"Sounds like a man that doesn't suffer the ill-prepared"
have the Elder Watcher teach us the movement
stat points: 0
Name: Jim
Appearance: a young and wiry looking man
Strength: d8
Dexterity: d10
Endurance: d6
Speed: d8
Knowledge: d6
Wisdom: d4
Perception: d6
Charisma: d4
HP: 32/32
SP: 20/20
Armor:
Helmet (d6 Head)
Tunic (d6 abdomen and torso)
Weapons:
Therma-ray (Dex)(d8)
Items:8?/8
Fragment of the void
Therma-ray
Helmet
Arc-Lamp
Log Book
Specimen Container
Filament Gun (loaded with filament container)
Websilk Tunic (logo of favorite sportsball team)
Money: 90
Name: Anton Barrick
Description: a generic human male.
Stats:
STR: d10
DEX: d8
END: d8
SPD: d8
KNO: d8
WIS: d6
PER: d8
CHA: d6
HP: 34
SP: 28
Carry: 4/10
Items:
Helmet (d6 armor, head only)
Therma-Ray (DEX) (d8)
Fragment of the void
Human bone prayer beads
Money:0
I ask this question: "Can you teach us this movement?"
"The movement I know is called 'Vacuum cleave', and it enables one to strike from a distance with a melee weapon. Many do not see it as useful due to the proliferation of firearms, but I am happy to teach it. Though you will need a melee weapon, preferably something with a blade. Blunt weapons work as well but are more difficult to learn with. "
Request it be black and red, thank the snakeman then join Steve "It'll be an hour, anyways you certainly have a way with people sir." Oz says with an impressed look "Someone like you would do well as a business associate my friend, say what brought you out to this place?"
While they converse, Oz contemplates wether snakemen are men or snakes.
Name: Ozwald J. HamondDescription: A tall, square shouldered man with a handsome face. Looks middle-aged with a few grey hairs in his short black hair kept clean-cut and proper like his goatee. One might think he looks like the devil himself, from old-time newspapers depicting Satan. A silly coincidence...He also wears some plain but well-kept clothes, a collared shirt with a pair of black dress pants and polished leather slacks.
Physical Stats
Strength: d4 Dexterity: d8 Endurance: d6 Speed: d6Mental Stats
Knowledge: d4 Wisdom: d10 Perception: d6 Charisma: d8
HP: 24/24SP: 28/28Inventory:-
Neurobridge-
Fragment of the Void- (x2)
Stimulants- (x1)
BiogelMoney: 50
You leave the merchant with your specifications and then rejoin Steve. As you speak with him, you idly consider the physiology of snake people. [2] You haven't a clue, really, if they're men or snakes. There were no indications of sex so to speak, and their language gave you no hints. Certainly they don't seem to fit within the human framework. Unfortunate; you were kind of hoping for some hot alien women on this trip. Ah well.
"What's that you don't like the plants, how can you change your mind now we're already her... No need to get so violent I'll go somewhere else."
Go towards the disassembled engine an find a way inside there.
Name: Hobo Bob
Description: A dirty man with unkempt hair and beard.
Strength: d8
Dexterity: d6
Endurance: d8
Speed: d6
Knowledge: d8
Wisdom: d6
Perception: d8
Charisma: d4
HP: 28/28
SP: 26/26
Weapons:
Therma-Ray: (Dex) (d8)
Thermo-Lash: (End)(1d8, leaps to another enemy for d4 and then d2)
Armour:
Helmet: (d6 armor, protects only the head)
Industrial Tunic: (d6 Armor, protects Torso and Abdomen)
Items: 6/8
Oxygen Tank
Arclamp
Therma-Ray: (Dex) (d8)
Helmet: (d6 armor, protects only the head)
Industrial Tunic: (d6 Armor, protects Torso and Abdomen)
Thermo-Lash: (End)(1d8, leaps to another enemy for d4 and then d2)
Money: 0
The disassembled or Stripped engine is the one you saw to the west of the Guild camp. Its the Guild's current worksite and you can tell before you even get close that you're not getting in there. They've built quite a large fence around it and the place is swarming with guild crews and machinery. A giant ring of scaffolding surrounds the engine up to about half its height, anti-grav sledges carry scrap back to the camp, and over a hundred full guildsmen in their powered armor suits are directing work and handling the larger tools. An armor plate the size of a house being lowered carefully down from the upper scaffolds.
Violence here is definitely possible...but would probably be mostly visited on you instead.
Request it be black and red, thank the snakeman then join Steve "It'll be an hour, anyways you certainly have a way with people sir." Oz says with an impressed look "Someone like you would do well as a business associate my friend, say what brought you out to this place?"
While they converse, Oz contemplates wether snakemen are men or snakes.
Name: Ozwald J. HamondDescription: A tall, square shouldered man with a handsome face. Looks middle-aged with a few grey hairs in his short black hair kept clean-cut and proper like his goatee. One might think he looks like the devil himself, from old-time newspapers depicting Satan. A silly coincidence...He also wears some plain but well-kept clothes, a collared shirt with a pair of black dress pants and polished leather slacks.
Physical Stats
Strength: d4 Dexterity: d8 Endurance: d6 Speed: d6Mental Stats
Knowledge: d4 Wisdom: d10 Perception: d6 Charisma: d8
HP: 24/24SP: 28/28Inventory:-
Neurobridge-
Fragment of the Void- (x2)
Stimulants- (x1)
BiogelMoney: 50
Steve takes a sip of tea "Straight to the hard hitting questions I see? While I have no qualms in telling you my motivations we have not even done proper introductions yet! Let us get that out of the way then we can get into more juicy matters of discussion, it is only proper after all! Infact... give me one moment if you don't mind." Steve reaches into his left pocket and takes out a business card which he proceeds to hand to Ozwald "My name good sir is Steve Goldwin head manager and son of the CEO of Goldwin Biotechnical Industries. I'm certain you have heard of us before and even if by some miracle you have not heard of us I guarantee you have purchased one of our products before... for example does Biogel ring a bell?" Steve proceeds to take out a can of Biogel and rolls it toward Ozwald when it stops rolling the acronyms G.B.I are clearly visible on the can.
"Of course Biogel isnt the only product we sell not by a longshot but to tell you all that would take a list a mile wide!" Steve chuckles "Anyway enough with that now that I have introduced myself its time for you to introduce yourself, tell me friend who do I owe the pleasure of speaking to on this fine day?"
Think about electric sheep as I converse while also looking closely at the man infront of me for any particularities.
Name: Steve Goldwin
Appearance: Steve is a standard human with short brown hair wearing his favorite pair of gold trimmed shades and a grey business suit he likes to wear almost 24/7.
Stats:
Strength: D6
Dexterity: D4
Endurance: D6
Speed: D6
Knowledge: D4
Wisdom: D6
Perception: D6
Charisma: D12
HP: 22
SP: 28
Weapons:
War Drum (Str/Cha)(d8/d12)
Armor:
Wearing armor at the cost of fashion?!?! Nonsense!
Carry Weight: 6
Items: 6/6
Whistle (1)
War Drum (300)
Oxygen Tank (100)
Specimen Container(30)
Small autocage(200)
Biogel x2 (200)
Money: 169 (Nice)
[4]
The man doesn't appear to be anything out of he ordinary. Well...he doesn't appear to be anything more than human, lets put it that way. He certainly has an odd quality to him.
stand with Gambatta while he talks.
See if I can communicate with my Nim’s Parasite at all, since I now know that it's active/alive inside of me.
Name: Hlaine Lockley Appearance: A rather haggard looking man somwhere in between his early 40's and late 50's, it's hard to tell. Of average height, his skin looks pale and slightly sickly. He's a thin, wiry sort. He wears his hair shoulder length parted in the middle, and has a permanent unkempt beard going on. He wears a faded industrial overall, patched in a few places and the logo of the original company no longer legible, along with a pair of battered work boots and an old synthplas helmet. Strength: d4
Dexterity: d6
Endurance: d6
Speed: d6
Knowledge: d8
Wisdom: d8
Perception: d8
Charisma: d8
HP:14/22 SP:32/32 armour:Helmet: (d6 armor, protects only the head) A synthplas helmet in bright orange.
weapons:Therma-Ray: (Dex) (d8)
Items: Nim’s Parasite
- Telekinesis: (kno), requires line of sight, current max weight 300lbs, d4 SP activation
Bait:(Kno) x3
Log Book: (Kno) (
journal)
Arclamp
Stimulant: Recover d10 SP.
Biogel: Recover d10 HP.
Head on in and ask the Survey Guys what they do here, and what they'll pay for. Also if they know anything about conditions or wildlife inside the wreck so far.
Name: Gambatta Ganyaro
Description: A kooky old man wearing an elaborate martial arts gi under his discount armor. As a proud grandfather and respected martial arts instructor, he's looking forward to retirement. His idea of retirement involves things you're not allowed to do when people are depending on you to be alive.
30/30 HP
24/24 SP
1d6 Strength
1d8 Dexterity
1d10 Endurance
1d6 Speed
-
1d6 Knowledge
1d6 Wisdom
1d6 Perception
1d6 Charisma
Items (5/6):
Industral Tunic (300): 1d6 Torso/Abdomen Armor
Helmet (50): 1d6 Head Armor
Human Bone Prayer Beads (300)
Galactic Slugger (150)
Small Autocage (200)
[7]Hlaine attempts to speak the the parasite inhabiting him. He doesn't hear words or anything so plain, but he gets vague sensations. Its much the same way your body will not just transmit the words "I AM HUNGRY" to your brain, instead it will produce sensations the brain has come to understand mean the body is hungry. These sensations, currently, are those of a desire for power or control. A slightly malevolent ambition.
The interior of the Universal Survey building is clean, brightly lit, and playing soft Muzak. Across a room filled with a sparse collection of stainless steel tables is a wall of individual kiosks. Each Kiosk is a small booth of what looks like glass enclosing a single person who is sitting at a glass desk and typing on a glass computer that appears to have barely visible glass innards. Next to the kiosk is some sort of large scanner which then leads to an automated metal door. You shrug and walk over to a random kiosk where a young man is typing away. He ignores you for several seconds to finish typing before then locking eyes with you through his glass computer screen. You ask him about mapping and he explains the following:
1. The Universal Survey corp will pay for map data of the interior of the Enigma just as they will pay for just about any data or samples from within.
2. Mapping data must be delivered in person.
3. Bounties for mapping are paid as a total and are independent of group size. If 1000 is the bounty, thats 1000 total, not 1000 to every member of the group.
4. The largest amounts are paid for information about entirely new areas, with lesser amounts paid for more exact detail from subsequent visits. Unless major changes occur, of course.
5. Deeper sections pay greater bounties.
As per samples from inside- a process they call cataloging- he explains that the rarity of the specimen as well as the quality of it influence price. The highest quality specimens are live captured specimens while the lowest would be written second hand accounts. They also pay more for things they haven't seen yet.
As per conditions within, the clerk tells you that all data that has so far been collected is available through the Universal Survey project, where it can be purchased. They refuse to give you any info for free. Information is their business, after all.
"Damn, we could really benefit from radios. We're not likely to find Terra in this forest, we'd probably just get lost ourselves. She should be fine, even alone; let's go check out the opening I found. That's what we came here for, after all."
Can the autoharness climb up the engine's wall, and would that need a roll of some kind? If it can, lead the other two back to the opening found in the side of the engine, and climb up it twice to bring them both up. If a roll would be necessary, Xeriay can operate the autoharness instead.
Failing that, head off to find Terra when she fires her death ray in the air.
Name: Kander Jattle
Appearance: A heavily built middle aged man with a gentle look in his eyes, that contrasts with a silver scar on the right side of his face which runs from his temple to his chin. He's a veteran of a relatively minor uprising on a border planet, during which time he worked as a low level field officer. He retired most of a decade ago after a severe head injury, and has been living comfortably and quietly off of his earnings from service. He's enjoyed his quiet life, and isn't eager to go on dangerous adventures... but he was more or less begged to go on this expedition by his adoptive daughter, who was a child soldier he rescued during his military service.
Stats:
Str: d8
Dex: d4
End: d4
Spd: d4
Kno: d8
Wis: d4
Per: d8
Cha: d10
HP: 20/20
SP: 30/30
Items: 8/8
War Drum (1d8 str, 1d12 Cha Buff)
Small Autocage
Autoharness
Arclamp
Oxygen Mask + Tank
Oxygen Mask + Tank
Liquidoplas Bomb
Logbook
3* Filament Cartridges (Giver to Maxwell Hardberger)
The autoharness only climbs filaments. If you put a filament up then it will climb it without a roll. Of course you have to get the filament up there first.
(You'd tell us if we earned a levelup, right? Because when you just list off rolls like that there's no way to tell who rolled what on which stat.)
"Well, what now? Even if we want to get in here, we'll have to climb up. Should we go find that guy, Hardberger?"
Follow Kendar, either going for the opening or going after Terra. And drag Amon with us too.
Name: Xeriay Jattle
Appearance: A short and thin teenage girl, with hair bleached grey by the light of a harsh sun. The backs and palms of her hands are tattooed with eyes, and her arms with blades. Doesn't like to talk and jumps at unexpected sounds. She was recruited by a paramilitary cult from a young age and honed her skill with a blade until she was rescued by her adoptive father.
Strength: d6
Dexterity: d8
Endurance: d6
Speed: d10
Knowledge: d4
Wisdom: d8
Perception: d6
Charisma: d4
HP: 30/30
SP: 22/22
Armor: d6 head-torso-abdomen
Inventory 6/6
Mono-razor: (Spd) (Spd Roll, breaks on 1)
Therma-Ray: (Dex) (d8)
Biogel: (Recover d10 HP)
Arclamp: (Provides bright omnidirectional light.)
Helmet: (d6 armor, protects Head)
Industrial Tunic: (d6 Armor, protects Torso and Abdomen)
(I'll tell you, if its not obvious)
(You'd tell us if we earned a levelup, right? Because when you just list off rolls like that there's no way to tell who rolled what on which stat.)
"Well, what now? Even if we want to get in here, we'll have to climb up. Should we go find that guy, Hardberger?"
Name: Xeriay Jattle
Appearance: A short and thin teenage girl, with hair bleached grey by the light of a harsh sun. The backs and palms of her hands are tattooed with eyes, and her arms with blades. Doesn't like to talk and jumps at unexpected sounds. She was recruited by a paramilitary cult from a young age and honed her skill with a blade until she was rescued by her adoptive father.
Strength: d6
Dexterity: d8
Endurance: d6
Speed: d10
Knowledge: d4
Wisdom: d8
Perception: d6
Charisma: d4
HP: 30/30
SP: 22/22
Armor: d6 head-torso-abdomen
Inventory 6/6
Mono-razor: (Spd) (Spd Roll, breaks on 1)
Therma-Ray: (Dex) (d8)
Biogel: (Recover d10 HP)
Arclamp: (Provides bright omnidirectional light.)
Helmet: (d6 armor, protects Head)
Industrial Tunic: (d6 Armor, protects Torso and Abdomen)
Amon sits in the back observing the conversation.
Name: Amon
Appearance: A handsome man of Caucasian descent, has dirty blond hair with eyes like the sky, which quickly cloud over when angry.
Stats:
Strength: D4
Dexterity: D4
Endurance: D8
Speed: D4
Mental Stats
Knowledge: D8
Wisdom: D10
Perception: D8
Charisma: D6
HP: 20
SP: 32
Carry Weight: 4
Items:
Fragment of the Void
Neurobridge
Industrial Tunic
Helmet
I'm assuming Amon would follow along.
[2][5]
Neither Kander nor Amon notice the deathray, but Xeriay does. Together they head off in the direction the single shot came from. [2][6]
Fire my death-ray into the air. Then proceed into the camp and scour the ground for any tracks or indications of what happened, also keeping an eye out for anything useful. Lastly, see if I can locate the path that the hunters had taken, and see if I could follow it back.
If any creatures appear, shoot them with the deathray, unless they’re obviously human.
Name: Terra Iris
Appearance: A stocky, brooding woman with dark hair and darker eyes
Stats:
Strength: D8
Dexterity: D10
Endurance: D10
Speed: D4
Knowledge: D4
Wisdom: D4
Perception: D4
Charisma: D4
HP: 32
SP: 16
Weapons:
Deathray (dex xd10)
Armor:
Helm (d6 head)
Tunic (d6 body and abdomen)
Carry Weight: 8
Items:
Deathray
Arklamp
Biogel
Industrial Tunic
Helmet
Money: 0
You point your death ray into the air and fire a single, long burst. A beam of brilliant red light lances up into the sky with a screech. That done, you sling your rifle again and start looking for clues. [1] You start at the perimeter and start walking in a wide circle, looking for paths out of the camp and clues about what happened. You're about half way around when you notice what looks like an animal path in the sand. You go over to examine it and as you take a step the sand erupts around you and you feel horrible pain in your lower leg. You fall over backwards and look down to see a crude beartrap latched onto your leg [-7hp]. It seems the hunters may have been expecting...interruptions. Ow.
Shortly after Terra manages to get her leg clamped in a trap, Amon, Xeriay and Kender wander into the clearing and find her.
Leave the guild hall, these people seem jerk-adjacent.
So.. does one just jump down the hole and grab something? No preliminaries? I mean.. I could give that a try. Head towards the hole.
Description: Young, mid twenties kid with skinny limbs and body. Ink enthusiast.
Strength d4
Dexterity d10
Endurance d6
Speed d10
Knowledge d4
Wisdom d6
Perception d6
Charisma d4
HP 30
SP 20
Filament Gun (100)
Death Ray (500)
Specimen Container (30)
Filament Cartridge (10)
Cash: 360
You leave the Guild hall with a curt nod and head out towards the center of the Enigma; the Steel pit. The sands give way to bare alien metal as you get closer to the enormous hole, the edges of which are slightly bowed upwards. You scramble up the sloped metal and to the edge of the pit. The hole is not a clean one; its edges are ragged and all manner of wires, tubes, and pipes jut out like broken teeth. Some of these pipes still disgorge a steady stream of chemicals down into the pit. About 30 or 40 meters down you can see, it by the light of the red sun, a great swamp of god knows what chemicals and shattered machinery. In the center of this mire is what looks like an island made of tight clustered conduits, pipes, and mechanisms: perhaps the stump of a 5th engine which tore its way clean? of the ship? Jumping down would be....ill advised...but a filament rope could let one relatively easily climb from the edge down onto that central...island of sorts.