Sorry, Zako, but even without immediate death, you're pretty much fscked. Unless you get real lucky with your next turn and/or the team manages a collaboration and pulls through to the cube next turn, you will most probably die. And Frelock won't have time to raise you.
For others, the turn is hardly productive as well. However, the most important actions carried through.
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Turn 85 ------------
I'll use my fire manipulation to intensify the fire so the others have an easier time finding us.
| You focus your firepower (heh) on the burning building, but the last whiffs of flame and smoke disappear before you can do anything about it.
anyway, i try to go back to ground floor. without trying to learn to fly by jumping out of skyscraper. yet.
| You run around the roof, trying to find a way to get down. But there is no way. The stairs have been demolished (by someone), and the elevators don't reach this floor. You're pretty much stuck here.
I grab the rug and haul it out of the ground
| Grabbing onto the corner of the rug with both hands, you pull! And
Pull!! And
PULL!!! Your fingers slip, and you tumble backward.
I'll turn into a truck and drive back to the panel; anyone who can reach me (I think I'm near the skyscraper) is welcome to hop in for a ride, assuming I manage the transformation.
| You practice yoga, trying to find a pose in which you could resemble a truck the most. You don't find such a pose, and it really feels awkward. If it does work, there must be a simpler way to do it.
I pick up andrea and fly him and I back to the rug, or at least to a safe place.
| Realizing that andrea has the key, you swoop down upon him, momentarily blinking your TK field to let him through. Then you step on the gas, flying toward what you think is your starting area at maximum speed.
| Upon arriving, you realise you missed a little, and are some distance away from the alleyway/crater, though on the right gloomy street.
If andrea fails to go to the rug I help him get there, if he wants me to. If he gets there or doesn't want my help I look for the woman in red and ask her to join us.
| You stand up, your battered armor creaking at the joints. Staggering through the rubble, you spot the woman as she runs off along the corridor. You call out to her. She turns around, looking at you for what was almost a second, and then runs off into the maze of corridors.
I encase myself in a protective TK bubble and try to return to the rug.
| You focus on your TK power and try to make like Frelock. … nnghaaa, no it doesn't work.
I do the passive learning action I talked about a few pages ago.
| You meditate for a while, trying to attune yourself to the world. For a moment, you think you have gained realisation of some greater truth, but it fades and you cannot remember any of it.
I repair my body as much as I can. Somehow.
| You remain unconscious. Well, it's probably for the better anyway, you wouldn't want to see yourself in a mirror anyway.
| You feel that even your inner consciousness begins to fade, the dreams and nightmares that pass through your mind already fade to black. Bereft of oxygen-carrying blood, your body slowly suffocates from within. (-2 constitution... sorry. Let it be a warning to everyone - Wear a helmet when flying!)
My action is again looking for the panel.
| You see Frelock zip off toward the gloomy street, and realise something important is happening. Wasting no more time, you charge along the highway, no longer bothering to keep yourself hidden. The zombies notice you alright, the entirety of the highway behind you is filled with rampaging corpses craving human flesh! Your adrenaline kicks in and allows you to run all the way to the barren crater, but when you reach the rug you suddenly collapse and lay motionless on the ground. The rampaging horde of zombies is rampaging along the gloomy street.
I try to help other people in obtaining the artifacts or whatever (you will help Kashyyk)
| You use all of your SIX arms to grab at the rug, and dig all FOUR of your fe- er, hooves into the dirt, trying to rip the rug from where it got lodged. With a loud
KER-KRUMBLE!!, the sewer pipe suddenly cracks into two, and the rug is free of it! You pull the rug further until it is completely revealed. It's still clean. The panel is stuck right in the middle of it.
I attack the dogs.
| Seeing that the dogs followed you, you charge at them with your sword! They growl and counterattack!
| You execute a cunning countermanuever and take on both dogs, throwing yourself at them chestplate first! Again it proves too resilient to bite through, and the dogs tumble backwards, stunned.
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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 a notched axe, but cannot use it properly. (+1 target dodge)
Seeing the oncoming zombie horde, the dwarf tries to take such a position where he could easily defend.
| Not familiar with any more useful tactics, the dwarf gets inside the bus.
Neutral: Woman in red:{3} Still in the building somewhere.
Enemy: Street Zombie Dogs:{6} The dogs go completely bonkers after such mistreatment by chaoticag. They growl, bark, salivate, and do everything short of steaming. Then they both howl out together and throw themselves into a berserking rage against… a nearby car? Clearly, their hate has clouded their minds, if they had any in the first place.
Lobby zombies:{3} The zombies wander aimlessly around the lobby, having no real way to do anything else.
Corporate guards:{5} Having no more available targets, what's left of the guards lets loose with all they have on the mutant thug.
| Many bullets hit the massive meaty figure, but none do any kind of harm.
Big mutant thug:{3} The mountain of mutant meat begins approaching the pack of guards, who continue their futile firing.
Rampaging zombies:{2} The rampaging horde of zombies makes slow progress through the street, distracted by a McDonald's.
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Status after turn:
Location: Standing upright out on the gloomy street.
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: Unharmed, sort of.
Abilities: Basic TK Manipulation.Basic TK Healing. Big Bully. Visual Omnisensor (active).
Special status: Concrete Left Leg. Dense Carbon Flesh Interweave. Can only speak goblin.
Transportation: Blue-white touring bus. -2 dodge, +1 ramming damage. Seems to be out of fuel.
Transp. Equip.: Lotsa slashed-up seats and probably some leftover miscellanea.
Location: Standing upright out at the far end of the gloomy street.
Equipment: Wears underwear, fairly comfortable greyish trousers, and an armor set(-Iron splint-mail-, a shirt of leather, Bronze plated greaves, <<Iron high boots>>). Wields a +Steel maul of Lightning+. Holds a metal suitcase.
Health: Unharmed.
Abilities: Basic Hammerfighting. Shrapnel Self. Advanced TK Healing. Empowered by Lightning (currently Fully Charged). Adv.Electricity Manipulation. Selective Translator (active).
Location: Standing upright on a street in the downtown area.
Equipment: A sword without a handle on the back. Faintly glowing image of crossed swords on the chest. Odd-looking sheathe on the right thigh. Rooflights.
Health: Mostly undamaged. Minor dints and much scraped paint on the back.
Abilities: Unknown.
Special status: Mech
Location: Standing upright in the barren crater.
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.
Health: Skin turned pale grey with some darker spots. Moderate to severe burns on most of the body. Small cuts all over the body. Pain (-1 mental actions). Deep bite marks in left lower arm and left side of lower body. Light bleeding.
Abilities: Basic Swordsmanship. Basic TK Healing. Extended TK Bolt. TK Ripper Slash. Infectuous (T-Virus).
Location: Standing near an armored van near the central skyscrapers.
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. Left arm covered in blisters and burns of various degrees. Bump and several small cuts on the head. Both wrists sprained. Several large bruises and several scratches on the body. Mild pain.
Abilities: Basic TK Healing(!). Selective Translator (active). Unknown ability.
Transportation: Beige armored van (doors closed). +1 against physical and fire damage, +1 ramming damage, -1 dodge.
Transp. Equip.: Unknown.
Location: Standing in his TK field, out on the far end of the gloomy street.
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. 11 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 upright in the barren crater.
Equipment: Naked. Wields an RPG-7 (loaded). Holds a brown leather bag.
Health: Unharmed.
Abilities: Enrage Other. Enrage Self. Extended TK Healing. Remote Body Control. Selective Translator (active). Wideband Omnisensor (active, UV).
Special Status: Omnilight on right hand (active). Flesh turned into steel. Thermal stress. Rollerblades in the forearms.
Location: Standing upright in the barren crater.
Equipment: Wearing a set of armor consisting of (severely torn up) hard black studded leather armor and (somewhat burned) fur-quilted iron shoulderpads with horns. Wields a +Steel Battleaxe+.
Health: Body covered by light burns.
Abilities: Can perform heavy metal. Haywire Regenerator. Disease Resistant.
Special Status: Splitting lower jaw. Horselike lower body.. Four extra arms. Four fingers on each arm. Head hair transformed into flexible spikes. Body covered by patches of very hard tissue. 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: Down on the rug in the barren crater.
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. Holding a toolbox. (no free hands now) Owns a set of binoculars.
Temporary Status: Unconscious (-2). Exhausted.
Health: Nasty cut on left hand. Mild pain.
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: On one of the upper floors of the central skyscraper.
Equipment: Wearing purple stretchy shorts. Useless shreds of underwear on right arm.
Health: Unharmed. Dizzy from blood loss.
Abilities: Novice Wrestler. Basic TK Healing. Blood of the Blood God. Blood Rage. Basic Pyrogenesis.
Transportation: Damaged Yellow personal mech, actually a glorified Corpse-steel power armor. Shows signs of self-awareness. Can absorb inanimate and living objects. Scramjet Attachment.
Transp. Equip.: A collection of axes and swords, a long tri-blade claw, and steel clawed fists. 12 unspent bolts for internal launcher.
Location: Stuck in the floor of an elevator, in one of the upper shafts in the central skyscraper.
Equipment: Wearing underwear.
Temporary Status: Unconscious (0).
Health: Skull cracked. Both clavicles, both upper arms, and several ribs broken. Shoulders dislocated. Upper body and head seriously lacerated. Brain lightly damaged. Neck sprained. Left lung punctured. Massive bleeding. Pale. (in total, -3 physical actions, -3 mental actions, -2 concentration, -2 constitution. Rolls for constitution to survive each turn.)
Abilities: Strong. Aerogenesis/Aerokinesis. Possible undiscovered abilities.
Location: Standing upright in the barren crater.
Equipment: Wearing underwear and a worn cloth jacket with spacious pockets. Has a cigarette lighter, and a baseball. Wields a broken crowbar.
Health: Unharmed.
Abilities: Freestyle runner. Slick crawler. Experienced Climber. Uncanny jumping. Night vision. Heightened senses.
Special Status: No longer fears fire. Covered with fur. Telepathy-resistant. Mii'Ari physique. Mii'Ari hand claws.
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Artifacts: "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."
Doesn't seem to be the key, but rather seems to be containing the key.
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Environment:
Raccoon 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.
Raccoon city, dark alleyway barren crater: Was a usual dark and damp alleyway in the slums of some big city, between two large buildings. Now a rather barren crater with a broken sewer pipe in the middle. The rug and the panel is stuck under the sewer pipe. It is night, but many street lights don't work.
Raccoon 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.
Raccoon city, central skyscraper: A tall building of glass and steel. The front lobby is a wide-ish hall with a security booth and some decorative chairs/plants. An elevator and stairs (broken) both lead to upper floors. The 30th floor is poorly lit, but looks like a lab or elaborate office floor. The last floor was reserved for a large amount of ventilation and general "life support" machinery, but is now the new roof of the building. From the outside, the bulding looked to have at least 60 floors. The elevator shaft doors have been blasted out on all floors. There's a mighty fine hole going from the 30th floor through the roof of the building. The roof is wobbly, as is the entire building.
Raccoon city, central highway: A four-lane highway intersecting the gloomy street, and going on towards the center of the city. Many other small streets intersect this one, and there are a lot of cars present, though most are pretty banged up or burned. There's a hospital some distance along the street.
Raccoon city hospital: A large white building that just screams "HOSPITAL" when you look at it. A number of cars, and several ambulances stand near it, in various conditions.
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Background: [1] LOOK!! THE ALIENS ARE INVADING!!! LOOK I SAY!!!! What do you mean, "I don't see anything"?
Again, notify me of any major errors. Or even minor ones.