Well, I have some reassuring news - Zako ain't dead by the end of this turn. I would suggest him to post his action last next turn though, another constitution check will leave him completely dead. He's basically almost at clinic death, his brain is still working somewhat, but his other functions have almost ceased.
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Turn 86 ------------
I use TK to heal Zako.
| The woman runs away, and you forget about her, turning to more pressing matters. You try to get to the elevator shaft Zako is stuck in, and succeed, but you find the elevator doors busted. The only way to get to him is climbing down - not all that difficult with your size, but dangerous nevertheless.
I'll change my action (If I can) to opening the case (with tools if necessary). I could really use a hand here as I have -2 to all actions.
| Your futile attempts to wake up do not have any effect.
i press the X button. i odn't care about dwarf.
| As soon as Frelock releases you from his TK field, you start running. But you're running in the wrong direction!
I help andrea
| You see andrea head off in the wrong direction and decide to pick him up again. You fire up the field again and 'collect' the running Thor replica as he tries to understand where exactly is that place you started from. Then you float up and head toward the barren crater. Upon arriving, you drop andrea off.
I guess I'll help andrea too, just in case it works.
| You run along the highway towards the gloomy street. There are many zombies, but they aren't really attracted to a running piece of metal.
I do whatever the party expects me to (like getting people on the rug)
| You try to find a position to defend everyone from possible zombie onslaught, but stumble and fall into the cellar of one of the destroyed houses. It's dark in there.
I shall guard the party members near me from attacks. If andrea manages to get to me before my action change my action to I open the case.
| When Andrea lands near you, you grab the suitcase he's carrying, and try to open it. Surprisingly, it not locked or anything. You quickly figure out the rather uncanny opening latches and effortlessly open the lid. Inside you find a thick layer of soft materials with depressions, in which there are an odd-looking pistol-like device, and five glass cylinders with internal tubes shaped into double helixes. Four of the cylinders contain blue liquid. One contains green liquid, and seems to glow faintly in your eyes.
I drive to the alley with the rug as fast as possible. If I spot someone familiar on my way, I can pick him up.
| You rush back to your van and try to get in. The driver's door won't budge. After a bried examination, you locate your problem. All doors of the armored van are code-locked, the special little numpad for entering the code resides a few inches above the handle.
| You try three combinations, to no avail. At least now you know the code is four-digit.
I enrage myself to rip myself thorugh the floor of the elevator!
| Your conscience briefly flares up as your mind tries to throw away the deathly weariness that besets you. It does not last long, however.
| Everything fades to shades of grey in your mind, and all lights slowly disappear, leaving naught but total darkness.
I grab the dwarf and tell him that we're going to leave soon. Or die, but probably leave.
| The horde of zombies reaches the bus quicker than you thought it would and you are too busy holding the door against them to actually try and tell the dwarf anything.
| Suddenly the zombies burst through the windows and overcome you like the tide!
| The dwarf crashes through the back window and runs away from the bus, and you follow suit, but not before setting fire to the entire interior with your ring! You really overdid it there, because a second after you jump out, the entire bus explodes in a blazing fireball!!!
| You are barely touched by the flame, and a large portion of the horde that surrounded the bus has been severely mangled. You continue running from the partially burning zombie horde.
I fire my rpg/big weapon thingy at the horde of zombies
| You whip out your launcher and press the trigger without aiming much.
| The projectile weaves erratically , almost hitting Boksi, but eventually levels out and splashes in a bright plume of flame and smoke against the front rows of the zombie horde.
| Several zombies are blown to bits, but most just got thrown around and didn't receive lethal wounds. Perhaps shaped anti-tank grenades don't work as well as high-explosives?
I charge the zombie dogs.
| You prepare to jump at the dogs, but suddenly a whole lot of other zombies appear and you reconsider it in favor of a defensive stance.
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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)
Being more content with easier targets, the dwarf attacks the zombie dogs!
| Approaching from the flank, the dwarf swings his axe with great force, intent on cleaving the vile beasts apart!!
| But, his poor skills allow both dogs to react in time and just sidestep his attack.
Neutral: Woman in red:{3} An elevator starts moving in the building… not the one Zako is in.
Enemy: Street Zombie Dogs:{4} The dogs reacquire their target an jump at the dwarf!
| He avoids them with a sideways roundhouse, scoring a deep slash against one of the dogs with his axe.
Lobby zombies:{1} The zombies calm down and apathetically wander the hall.
Corporate guards:{3} The guards panic, drop their weapons and start seeking shelter.
Big mutant thug:{4} The Mutant lets out something that would otherwise qualify as a "snicker", and turns to the large hole busted through the many floors by JK. Considering the implications for a moment, he jumps down, crashing through three more floors than JK did and coming out unharmed.
Rampaging zombies:{5} The horde of zombies is enraged by the explosions, and charges at everyone in the crater like a tidal wave!!!
| The dwarf is quickly surrounded,
| and nearly torn apart and pummeled to pulp. Kashyyk attracted a lot of them as well,
| but he is clearly too much for these puny creatures of flesh to handle. Chaoticag is fencing madly, keeping the zombo's away from him, while Boksi decides to defend in the most active way - RING OF FIRE!! A blazing circle of white flame surrounds him, keeping all zombies away from him. The valiant efforts of the four have stopped the onslaught, not letting the zombies get into the crater.
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Status after turn:
Location: Standing upright out on the gloomy street. Surrounded by a ring of white flame.
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.
Location: Standing upright near the panel in the barren crater.
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: Running along the central highway.
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 near the panel in the barren crater.
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 (empty). 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: Down in the cellar of some destroyed building 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 (-1). 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.
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. Near Death (in total, -4 physical actions, -3 mental actions, -2 concentration, -3 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."
Contains a pistol-like medical device, four tubes with blue liquid, one faintly glowing tube with green liquid.
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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: [3] The zombies really distracted everyone this turn. However, korora has noticed that there is a bright glowing object approaching the city at a great speed, aiming straight for the center.