"Hey, don't look at me. I stole something, so I can run away."
So where's that bore at again?
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. 3 unopened crates.
Winter Octopus Strike, 20/250, normal damage may be dealt instead as non-lethal.
About 70 feet above your head.
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.
Would it be possible for me to remove this rod structure from the wall and use it to lure the worms around like a pied piper? Or would removing it break the mechanism/prevent it from working properly?
Alternatively, could I somehow mimic the sound this rod makes using spooky ghost powers?
Either way, collect some starfish corpses (including their gauntlet blade thingies!) and deposit them into the same corner of the hangar.
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)
It would be a bit complex since its now in the center of the worm ball, but possible, sure. Its pretty heavy and you'd need to secure the internal mechanisms like they are now when they're in the wall, but you could do it.
You MIGHT be able to do that but it would require level 3 at least and be quite difficult. Easier to replicate the sounds with machinery.
You dive down towards the towers, which are even deeper now, and immediately attract the attention of a sea monster. It just sort of shimmers into being about 20 feet away from you. It looks like a silver line. No matter how you move or look at it, its shape doesn't change, like a video game sprite that is always facing towards you.
Can I reach an entrance that was previously hidden by the worms? If yes, enter through there.
If no, just have a general look around at what's now on the scene since the worms crawled up.
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
There are several open now that were closed off before. You stick your head in the closest one and find an empty room on the first floor, but on the second floor you can see a rod covered in conical metal protrusions. Its the same thing that Nameless saw up above, but you in character don't know what it is.
"There is a diving bell that will take us up to the bore. I'll help you carry those chests with you. Anyone else returning to the bore?"
Bring one of Bargthor's chests into 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)
Nameless took the diving bell up to the bore and didn't bother to lower it back down.
Search the place where the tower was looking for a way down
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"
It's a solid floor of wormy goodness where the towers used to be. Only way to reach them is either swimming or worm digging.
Booze!
Start using Engi like a marionette and make him build Doug's 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)
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.
This was his last post in the thread; I got him his gear. Puppet him into making said Soldier Suit? Help him by handing him things, I guess? Not like Doug has any build.
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
98/90
Engi, perhaps because he's being puppeted around, messes up in his attempts to make the armor. He manages to ruin the steel plates in the process.
Ride the bell up to the Bore. Ask around to the builders and anyone else to see if anyone knows what my beetleshell thingy is for.
What is it. For?
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: Hangin'
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 find Engi, who is being Weekend at bernie's'ed around the room by two guys, and ask him what the thing is for. The more drunk of the two guys works Engi's mouth.
"Geeez man, looks like its to hold something small and spherical, ya know?"
Try and get back onto the crawler. If this works, get Tony's nervous system for my sniper rifle (transmitting-3, eh?).
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 climb the rope back up to the bore and Grab tony's nervous system.
This sniper rifle is gonna be weird, You can already tell.