Try to find the protective we need to reinforce those diving suits.
Just to clarify, did I get just insulation, or did I get the insulation we need to reinforce the suits?
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"
You got what you needed for the suits.
16/20
and that protective. Or rather you found some metal that would work for that protective. You'll need to form it into plates in the workroom.
If you were radioactive ENOUGH it could, but that would be very bad for everyone around you
"But I don't want people around me."
Empty the box of toxic radioactive powder. More specifically, empty it into myself. Free disinfection and radioactivity!
Then clean out any not needed for embalming and toss it to Joshua, who probably needs the tags to make a box of air rather than water for respiration or some dumb meatbag things like that.
Also, any free knowledge for being spirithandled around the Deep?
"I tried the poison again."
Verne then begins to muse contentedly on the possibilities of transhumanism.
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: 44 - gloriously undead
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 Nervous System minus brain [Transmitting 3-organic 4]
Thick heavy silver box full of highly radioactive white powder [Toxic 4] (giving it to Joshua)
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).
...ok.
You take this big box full of deady powder and up end it onto your head. It lands in a clump and poofs out literally all over the damn place like spilled flour, forming a radioactive, poisonous cloud of dust.
This is the point that I remind you that you're in a sealed hanger inside a sealed ship with circulating air. Air circulating through air vents. Like the ones the poison dust is currently starting to get sucked up into. And this is not the sort of thing you can stop with your bare hands.
Yeah, I'll give you 20.
Nameless converses with the Giant Snowy White Moth of Infinite Wisdom:
I ... wish to learn. Will you teach me?
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
People don't think Legs the Mover be like he is, but he do.
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.
"Learning is a path. Some paths have destinations, others branch endlessly towards a vanishing horizon. I may teach only the former. What knowledge do you desire?"
Well, let's test how much it can take then. Keep doing the make some "distance -> shoot -> make some distance -> shoot" dance until it is swiss cheese, so to say
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)
Shell cone gun
Knowledge: Gun fu (use blast in melee, but with a 50/50 chance for having to reload. 30/300
I'll spare you the rolls, but after a fair bit of backing up and shooting, including a close call of the creature almost getting a hold of you, you manage to riddle it with so many holes that it collapses.
Go pick up the worm and carry it around the bore to see if it reacts to anything. The engine, say.
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.
After some time wandering it becomes obvious that the worm is seeing some of the deep sea. It reacts to things like the engine and the main core.
Nah, I'm good with just waiting stealthily. As Radio pointed out, Sifeebt's got a fair bit less transcend than the local monsters, and he doesn't have any Deep Sea weapon.
Blast - 00
Fight - 90
Dodge - 80
Cover - 00
Endure - 50
Move - 70
Hide - 55
Find - 00
Transcend - 65
Recover - 00
Build - 00
Control - 00
Body - Gibbed!
Mind - 81/81
Knowledge:
Deathless Determination (Spend X mind, and immediately regain X/2 body.) [55/350]
Inventory:
Diving Suit (10 armor)
Eye Disk (uninstalled)
Okie dokie.
Go get whatever stuff Radio needs to upgrade diving suits. Or anything else he needs or might want. Hell, get him some food if all else fails.
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: 0/150
Training technique: Leave it to chance (Flip a coin. If heads, you lose 10 body and your next roll will act as if you had 50 skill. If tails, you lose 10 mind and your next roll will automatically fail, but have some beneficial effect.)
Inventory:
Knife (3d6)
Deathless Sabre (4d6)
You might want to free your time up to deal with the dirty bomb in the hanger. Asap.
"I guess it's true what they say, no good deed goes unpunished... Eep!
HEY YOU, you better help me with your mess!"
Darnit, throw another deep sea ball to try and distract it/lure it away.
If it worked this time, you know the drill: abscond with ghostlad and hide (in the bore or otherwise).
If still not successful, à l'attaque!
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: 30/30
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. 2 deep sea balls (1 in deep sea, 4 in real world) (deep 2/smooth 4/Organic 4)
bellbetdebt from Bargthor
[53]
With the second ball you manage to distract the creature and get over to sy. You grab is mind and absorb it into yourself.