Wake 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)
Up you go.
Try to find some screws, bolts, nails, tape, glue, or anything else that would qualify as sticky level 3. Try to determine how hard it would be to turn the plates into containing level 3. Barring that, aquire one of the chests to use as containment level 3.
Could we use the diving bell to safely get to where Muffin is?
"Alright, I've got a pet project I need some help with right quick. Could somebody put together this guantlet for me? And if you have more time build the distillery, keep in mind that the still would benefit the entire crew, and could be our first step towards being able to make first aid type things."
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"
[48/20] You can't find any sticky components.
As per the containing thing, you would just have to shape them into a container. The basics of that could be done via the tools in the workshop.
You could reach his level, yes, but getting off the bell and into that water would probably be a poor idea.
43/95 Its gonna get more difficult each turn to remain hidden.
Beyond the big door is a large open room, with more than its fair share of bodies. The most interesting part of this room, beyond the fact that the door appears to have been intentionally barricaded, is that there is a large, spherical, metal object in the center of the room that clearly does not belong there, and that it is surrounded by a good two dozen creatures that are very much different from these starfish men. They look something like ambulatory anemomes. a sort of tubular, rubbery red central body with radiating tentacles. The tentacles are about as big as your wrist and look much softer and weaker than thse limbs of the starfish men. These critters are dead too.
"Danger lurks. Better make this quick."
Take a quick look at the metal thingamajig and the anemones, then stealthily try to clear the barricade enough so that Muffin will be able to enter the room. Then float away back towards the bore's protective aura.
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)
bellbetdebt from Bargthor
66/95
The metal object resembles a modifed version of the rod of chimes you saw eariler, the device that drew the worms to it. This thing is similar in function, but more violent in nature . The chime wheel draws the worms to it, this thing pulls them in be manipulating some key aspect of their anatomy, some subtle thing. Like ants inextricably drawn to the right mix of pheromones.
These anemones, you sense a great deal of resentment from them, towards the starfish creatures. If you had to guess, these anemones planted this metal thing and used it to cause this sudden and violent swarm of worms and the tearing away of this section of buildings.
88/95
You use your influence to shove the door open and then immediately rise back to your body. As you do so, however, you see the water begin to churn in the area you left.
Get in 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: Once Nameless is in the Crawler, take it out on the ceiling. Head in whatever direction seems most interesting. Keep going until I spot something interesting besides the floating island. Yes, I want this action carried out this turn, as it is. If anyone else want's to tag along, they need to be in the crawler this round.
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.
Letsee...You take the crawler out for a while until you find something; its quite near the edge of this cavern area but it looks like a magma tube...but not. Its a big, circular tunnel that has apparently been more melted away than dug, but there's no sign that it was done by civilized hands. No tool marks or machines or any sort of remnants.
Grab that scorpion thing. And is there some warm meatbag that I can hand the worm thing to wake it up? There was that one with the box. Or the diver, if the guard on the divers isn't there.
Actually, giving the guard on the divers the three-foot mealworm sounds like fun. Do that.
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 grab the scorpian and then walk over and attempt to hand the worm to Sy.
Do following actions in given order. Stop doing 1) and move onto 2) if my face stops melting, the symptoms become trivial, etc.
1) Wash out my mouth, face, skin and nose heavily with clean water from the bore.
Repeat with water from the lake.
Repeat with alcohol if there is any.
Vomit.
Consider whether build, transcend, or another skill would be most helpful to my survival in this body.
Seek out someone with that skill.
Set up blood transfusion from Tony's body.
If any organs have fail or seem to be about to, consider switching with Tony for one.
Consider switching bodies with Tony, look for replacements for the vital bits of him that people have removed.
2) Do if symptoms clear up/seem to be going away.
What are the tags on the box containing the white powder?
Find some other container for the stuff.
Making sure I don't get any on me, switch the poison between the two containers.
"So this stuff is poison. Someone else can have it, but I'm keeping the box."
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]
Thick heavy silver box full of white powder [Poisonous Several]
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).
Quick rinsing seems to stop progression of immediate symptoms, however, 32/90, a closer look at that powder tells you that not only is it a high grade poison, its also probably radioactive, if that thick box was any indication (toxic 4) You manage to stop immediate symptoms via vigorous rinsing but you snorted some of that crap so its defintely in your mucus membranes and maybe lungs now. Poison or not, if its high grade radioactive then you probably don't have too long before acute radiation syndrome sets in. You close the box of powder to prevent contaminating the entire damn hanger and everyone in it, at least.
You're probably gonna need a new body...
Look over the room once more for interesting weapons/gadgets.
Also check the shell gun to see if it isn't trapped, somehow. If no traps are found, pocket the shell gun and inspect it to see if I can't figure out how it works just by looking at it.
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 (worm egg)
Knowledge: Gun fu (use blast in melee, but with a 50/50 chance for having to reload. 30/300
You look around again. whats useful depends. Are relatively low level melee weapons and common tools useful? None of these guys are carrying a 3d printer or something, but several area carrying odd melee weapons and the like.
The gun isn't trapped, so you grab it. It seems it it would function via pulling back on the movable handle while holding the other one steady.
Continue to prowl the ship. If my help is requested, provide it.
Are we losing the plot here guys? Oz literally jumped ship and Toaster is pacing back and forth.