone gives and you more crush than cut a chunk of it out.
As per sinking and floating, there are pockets for ballast. It naturally floats, though not terribly well. You'd float on your back, not standing up. The shoes are also weighted, so they'd naturally unbalance you.
Guess I assumed there was ballast in the pockets already. If there is something that works as ballast at hand (i.e. on the island), Nameless will grab that and try again. He'll try to balance the ballast so that he can move freely just below the surface, or a little deeper. If there is no ballast at hand, he'l attempt to use the tapeworms as handholds and navigate a bit below the island (but not too far in, just a few feet) and see if the lights are somehow conntected to teh island, or if the worms extend deep below, rather than being a simple surface drift.
How Far do the lights below appear to extend, side to side? Do they appear to stretch as far as teh island's borders, or further? much further?
Nameless will say into the radio in his suit:
Lights. Beneath the island. Geometrically. Arranged. deep.
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)
Notes: apparently a cross between Wolverine, Richard Harrow, and Christopher Walken
Legs The Mover continues to man the helm. To Maurice:
Crew below, molesir. Diving now would invite catastrophe. No sign yet of hostile intent from the object below.
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 worm ball is actually far larger underwater than it is above, stretching down for several hundred feet. There are more towers stuck in it than are visible on the surface too, and a huge stone base partially emerging from the bottom of the ball. It looks like these worms just swarmed and coiled around a city block worth of real estate and proceeded to tear it and a chunk of the earth straight up and float off with them.
You climb a few feet down on the worms; they're definitely a free floating entity, not connected to anything else. As per those lights, they're quite expansive. Its hard to tell how far they go, you have no frame of reference for size or depth in that darkness below, but they seem to cover a large portion of the bottom (if they're actually on the bottom) of the cave here.