"I'll just leave that one for later"
Pass down the beetleshell with straps, and open a couple more chest things
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'
Winter Octopus Strike, 20/250, normal damage may be dealt instead as non-lethal.
You pass the beetle thing down to Nameless and then try to open the next chest.
[39/40]
It takes all your strength combined with that of your gauntlets but you manage to pry one of the clamshells open. When you do, water pours out of it and it reveals a squirming mass of blackish silver tendrils. It looks something like an anemone, though the tendrils are more closely packed and stay more intertwined rather than extending out like anemone tentacles.
Nameless attempts to wear the beetle shell armor.
.
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 will, upon discovering that the mole has gone horrific, rush to the crawler and prep for evac (first opening exterior doors if necessary.)
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.
You put the shell thing on your arm. It's very small and specific in terms of armor; really not terribly protective. Maybe it has some other use?
Legs runs to the crawler and waits to leave.
Vokun waits for the diving bell to be lowered.
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)
Unfortunately the guy who was gonna do that is currently hiding in the crawer because of accidental demon summoning so...that wait might be a while.
Climb up to the room where Barg is, open a chest.
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"
You climb up and try to open another chest.
[63/40]
But it is sealed far too tightly for you. Not really a surprise, the guy with diesel powered crab claw things could only barely get one open, so you probably don't stand much of a chance.
Is Radio's char awake? If yes, grab the remains of the mole's body, and abscond out of the control room. If no, decapitate the mole's body (or, if the Eye Disk's somewhere else on it, chop off that part), grab Joshua, and abscond. Either way, the new being is someone else's problem.
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 (+10 armor from Diving Suit)
Mind - 81/81
Knowledge:
Deathless Determination (Spend X mind, and immediately regain X/2 body.) [55/350]
Inventory:
Deathless Sabre (4d6)
Diving Suit (10 armor)
You grab the eyedisk, which is just sort of sitting in a pile of goo, and then drag Joshua out of the room and down to the sanctuary.
Examine the water soaked planks, see if they're useful. Regardless, go to another tower with an open entrance and have a look inside.
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
[45/70]
You realize upon closer inspection that these are not planks of wood but are instead corpses of the creatures depicted in the murals adorning the buildings. They've crumbled into pieces that then hardened to the consistency of wood, but its clear that they are in fact bodies.
You walk to another tower and find much the same thing; it seems like the occupants of these towers died and then gathered at the bottom of the structure. Not surprising considering the set up with all holes in the center of each room in the tower. You think you could probably squeeze past the bodies and get up to higher levels.
If Verne notices from the ground the Deepsea horror that just smashed through the side of the Bore, he takes aim at it with the rifle and tries to find a weak spot.
If he remains peacefully oblivious or the problem goes away, he looks for something that might have structural 3+ lying around.
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
Stuff: Pistol, rifle
Crude model submarine, trinket
Interesting Green Stone Hedgehog Innards [Heavy 7-smooth 3-projectile 4-weird 1]
In quest of:
niper rifle is probably 3 xstructural 4-containing 2, Transmitting 3.
Explosives shells; Structural 3, explosive 3, projectile 3 (Got).
You definitely heard it, and even if you didn't, all the glass from the window it broke fell around you so you'd notice that.
[59/90]
You're pretty sure the actual physical form of the creature is the balls of light; the strange beam/threads of light that intermittently connect the balls seem to have an ethereal quality that indicates they'd be hard to damage with conventional weapons.
Damn, I'm hungry. Is there any good food on this thing?
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)
You find a large supply of dehydrated food pouches in storage.
Well, the good thing is that he's conduit to a low level entity. You guys might want to not let things manifest themselves in your control room in the future. It could end poorly.
The good news too is that He's manifesting next an even more powerful deep entity, so when it bursts out of Maurice and splatters the inside of the control room with mole guts, it immediately gets shoved right out of the bore. It smashes through one of the glass panes of the control room and gets thrown down into the cave with the rest of the team. Or rather about halfway there. It stops maybe 35 feet down and begins hovering in place.
((Wait, didn't the bore prevent incarnation of low level entities near it? Not that I'm asking for a higher level enemy, mind!
EDIT: this is what I'm referring to:
"Well, the whole drill has got some life in her. Thats how she walks so well. But we got a brain over there, behind the elevator. Thats the biggest piece of machine intelligence here. Deepest Engine too. But as per protection, I doubt it will ofter you much really. Probably will stop incarnation of low level entities within short ranges, if only because it interferes with them seeing you."
Or does this not matter when it comes to reanimation?))
Can I attack this new enemy, or is it fully in the corporeal world?
If yes, attack it.
If no, is the thing that killed the mole still there?
if yes, attack it.
if no, examine the monster and the corpse of the mole. Try to learn more about possession/incarnation of dead teammates by deep sea things. How does it differ when a diver gets killed while diving from a regular person dying in the material world?
If no, try to stealthily dive down to lvl. 3 and attack it.
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
[70/95]
You drop down to the third level.
Now, I have to ask, how exactly are you going to try and attack it. Because you can't do it directly with the bead chain or anything. You have to manipulate the world to do damage.