Did you phase back in and out to do that?
((No, that wasn't the intention. I mean, I can just grab them and float up to the hangar to deposit them when I'm on lvl.3, right? Why would I need to phase in and out for that?))
Check out the rod-thingie Nameless just touched. Try to figure out how it works from a practical perspective primarily, aka how do we work it, and secondarily how it does the things it does (is it the sound that directs the worms, or does it perhaps work through the deep sea, given these creatures' connections to it).
If I manage to figure this out, tell the info to Nameless, but distort my voice and use annoyingly vague platitudes, as it behooves a Dau-de-Daleth Ascetic. If he doesn't manage to reverse the sinking, then try to stop the sinking myself by working the music rod.
82/70
You're not sure how to use that thing. You can see them inserting it into the worms in your vision, but its gotta be more complex than just jamming it in where ever.
You describe this action as if I was using transcend to try and see the info, but you rolled build (70) instead of transcend (95). Was this intentional or by accident?
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, 4 in real world) (deep 2/smooth 4/Organic 4)
((You don't. It just means they are still in the third level not in mundane level. I just wanted to know which it was.))
32/95
The rod thing is a call for the worms, it seems to resonate both in this plane and across the sea as well. There's no way to use it to control them; it simply attracts them, they're drawn to it like sharks to blood.
You convey this info to Nameless using as many obscure metaphors as possible.
The 70 action was using build actually. I was just reminding you what you saw in your vision earlier.
Climb upwards ASAP
"The poster said 'exotic women', I signed up for the exotic women, not this void-damned squid shit"
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"
((Technically, you don't know the gender of these worms~))
You climb back up to the ground...well, worm-level floor and get out before the tower sinks below it.
"4x structural 3+protective 2, flexible 2, elastic 1, sticky 2"
This is the list of what the Solider Suit needs. How much of this can I turn up (via Find) on the ship? Without stripping sheet metal off the walls or anything. Deliver parts to Engi who said he'd build it.
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
16/40
You manage to, through some heavy scrounging of the supply room, find flexible 2 (Cloth) elastic 1 (elastic bands) sticky 2 (glue) and 4 pieces of steel that woull work as structural 3. You deliver them to Engi.
Get out of here with as much ill-gotten booty as I can.
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 shove the three unopened chests out the door and onto the relative safety of the squirming worm ball.
Being able to summon jolly co-operators from alternate universes would be useful, heh. But not what I had in mind.
Like an actual diving bell, but rather than dipping it down into water, we lower it into the sea, to allow for the physical transfer of objects from realspace into the warp, and vice versa. Could maybe also be used to let people without Transcend enter the sea using their physical bodies, but that might fuck your soul up a little.
While we're at it, how about a Weirdness Distiller? Put multiple objects with the Wierd property in there, give it time to work its magic, and you get a higher Wierd number component to use in your whatever.
While contemplating things almost certainly impossible, and certainly beyond my ability to construct, drink ample booze and help out Doug with his item hunting.
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)
That sort of shit would be very advanced my friend. We're talking like 10th level deep objects as its core with a fair deal of high level Weird and organic too. You're not getting that until someone transcends to the 10th level.
That ain't gonna work, however, A device that breaks higher level weird into multiple lower level weirds could be alright. Or takes the weird property and puts it onto something at the expense of an already weird object.
You chug booze like water to help make the pain of unfulfilled dreams less intense.
Grab one of the spheres, if I can't get it loose on the first try just leave it though.
Evacuate the tower through the entrance I came in from if it sinks slowly enough, otherwise scramble upwards in the hope that there an exit at the top.
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
You swim up to the nearest sphere and pry it loose. It's actually not very firmly attached, just sort of gently held by goo. The sphere itself is sort of soft but still firm, like a tomato; you feel like you could crush it of you wanted but it's not overly fragile either.
You dig your way out through the corpses and then push the orb out before following behind. You make it back onto the stone foundation of the towers and look up to see the worm mound slowly crawling upward.
Focus on getting out of the tower, through a door if there's time, or by moving upwards if possible. Determine whether or not we're likely to start drowning in twenty seconds. Find some sweet loot and investigate if the threats stop.
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).
You get back onto the surface of the worm ball. The worm ball is remaining boyant and in place on the water, but the towers are sinking because it is moving upwards along them. It's an odd sort of configuration, to be sure.
Help people get out of the towers if I can. Preferably without getting caught in them myself.
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 also get out in time. Luckily no one was stuck, they all had ropes or easy enough ways out. Good for them.
Remind me: are there windows on any of the floors of this tower above the ground floor? Are their floors above the one I am currently on?
If I have time enough to do it and still escape the tower, rotate thebarthe other way. If that solves the issue, continue exploring upward. If that doesn't solve the issue, or i don't have time, get out the quickest way I can. I call up to the Bore for evac, and make my way to the nearest rope to the Bore or Crawler.
.
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?
Recipe: Enhancement Wire: [Weird 4, structural 3, transmitting 4-flexible 4, Organic 5] owned: none.
Notes: apparently a cross between Wolverine, Richard Harrow, and Christopher Walken
Legs The Mover: Drive the Crawler out onto the ceiling directly above the section of the island with the towers on it. Lower a rope.
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.
There are circular openings interspersed along the tower, but the nearest one is about 5 floors above you.
You try to rotate the bar the other way but it stops immediately, internal mechanism preventing it from moving.
You climb back down to the ground floor and get out onto the worm mass. But, feeling thats not quite safe enough, you jump out into the water and swim into the diving bell. You raise it a good 30 or so feet off the surface of the water and watch everything unfold beneath you.
The towers sink straight down into the worm mass and eventually disappear. However, down on the foundation, Muffin watches the worms move upward, revealing more and more of the towers around him until the worms suddenly stop and hold in place.