Turnip! Heh.
You have some laaarge problems on your hands. Maybe the sewer ain't so bad?
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Turn 72 ------------
i take my hammer and heal korora then.
| You stretch out your hand and call your maul towards you. It rises off the ground and flies into your grasp. Keeping wary of additional monsters that may appear, you approach korora and channel your TK energies into his mangled body. It takes a lot of effort, but eventually you are able to restore the bone fragments and reform the destroyed muscles and organs into a more or less working form. You feel more competent in your healing, gaining expertise in healing critical wounds. (Advanced TK Healing, +1 to healing if target's wounds are critical - 'red')
I pick up a car and throw it at the zombies on the street.
| Wasting no time, you lift the stripped carcass of the yellow sedan and hurl it towards the group of zombies!
| Your aim is poor though, and the chassis flies at chaoticag instead!
| He dives forward, and the chassis crashes into the spot he stood at, tumbles over, and lands right on top of him, jamming him under the surprisingly intact seats.
I kick the backseat window in, stare intently at the cop to paralyze him, while grouping for the gun and possible shells from the backseat.
| You stare intently at the cop, paralyzing him. Suddenly, you feel yourself becoming apathic. In the last moments before your consciousness locks out, you manage to comprehend the reason, noticing your reflection in the rear-view mirror that's been dislocated in the crash.
I don't care that I'm unconsious I try to get away from the zombies ASAP
| Even your fear can't bring you to consciousness.
| However, you get a feeling that something good just happened to your body.
I kick the zombie off the building, improving my strength by doing it.
| You try to pounce on the zombie to deliver a flying kick, but slip as you prepare to do it and tumble down the fire escape!
| You only roll down one flight though, and aren't so much as bruised.
I roll around on the floor, crushing all the zombie rats.
| You roll around on the floor, and though a few of the rats are crushed, they somehow manage to keep clinging at you! And worse, more of the rats start jumping at you out of the darkness! You're now covered in several dozen zombie rats (-1 agi, mov).
Well, I'll go where that helicopter is going, keeping out of danger if I can.
| A passing flock of birds suddenly hits your shield from behind! You are forced to focus on keeping the field up, and don't go anywhere.
I explore more advanced options of the headband. Particularly, I'd like to be able to localize all the party members, constantly.
| You focus on the headband, trying to invoke various powers you think it might have. After some time of doing this, you feel slight tingling in the band, and hasten to touch the area so that the ability is activated. You open your eyes and look around, trying to figure out what happened. Something was definetly activated, but you cannot figure out what it is.
I lick JK's blood off my hands to modify my own regeneration, grab my gun and watch the windows for any zombies.
| You start licking JK's blood off your hands, and don't stop until your hands are completely clean. It tastes odd (though you're not sure why you know how blood is supposed to taste), but doesn't seem to do anything. You proceed to grab your gun, and stand guard watching the windows. (+1 against sneak attacks from windows if they happen, and +1 accuracy)
If I need it I'll TK heal myself. Otherwise I'll head to the center of town.
| You almost feel like waking up… but no, it's only a dream again.
| Your bleeding doesn't change.
I TK blast the zombies.
| Angered by JK's throwing skills, you have trouble concentrating. However, you manage to harness your anger, and focus your TK energies into a powerful burst that rips apart the car's chassis and slams into the zombies!
| The zombies are thrown away, the central one flying clear back into the door he came from, and the others tumbling along the sidewalk. The damage was clearly insufficient though, because they keep moving. The four zombies stand up and continue walking toward you. The fifth is having some trouble getting out of the mess he got in. You feel slightly exhausted.
I'll heal my broken leg then.
| Your pain doesn't let you focus, and your attempts only damage your leg, adding light bleeding to the injury.
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NPC Actions:
Allied: A stocky bearded creature that is the dwarf. Once a Keeper of Nogzulban, this dwarf has travelled with your company almost by accident. Clad in shiny plate armor with a chainmail underneath, this dwarf could be a potent warrior. Armed with an axe, but cannot use it properly. (+1 target dodge)
Hearing the ruckus on the street, the dwarf rushes in to help.
| Yelling something incomprehensible (that the enlightened ones hear as "Just wait till I get my axe on you!" or something of the kind), the dwarf runs toward the street. Seeing the four zombies approaching chaoticag on the ground, he yells something even the translators can't deal with and jumps at the zombies, axe high!
| The axe flies out of his hands as he jumps, and he just crashes into the two zombies closest to chaoticag. He's unhurt, and the zombies just took a hit far worse than this. But where's the axe?
| What do you know, it's stuck in the dwarf's leg!
| The cut's not deep, however, thanks to all the armor.
Neutral: None.
Enemy: Sewer Rats:{4} Not heeding the futility of the effort, the stupid rats keep assaulting Kashyyk!
| He manages to swirl around quickly, throwing the attackers off, but is a little dizzy now.
Zombie (roof):{3} Though Neo can't see him, he can clearly hear him approach at his slow pace.
Zombies (street):{5} Two zombies suddenly "liven up" and try to munch on the dwarf!
| The armor protects most of his body, and the zombies can't get to him, but they punch and kick and claw at him, breaking one of his legs and knocking him unconscious again.
Cop zombie:{auto-2} The zop's paralyzed by LASD.
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Status after turn:
Location: Down on the ground near the hole in the dark alleyway.
Equipment: Wearing a burnt reddish-black jacket of Karl Moebius leather, underwear, and slightly torn and singed jean shorts. Wearing a -Steel Full Helm- shaped like an anvil, with an intricate detail attached, and the The Smoldering Night of Peeling. Wielding a Darkfire Halberd.
Health: Left leg broken.(-1 movement) Pain.(-1 mental) Light bleeding.
Abilities: Basic TK Manipulation.Basic TK Healing. Big Bully. Visual Omnisensor (active).
Special status: Dense Carbon Flesh Interweave. Can only speak goblin.
Location: Standing upright in the dark alleyway.
Equipment: Wears underwear, fairly comfortable greyish trousers, and an armor set(-Iron splint-mail-, a shirt of leather, Bronze plated greaves, <<Iron high boots>>). Wieldds a +Steel maul of Lightning+.
Health: Unharmed.
Abilities: Basic Hammerfighting. Shrapnel Self. Advanced TK Healing. Empowered by Lightning (currently Lightly Drained(-1spd)). Adv.Electricity Manipulation. Selective Translator (active).
Location: Down on the ground in the dark alleyway.
Equipment: Worn: underwear, makeshift bra-scarf clothing, armor set(≡<<*Gold-Iron breastplate*>>≡, a soft leather shirt, an Iron helmet, some hard leather greaves (crumpled) and -Aluminum high boots- (crumpled)). Wields The Ashcraver.
Temporary Status: Unconscious.(-1)
Health: Legs and lower half of the body heavily battered. Mild pain. Moderate bleeding.
Abilities: Basic Swordsmanship. Mighty. Extremely Agile. Extended TK Healing.
Location: Down on the ground out on the gloomy street.
Equipment: Wearing the armor set: slightly dented +Steel Chestplate+, -Copper chainmail-, hard leather leggings and <<Copper plated boots>>. Wielding a wooden broadsword with sharp edges of a shimmering material.
Temporary Status: Weary.(-1 str,con)
Health: Unharmed. Front half of the body deeply tanned.
Abilities: Basic Swordsmanship. Basic TK Healing. Extended TK Bolt. TK Ripper Slash.
Location: Standing upright out on the gloomy street.
Equipment: Wearing underwear, a thin silky sweater, and a set of armor: A <<*Bone full plate armor*>>, +Bone gauntlets+, +Bone high boots+, and +Bone full helm+. Wielding a +Bone Axe+. Holding a roll of aluminium foil (25cmx10m)
Health: Large bruise on left shoulder.
Abilities: Basic TK Healing(!). Selective Translator (active). Unknown ability.
Location: Floating in a small TK bubble near several tall buildings.
Equipment: Wearing underwear, a ≡<<≡Giant cave spider silk robe≡>>≡, and +hippo leather sandals+. Wearing an amulet of a nature's power. Wielding a Steel Quarterstaff and a -Small Iron throwing knife- as a backup weapon. 12 shimmering arrows and 20 plain wooden arrows in the robe's quiver. Holding a shimmering shortbow.
Health: Unharmed.
Abilities: Slightly improved strength. Meagerly improved agility. Can be cautious while calm. Improved TK Healing III(!). Stone Frank's Revivification. TK Field+. Selective Translator (active).
Special Status: Electricity resistant.
Location: Standing in the sewers under the dark alleyway.
Equipment: Naked.
Temporary Status: Dizzy.(-1 conc)
Health: Unharmed.
Abilities: Enrage Other. Enrage Self. Basic TK Healing(!). Remote Body Control. Selective Translator (active). Wideband Omnisensor (active, X-ray).
Special Status: Flesh turned into steel. Thermal stress. Rollerblades in the forearms.
Location: Down on the ground on the gloomy street.
Equipment: Wearing underwear, a set of armor consisting of (severely torn up) hard black studded leather armor and broken iron plated high boots, and (somewhat burned) fur-quilted iron shoulderpads with horns. Wields a +Steel Battleaxe+.
Temporary Status: Unconscious.(-1)
Health: Unharmed.
Abilities: Can perform heavy metal. Odd regeneration power.
Special Status: Disease Resistant. Four extra arms. Knees facing backwards. Four fingers on each arm. Seven clawed toes on each foot. Two noses. Three horns on head. Head hair transformed into flexible spikes. Body covered by patches of very hard tissue. Ribcage fused into a solid shell. Body covered with short thick black hairs. General -2 penalty to charisma when communicating with humanoid creatures, and another -1 if the creature's not hairy.
Location: Standing upright near a police car on the gloomy street.
Equipment: Wearing underwear, and a white/pink/yellow suit and top hat made of underwear. Also wearing the armor set: <<+Iron chain Cuirass+>>, -Iron chain gloves-, Iron chain greaves, and Iron low boots. Wielding a *Evil Aluminum tower shield*. Holding a piece of dwarven armor with a small key embedded.
Temporary Status: Apathized.(auto-2 on all actions)
Health: Unharmed.
Abilities: Improved mimics. Power of Peace. Power of Persuasion (suit bonus does not apply). Selective Translator (active).
Special Status: Peacekeeper (active on non-zombies).
Location: Standing upright out on the gloomy street.
Equipment: Wearing purple stretchy shorts. Useless shreds of underwear on right arm.
Health: Unharmed.
Abilities: Novice Wrestler. Basic TK Healing. Blood of the Blood God. Blood Rage. Basic Pyrogenesis.
Transportation: Yellow personal mech that is actually a Corpse-steel power armor. Shows signs of self-awareness. Can absorb inanimate and living objects.
Transp. Equip.: A collection of axes and swords, a long tri-blade claw, and steel clawed fists. 12 unspent bolts for internal launcher.
Location: Standing upright in the dark alleyway.
Equipment: Wearing underwear. Wields a worn 9mm Beretta (5).
Health: Unharmed.
Abilities: Basic Air Manipulation.
Location: Down on the fire escape ladder of a building over the dark alleyway.
Equipment: Wearing underwear.
Health: Unharmed.
Abilities: Experienced Climber. Uncanny jumping. Night vision. Heightened senses. Mii'Ari physique. Mii'Ari hand claws.
Special Status: Covered with fur. Telepathy-resistant.
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Artifacts: "A massive, massive, MASSIVE sword. It is three meters long, 1'3'' (~40cm) wide, and dazzingly bright. Its fine steel has been polished to reflect light like a mirror. Its one edge is curved, jagged at the hilt, the other is straight and so sharp it could probably slice adamantine blocks like salami. Down the center of the sword, which is at least 2'' thick, runs a hollow slit 3'' wide, in which yeat another, smaller and straighter sword is concealed. The entire surface of both swords, except of course the sharp cutting edges, is finely engraved with uncountable images, among which the launching of the Challenger, world war II, a nuclear explosion, a trainwreck, and a rotary excavator. The hilt itself (being at the same time the hilt of the smaller sword) is decorated with gold and emeralds you can only assume you've taken from someone, arranged in beautiful patterns, and the handle is woven with three lines - one is a scaly snake with two small rubies in the eyes, and two seem awfully like DNA strands. You get a feeling you could decipher the human genome if you looked closely enough. The guard of the hilt is exquisitely detailed as well, but right down the senter of it, spanning the breadth of the sword, is a solid rectangular golden plate, with the single word: ""ASHCRAVER"" deeply embossed onto it. The entire thing is so immeasurably brilliant, you almost don't want to touch it fearing it'll stick to your hand and corrupt you like some magic ring. Overcoming this fear, you pick it up. Despite its size, it is relatively lightweight, relatively, of course, to anything else so large and made of steel. (+2 to damage, +1 to attack, -1 to strength and agility)
The second form is a smaller (comparatively) blade, that together with the folding hilt guard looks like an overgrown sai. It's also exquisitely detailed, but lighter. (+1 to damage, -1 to agility).
The Ashcraver seems to accumulate the energy released by the deaths it causes. The process is admittedly rather slow, but has good uses."
"The ring consists of a toroidal adamantine core surrounded by a shell of tempered steel with thin bands of gold along the rims of the ring. Set into an adamantine frame on its top is a Star Sapphire imbued with the dark soul of a Greater Demon, under absolute control of the wearer. The steel surface of the ring is covered by three hundred tiny tiles of granite, engraved with images of various creatures, all being dead.
The wearer of the ring may call onto the soul of the demon, which can manipulate darkness and fire - anything from direct projection to creating sentient forms to giving protection against.
The wearer can also give an order to summon a creature mad with rage (any creature from the DF world you have seen), which will use up one or several of the stone tiles, depending on the power of the creature. The tiles may be restored, but only through personally killing sentient creatures with bare hands and absorbing their essence with the ring, which also adds that creature to the ""summonable creatures"" list.
The price to pay for all this power is a constant aura of darkness that any living being will feel (and will react accordingly), and the wearer may, under critical stress, give in and become controlled by the trapped demon soul.
(No passive bonuses. In a single turn, you can either perform an act of darkness/fire manipulation (including creating a prolonged effect), or summon a creature/creatures, but not both. The magnitude and potential of both depend on your skill - the ring grants ""basic level"" only. You can only absorb the essence of a creature you killed with your own bare hands, and only if it died last turn, at most.)
Currently applied effects: (-1 to relevant ability for every active effect)
Darkfire halberd - haft of materialized darkness."
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Environment:
Unknown city, as seen from above: A large-ish city, roughly circular in layout. The downtown has numerous skyscrapers of varied height, and further towards the edges the buildings become less and less pronounced, forming an uneven mass of constructions that abruptly ends, hitting a high wall that surrounds the city for some reason. There aren't any clearly noticable locations, except maybe a few hospitals and malls that manage to stand out.
Unknown city, dark alleyway: A usual dark and damp alleyway in the slums of some big city, between two large buildings. The city itself is probably rather big as well, you can see many tall buildings in the distance. It is night, but many street lights don't work. Something's strange about this city, but you can't quite make out what it is.
Unknown city, sewers under dark alleyway: A rather narrow, dark, wet, and very smelly place. Well, it's a sewer.
Unknown city, gloomy street: A street that the alleyway connects to. It's a little cleaner than the place you've been at now, but not too broad, and not much less darker. At least half the lamps on the street are not lit. A number of buildings of varied sizes go along the street. You see something that looks like a major street or highway, crossing this one some distance away.
Unknown city, rooftop over dark alleyway: The roof of some building. There's a door to the stairs into the building. Near the center, a man in grey common clothing is lying, presumably dead, face down.
Unknown city, downtown center: Several tall buildings standing in a cluster. Something's happening on the roof of a central building. A helicopter is flying towards it, clearly intending to land.
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Background: [5] You finally notice that all over the street, out of the doors and alleyways, similar shambling figures appear. Some are not as shambling as those you see, walking towards you at a good pace. Frelock manages to see that the helicopter has landed on the roof.