assemble and test my taser round modifications. They got a hunting or shooting ranges dont they?
You assembled your taser mods and went to the Rec Room to look for a shooting range. Fortunately, you found one after entering through a door on the other side of the gym and following the adjoining hallway. Touching a nearby pylon, a screen similar to the one you'd seen in the Education Nexus popped up and you felt information on how to use its features flow up your arm and into your head. With a flick of a set of virtual sliders, five simulated, humanoid targets appeared about six hundred meters away, their attributes displaying on the screen:
Health:12/12
Might: 5
Fortitude: 6
Endurance: 5
Agility: 4
Taking aim, you fired a single taser round at target, the results speaking for themselves:
-Metz (Acc 10 + 1(-Finned- Taser)) vs. Target 1 (Agi 4): 10 vs 3: Hit
\\Metz (Mig 16 + 2(-Hardened- S.A.P. Round) vs Target 1 (For 6): 6 vs 3: 3 damage.
Target 1 Health: 9/12-Metz (Acc 10 + 1(-Finned- Taser)) vs. Target 2 (Agi 4): 8 vs 1: Hit
\\Metz (Mig 16 + 2(-Hardened- S.A.P. Round) vs Target 2 (For 6): 11 vs 1: 10 damage.
Target 2 Health: 2/12-Metz (Acc 10 + 1(-Finned- Taser)) vs. Target 3 (Agi 4): 9 vs 2: Hit
\\Metz (Mig 16 + 2(-Hardened- S.A.P. Round) vs Target 3 (For 6): 7 vs 1: 6 damage.
Target 3 Health: 6/12-Metz (Acc 10 + 1(-Finned- Taser)) vs. Target 4 (Agi 4): 8 vs 2: Hit
\\Metz (Mig 16 + 2(-Hardened- S.A.P. Round) vs Target 4 (For 6): 9 vs 1: 8 damage.
Target 4 Health: 4/12-Metz (Acc 10 + 1(-Finned- Taser)) vs. Target 5 (Agi 4): 7 vs 3: Hit
\\Metz (Mig 16 + 2(-Hardened- S.A.P. Round) vs Target 5 (For 6): 11 vs 2: 9 damage.
Target 5 Health: 3/12The target spurted copious amounts of simulated blood as the rounds penetrated them. Target # 2 looked worse for wear since it was almost dead. However, for some strange reason, none of your taser charm mod worked. You were completely certain that you'd engineered them right, even going as far as to making sure that the symbols that will hold the energies required to activate them were carved right…
Suddenly, it hit you: none of you were taught how to harness whatever energies your Totems needed to activate. Because of that, your taser mods functioned for all intents and purposes as mundane attachments to help stabilize the bullets during flight. Regardless of whether this is a result of an oversight on the headmistress' part or she's actually saving that bit of knowledge for when you and the other begin the next assignment, you still felt a bit disappointed.
On the bright side, none of your special ammo seemed to be wasted and can be retrieved and reused at your convenience, perhaps since you'd used them on simulacra and not on more solid enemies. Even the walls behind the targets seemed to be made of a material that diverts much of the kinetic energy of any projectiles hitting them in a way that bounces them away while keeping them intact. Such things would've been considered fantastical in life but when did everything here made sense?
((Hopefully mustard gas counts as a clandestine tool. They can't see you if there's gas everywhere and they're dying in agony!))
Name: Chemical Warfare is Fair Game, Right?
Type of action: Research (Chemical Warfare)
Desired progress: ?
Description: Still really not liking his chances here, Clint was going to start looking into figuring out how to get some smoke bombs going here for the inevitable and bloody retreats he'll be taking part in, when he realized one important detail - they really don't seem to give a fuck here, so chances are, going all WW1 is gonna be a-okay. If that's the case then, he'll start looking into how to make smoke bombs that do a little more than just smoke. Not particularly picky on what he'll need this to do, so long as it obstructs sight, does horrible things to people, and that the require protective equipment (e.g. gasmasks) needed to safely deploy it aren't too hard to make.
Seeing that these fuckers still require air to breathe, you figured that that menas that
everyone[/b] in Aetheria needs to breathe and since they need to breathe, they are susceptible to a variety of poisonous gases and chemical agents. From sarin gas to Agent Orange (which is more of a defoliant but gave Vietnamese and Americans alike cancer anyway), perhaps those Contorted assholes and that Charlie as well can go choke on whatever distasteful brew you can cook up. Of course, a crash course on how this shit actually works can mean the difference between making your enemies' flesh fall off their bones and literally coughing out your own lungs. You figured that at least a week is needed to learn how to go Koffing on some Contorted pieces of shit.
[5 rolls(1 week) + 1 roll(+1/5 Intelligence) = 6 rolls]
Week1: [5, 6, 1, 6, 3, 3] = 60 + 2 extra successes = 100% and +2 Agility for one turn.
Results: Lv 1 Chemical Warfare Insight (+2 to relevant progress actions) and +2 Agility (Quickened trait) for one turn.
After gaining much needed knowledge on the ins and outs of asphyxiating a fucker with chemicals and other stuff without getting your stupid ass killed in the process, you feel much more confident in the basics of essentially telling the Geneva Conventions to go fuck themselves. Feeling that such rules of warfare don't apply in this fucked up afterlife, you hoped to God that the Contorted's biology aren't too alien to be affected by your future brews. Regardless, you feel pretty much like searching for Charlie so that he can serve as an unwitting guinea pig for your experiments. Also, you felt a bit more flexible and fidgety, perhaps due to constantly expecting your experiments to blow up in your face and having to dive for cover when they do.
Clint receives Chemical Warfare Insight (+2 to relevant progress actions) and the Quickened trait(+2 Agility) for one turn! He also receives 10 XP (research)!
Oh and since, there's no avoiding it. After that Clint's gonna kill himself. If gonna happen sooner or later, he may as well try it out in, well not quite a controlled environment, but on his own terms at least. Save himself a bit of screaming and flailing when it happens "for real". After this research, Clint returns to his room, layers bedsheets on the floor, lies down, and shoots himself in the head. Or at least tries to. With any luck the mess he'll be waking up to won't be too bad. ((Not entirely sure on the logistics of shooting yourself with an LMG.))
Willing to see what dying's like here, you head back to your room and gathered some pieces of string. Laying some bedsheets on the floor, you wrapped the string around your chair and your weapon's trigger to form some sort of crudely made pulley system. You them turned the dial on the side of your weapon to 'Single Shot'. Lying down with your head next to the chair, you raised your weapon and inserted it into your mouth. The weight of the gun made it harder to keep it from sliding down your throat while you held it with one hand but you managed to keep it steady. Grabbing the loose ends of the string with the other hand, you tightly shut your eyelids and took several deep breaths. Finally, you pulled the string with a jerk.
*BLAM!*In a split second, the weapon willed the bullet into existence and propelled it into your mouth. As it tunneled through your spinal cord and tore its way out of the back of your neck, the kinetic energy it created traveled through your tissues as a cone, liquifying them before ejecting them in a splatter onto the bedsheets you were so considerate in preparing beforehand, despite the amount of fucks you gave about this place, which is nil. The recoil of the gun propelled it out of your mouth, causing it to land butt first on your crotch. However, you gave even less fuck about the accidental hit below the belt as you are now dead. How ironic is it that, in your worries about getting brutally killed, you were the one who did yourself in first?
“-In memory of Clint, who self-administered lead-based, sleep medication.-” An epitaph begin appearing on the Wall of Snark. “-Deep throating metal, he just couldn't wait to die!-”After what seemed like an eternity, a plethora of colors flowed around your very being, forming kaleidoscopic patterns before dissolving into a bright white light. Finding yourself in one of the vats in a private room of the Medical Section, you banged on the glass in frustration and a hint of fear until the solution drained completely. When the door finally opened, you stepped out and turned to look at you remaining two bodies. You also turned to a nearby wardrobe which contained extra school uniforms and other articles of clothing.
First things first, stat increase!
Might: 5 + 3 = 8
Fortitude: 5 (10)
Endurance: 3 + 2 = 5 (10)
Accuracy: 7
Agility: 7
Stealth: 0
Perception: 0 + 4 = 4
Intelligence: 10 (20)
Charisma: 0
Willpower: 3 + 1 = 4
Type of action: Recipe upgrade
Desired progress in weeks/levels: 3 weeks
Description: Jun's not satisfied with the work she's done. The board is, quote: "Pretty freakin' sweet," but she knows she can do better. Taking the blueprints back to the drawing board, she uses higher-quality alloys for the screws, adds custom-forged trucks to handle the unusual wheels, improves the efficiency of the light-wheel enchantment, and swaps out the low-grade plywood for a stronger, more resilient maple. Cosmetically, she changes the black grip to a pale glow-in-the-dark green, and re-paints the underside to look like a proper Ouija board.
[The board confers a +Might bonus to the user, so long as they remain on the ground. At Expert level it will also confer a +1 Charisma bonus, thanks to her chilling out and opting for a less garish design.]
[5 rolls(3 weeks) + 4 roll(+1/5 Intelligence) + 1 roll(+1/5 Might) + 1 roll(+1/5 Agility) + 4 (A Shop Class Student's Diligence)] = 25 rolls
Week 14: [1, 5, 5, 1, 5] = 60 + 3 extra successes = 120%
Week 15: [1, 4, 1, 5, 4] = 60% and -2 Might (Enfeebled trait) for one turn.
Week 16: [1, 6, 5, 3, 5] = 80%
Week 17: [6, 6, 6, 2, 6] = 160% and -4 Agility (Sluggish trait) for two turns.
Week 18: [2, 5, 3, 5, 3] = 40%
Total = 460% = Weeks 14 to 17 completed; Week 18: 60% completed.
Results: Expert Ouiji Board (+2 to Might and Agility when used, plus +1 Charisma), 3 extra successes for Ouiji Board Recipe (Week 18), -2 Might (Enfeebled trait) for one turn, and -4 Agility (Sluggish trait) for two turns.
Your new and improved Ouiji Board are super fresh and is tricked out with some rad designs and attachments. It now provides more speed for moving and thus more momentum in your attacks, plus the oohs and ahhs from the other students admiring your handiwork is an additional benefit too. However, you suffered a few accidents in the Great Workshop and found yourself weakened by the bruises you received. Most of them were on your legs and you can already guess how you will function afterward.
Jun receives Expert Ouiji Board (+2 to Might and Agility when used, plus +1 Charisma), 1 extra success for Ouiji Board Recipe (Week 18), Enfeebled trait(-2 Might) for one turn, and Sluggish trait (-4 Agility) for two turns! Also, she receives 50 XP (Craft)!New Turn: Everyday, I'm Preparing…
Rounds: 1- 2Type of action: Skill
Desired progress in weeks/levels: 3 weeks
Description: When Jun isn't in the workshops, she's in the rec room practicing her board tricks. Recently, she's managed to figure out how to incorporate some small amount of magic into her ollies, granting her more height and some control while off the ground. Thanks to the unusual movement, she's a lot harder to hit while she's up there.
[Performing this trick boosts Jun's Agility whenever an attack is made against her for the next turn.]
A trick that makes you harder to hit while you're Tony Hawking in the afterlife? The Contorted won't know what hit them.
[5 rolls(3 weeks) + 4 roll(+1/5 Intelligence) + 1 roll(+1/5 Agility)] = 20 rolls
Week 1: [1,1,4,4,5] = 60% and -2 Intelligence(Dumbfound trait) for one turn.
Week 2: [1,1,6,6,5] = 100%
Week 3: [6,5,6,4,5] = 140% and +2 Agility(Quickened trait) for one turn.
Week 4: [5,3,3,4,5] = 60%
Total: 360% = Weeks 1 to 3 completed; Week 4: 60% completed.
Results: Rookie Ollie-er Skill(+2 to Agility if attacked within the same turn.), Dumbfound trait(-2 Intelligence for one turn), and Quickened trait (+2 Agility for one turn).
You formulated a skill that will allow you to dodge attacks aimed at you while in midair. Whatever your enemies will throw at you figuratively or literally will be dodged artfully by a student who really loved to show off moments before retaliating. You find yourself increasing your pace, which will come in hand should you desire to give a Contorted a face-plant, that is, planting
their face into the asphalt to be grounded to a bloody mess. Unfortunately, you whacked your head on a pole while trying out your new move, sending some of your brain cells to skater heaven. Of course, there's nothing that walking it off cannot fix.
Jun receives Rookie Olli-er Skill (+2 to Agility if attacked within the same turn), 3 extra successes for the Ollie-er Skill(Week 4). the Dumbfound trait(-2 Intelligence for one turn), and the Quickened trait(+2 Agility for one turn)! She also earned 20 XP (Class)!Type of action: Skill
Desired progress in weeks/levels: 5 weeks
Description: Jun performs a short hop and slams her board into the ground, sending out a short range shockwave that damages and threatens to knock over any enemies within her immediate vicinity. The further she falls, the more devastating the attack.
[Jun makes a melee attack against any enemies within range. If they're hit, they must make an additional Fortitude save against Jun's Might, upon failure they are stunned. If performed after Ollie-er, or if she performs it while in the air for any other reason, her Might is boosted.]
Stomp the yard or stomp them hard? Either way only one of you are going to be happy after this.
[5 rolls(3 weeks) + 4 roll(+1/5 Intelligence) +1 roll(+1/5 Might)] = 20 rolls
Week 1: [6,6,4,6,3] = 140% and +2 Fortitude (Toughened trait) for one turn.
Week 2: [3,1,3,5,5] = 40%
Week 3: [4,5,5,4,6] = 120%
Week 4: [4,1,4,6,5] = 100%
Total = 400% = Weeks 1 to 4 completed
Result: Rookie Stomp It Down! Skill ( +2 Might point-blank AOE +1 Might per meter above ground, targets Stunned if Fortitude < Might successes, +2 additional Might if Ollie-er is used in the same turn) and Toughened trait(+2 Fortitude for one turn).
While you're six feet above ground, your enemies will know that they're about to be sent six feet
underground. Like the foot of a huge elephant, you will crush those who dared turned so much as a baleful glare in your general direction. In addition, the fact that practicing this new skill made you feel as if you are a mountain standing dauntless and steadfast in the path of a tornado. Though temporarily, you are a tougher egg to crack.
Jun receives Rookie Stomp It Down! Skill and the Toughened trait(+2 Fortitude for one turn)! Also, she earned 20 XP(Class) and has leveled up! She now has 10 Attribute points to spend!
Fill the rest of my time with investigating that shiny watch. What is it, what does it do, how much can I sell it for on the black market? [/b]
While you are currently unsure about whether a black market actually exists in this 'purgatory', you've been here too short of a time to be so sure. Nevertheless, you can examine the golden watch Corvo somehow got his talons on. You figured that at least a week would prove sufficient.
[5 rolls(1 week)] = 5 rolls (Duh!)
Week 1: [6,4,5,3,4] = 100%
Result: Golden Watch Insight
A slight whisper drifted from the watch. Holding it to an ear, you focused more of your attention on it until the word became clear:
One was all and all were one.
Pieces to and fro, secreted to ethereal mates.
What was then shall be what is now.
The throne awaits the exile.
What does it all mean? What pieces? What exile? None of this made any sense, at least for now. Regardless, it's still up to you to decide what to go with the watch. Even if you're unaware of a black market's existence, perhaps one of the students are willing to trade you something for it.
Roland receives Golden Watch Insight! Also, he earned 50 XP (Research Found Item)!