Doug wandered back over to Engi and picked up the armor. "Looks good. Thanks buddy! Let me know if you need anything, cool?"
Suit up. See how it fits. Maybe whack self with a wrench to test it out?
Also help Engi
You whack the breastplate with a wrench. You can feel the impact, but only dully. Good enough.
You set yourself up with Engi and help him with whatever he needs. Not sure what that is. We'll see as these posts continue.
Try to very calmly slip myself out of the grips of the worms.
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"
[15/40]
You stop yanking and instead slither and slide, wiggling yourself out of the wormy embrace. This combined with the other guy pulling you completely frees you from the worms.
Load the three unopened chests into the bell and ride it upwards.
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.
You load the chests and then ride the bell up to the hanger. Once up there you carefully unload the chests and make sure they're well secured. Don't want these fucking things bouncing around.
It rolls against a 90.
Leaving this level when it hasn't noticed you will be the same as escaping it, but if you just go back down right after, it will still be there.
You lower the diving bell down for the people below.
Huh, the previous lvl.3 monster rolled against 80. This one's much more powerful. Good to know there's quite a range.
Go put those things I collected (that're now in a corner of the hangar) in a box in my room. Can't leave this place untidy, after all.
Then either help with people trying to ferry things up by working the bell or unloading things from it, or if not applicable go check out how our bore's engineheart brain is doing in the control room. Inspect the damage done when the moleman-spawned monster crashed through.
You know what? Suit up into a diving suit and go down (by bell, or by rope if it still doesn't require a roll) and go help Rede not become wormchow. Pull him out!
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)
This thing is technically from level 4. The combination of that bell rod and all the goings on with the other monster and such have started attracting bigger fish.
Gonna assume you put them in there in still incorporeal form, which means only sort of in the vague area of that box. Because they're not constrained by physical limitations.
You get out of the sea and suit up before riding the bell back down, once those pesky chests have been unloaded. Rede is free by the time you reach the wormmass, however.
Verne shouts down from the Bore to the bell.
"If that's the last we see of the civilised structures, are we done here? Or does someone want to try crawling from one end of a worm to the other?"
If possible, Verne then goes down to the worm-mass, collects several Fragments of a Deep-Sea Creature, then goes back up to the Bore.
He wonders whether or not the fragments could be safely ground into powder.
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]
Tony's Nerves System [Transmitting 3-organic 4]
In quest of:
Sniper rifle is probably 3 xstructural 4-containing 2, Transmitting 3 (got)
Explosives shells; Structural 3 (got), explosive 3, projectile 3 (got).
You go down and gather a few of the remaining balls from around the worm mass and then ride back up before returning the bell to the lowered position. You take a look at the balls. Hmm...They're very smooth. Hard to hold, even, like ice spheres. But if you crush or break them, grinding them into powder should be a safe thing. Assuming you don't inhale it. Probably not good to get lots of tiny shards of hard material in your lungs.
"Yes. Bring me materials. Anything you find. I can figure good uses for them. In fact, let me find them. Keep me safe, I make you things, huh?" Engi says, in a sort of disjointed fashion.
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???)
Is the bell up? Send it down. Is it down? Leave it be. Catalogue the ship's wealth (or dearth) of materials.
ARE YOU SURE YOU WANT TO OBSERVE THE QUANTUM STOCKPILE?
[YES] [NO]
Inspect the door for traps and dangers. If nothing found, inspect it again, because I just know this bastard wants to blow up in my goddamn face.
If after two thorough searches nothing bad is found, attempt to open the door somehow.
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)
fleshy sphere
Knowledge: Gun fu (use blast in melee, but with a 50/50 chance for having to reload. 30/300
[Hidden roll]
You look it over. Hmm...
You look it over AGAIN. HMMM....
The door is quite big and heavy duty, as you'd expect for being made out of solid stone, but you don't see anything about it that screams "HELLO I AM A TRAP". It seems to simply be a very large and very sturdy door. Hmm. You give it a shove and it opens a bit before you run into resistance. You put all your weight and strength into it and can see just a sliver through the door. Its enough to see that there's debris behind the door holding it shut. Hmm. If you had a few more people pushing, you could probably get this open. Or maybe a machine?
Well, you're a machine, but a machine made for this.
"We might need some help over here!"
Continue helping Rede not die.
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)
Done and done. Rede un-dead-ed
"Glub."
Dream of an environment identical to a VR machine.
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 dream of a completely empty reality with a single vr headset floating in it.
Go pull Rede out of the worms. Then return to the Bore
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.
ALREADY DONE YA DINGUS