Vokun continues lowering the diving bell.
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)
You lower the diving bell down to the same level as the pancaek. The diving bell is surviving at this level, but its groaning a bit.
Is it dead? Doublechecking to be absolutely sure.
If not, yank of another ball.
If yes, collect some of the real world remains of the thing, and observe them. Then also observe the one ball that got phased into the deep sea. What are the differences between the remains? Do they get different tags?
Then go check out one of the woody corpses.
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
It seems to be.
You float down and grab one of the balls and lift it up. The two balls seem basically the same, but one simply exists in the deep because you dragged it there.
Is there something you specifically want to check with them?
You run into the same room as Nameless and the rest of the team on the island of worms. Hey, these chunks of stone that someone crunched off these chair things are at least structural 3!
Huzzah! Harumble! Loot the artifact furniture stone chunks, assess for tags.
Assess the rain of crystal balls avariciously, if I see it. Look/enter for something nobody else has found/explored yet; such as another room.
Also, if something requires 3xstructural 4-containing 2, does that mean the structural material must be the containing one? And if so, could the structural material be hollowed out to get a containing 2 tag?
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]
Artifact Furniture Stone Chunks [Structural 3+, who knows what else?]
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).
Structural 3. Basically thats it.
The balls are deep 2+ smooth 4 +Organic 4
Yes, it must be the containing one. And yes, if you can do that, you can do that.
Wait for it to heat up.
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)
It starts steaming after a few minutes.
Doug awoke from his nap. Funny; he remembered being on the floor last time instead of the wall. Probably the idiot pilot. Whatever; time to poke around this place.
Explore this level. What can I get into? Can I find a firearm around here?
Doug Endeck
Age 27
Former Soldier
Growing up a kid in the tunnel slums, Doug quickly learned how to best hide in the tunnel formations. As he grew, this ability got him well entreated to a local gang. Arrested in due time after a failed raid, Doug was given a choice; jail or the army. He chose the latter, worse option.
His abilities got him assigned as a scout, acting as the point man on several operations agains neighboring cities. After his duty was up, he stayed in his host city of Shamur, planning to find his fortune. Unfortunately, his luck at survival did not extend to gambling, and he quickly racked up an impressive debt. He again found himself faced with a choice; hide in the tunnels for the rest of his life, or sign up for the Bore. Again, he chose the worse option.
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
The schematics for the stonebore on on the first page, if you haven't seen them.
This level has the common room, the sick bay, the sanctuary, the archive, the work room, the coms arm controls and all the leg engines.
As per rifles, ain't no one to sell them round here. On the bore we have an economy of builders making shit for other people. Go find a builder and noogie him into a rifle I suppose.
Actually, pretty sure your class starts with a rifle or something?
If Bargthor passes the anemone to him, Nameless will attempt to wear it or activate it or whatever.
Edit: since Bargthor is keeping the anemone, Nameless will climb up into the room above Bargthor and look for more loot.
.
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: shell armor?
Notes: apparently a cross between Wolverine, Richard Harrow, and Christopher Walken
Legs The Mover: Uselessness intensifies. Hang out in the ... whichever Bore room he is in.
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.
40/80
You climb up to the next level and find a rather strange thing up there. The room has a metal rod running from one wall to the other and on this rod are hundreds of hollow, conical tubes made of a tarnished silvery metal. They stick out from the rod like hedgehog spikes.
Oh no, this one doesn't affect me, I'm picking it up. Should be fun to hit some meatbag recreationally with it.
Shuffle over to a wall in the rough direction of the bore. Give it a hammer blow with the point of the claw, trying to start a hole that could be used to enlarge into a door or window or something.
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 stick the black goo in your bag.
64/50
You punch the wall pretty hard but do nothing more than rattle your own metal bones.
Fortune favours the bold right? Squeeze past the plankcorpses and head up in the tower.
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
58/70
You squeeze up into the higher level and shove your way through the corpses. You find the room above to be empty save for more corpses and a few things on those corpses. Some of them have what looks like a kind of weapon affixed to their limbs; a sort of bladed gauntlet that you can only assume they would smack things with.