Alright, I've finally decided what I want to do with you. I'll let you partcipate in the plot for a bit, or just send it all to hell and pursue your goal. Note that your goal and that of the local hero group are more or less parallel.
So, TURN!
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Turn 96 ------------
I'll try to acquire telescopic vision with my headband.
| Disregarding the slight dizziness, you close your eyes and focus your thoughts. You think of your omnisensor, and how it would be good if it allowed you to see Really Far. Your headband responds by slightly pulsing above your eyebrows, and you quickly press your fingers onto those areas to fix the ability. You open your eyes. All you see is a blurry reddish haze in front of you, shaking and swerving erratically with every eye movement. You try to look around and finally realise that you are stuck in permanently magnified view. The swirling is due to minute motions of your eyes, and it has a very disrupting effect on your balancing and concentration. You close your eyes again to avoid the disorienting effect. (-2 sight, -1 movement, -1 concentration with eyes open)
i think i should heal my wounds.
| You're slightly shaken from all the flying around, and fail to properly focus. Instead of fixing your burns, you only manage to aggravate them, intensifying your pain.
Damage control! I heal andrea, chaoticag, and LASD.
| Forming a TK field around you, you fly back along the trail left by the tornado. As soon as you see chaoticag and LASD, you focus yourself and attempt to heal them along with andrea. You make good progress, but the great amount of concentration required really puts a strain on you.
| Nevertheless, you pull yourself together and manage to endure the stress, hardly causing any damage to your patients in the process. You learn from your experience and feel that you can now manage healing four targets anywhere within your range.
I order my armor to repair itself by absorbing the van, if it is close enough. Otherwise I try to repair it manually.
| You try to move, but your armor is too damaged to allow that. You try again, harder, and still fail. Finally becoming frustrated, you focus all your skill and start wriggling your way out of the collapsed armor. After a minute of intensive wriggling, your arms and legs are free and you climb out of the crushed minimech. Without hesitating, you begin repairs. It's going to take a lot of time though, the armor is a complete wreck. You also realise that the armor wasn't built with a way to enter/exit it at will, and even if you manage to repair it, getting back in might be troublesome.
I will gain high-speed movement abilities by reconfiguring my joints so they act like a cheetahs at will.
| You sit down and examine your legs. Suddenly you remember you're not a robot, so the kind of surgical alterations you're planning are not going to be easily achievable. You reconsider doing it for the moment.
If I don't get healed, then I heal myself. If I do, then I investigate the footprints as much as not having a silly hat and pipe allows me to.
| You run over to the footprints and look at them intently. Suddenly you feel strange itching on your forehead. Figuring that whatever it is, it couldn't be bad, you motion your hand over that area. Suddenly your sight is filled with a dizzying array of green-edged panels and gauges, spinning around your field of vision in a psychodelic maelstrom. You stagger and fall to the ground, utterly confused and dizzied. Eventually the maelstrom of symbols and letters dies down, stabilizing itself into just three large indicators. One says: "Atmosphere: Nitrogen 76%, Oxygen 18%, Argon 1%, 5% trace gases.". Another reads "Emissions: Within Survivable Parameters.". The third looks like a thermometer showing 8 degrees Celsius. This is lying on your back, staring into the sky with closed eyes. Apparently you've triggered a "Know-It-All" device somewhere within the band. (Instant appraisal of surrondings, +2 to background rolls if you manage to keep your eyes open, -1 sight, concentration and accuracy, rolls against confusion from information overload every turn.)
I help JK with my tools.
| You make your (long) way to JK and try to help him fix his armor. Progress is still rather slow.
I follow the tracks.
| You try to walk in the direction the tracks are going, but cannot for the life of you determine WHICH way the tracks are going, and your slight dizziness does not help the matter.
I try to get faster
| You practice running. However, after such a spin you can barely
walk straight, let alone run, and promptly fall over, stumbling over your own four legs.
(RTTAI:{2}) I go to the van and try to drive off in it along the tracks.
| Slightly slipping in the wet mud, you make your way to the beat-up van standing amongst the rubble. Getting into the driver's seat was easy, as was starting the engine, and now you're cruising along the blasted landscape in a rather junky looking armored van. The tracks cross some other ones at some point, but you don't get confused and drive straight. Soon you begin to see some sort of constructions in the distance. Or rather, construction. It looks like a large egg-like metal shell. Smoke is rising from somewhere in its vicinity.
(RTTAI:{5}) I try to collect the players, prioritizing injured ones
| Your damage is extensive, but nothing vital has been touched, and you manage to steer yourself towards the remaining scattered players. You ride toward the dwarf, and he manages to climb into your back. Then you drive back towards where the rug was.
(RTTAI:{1}) I practice creating a tornado. Might be useful later, no?
| You focus, but only manage a small twister. Your wind barrier worked better, actually.
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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) Slightly agile.
He practices self-control.
| Through a combination of mental effort and physical pain, the dwarf manages to harden his mind against any external effects. (+1 against mental attacks)
Neutral: None.
Enemy: None.
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Location: Standing upright somewhere in the large valley.
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.
Abilities: Basic TK Manipulation.Basic TK Healing. Big Bully. Visual Omnisensor (active). Visual Range Enhancer (stuck 20x).
Special status: Dense Carbon Flesh Interweave.
Location: Standing upright somewhere in the large valley.
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+.
Health: Unharmed. Mild pain.
Abilities: "Hand-held" electrothermal jets. Power Attack. Basic Hammerfighting. Shrapnel Self. Advanced TK Healing. Empowered by Lightning (currently Fully Charged). Advanced Electricity Manipulation. Electricity Self-control. Selective Translator (active).
Location: Standing somewhere in the large valley.
Equipment: Faintly glowing image of crossed swords on the hood. Carries Kosak the dwarf.
Health: Driver's door damaged, engine hotwired, frame slightly bent, bodywork more or less trashed, all windows broken, rooflights broken.
Abilities: Can transform into a pickup truck.
Special status: Mech Navy blue Ford Lightning pickup.
Location: Down on the ground somewhere in the large valley.
Equipment: Wearing the armor set: slightly dented +Steel Chestplate+, -Copper chainmail-, hard leather leggings and <<Copper plated boots>>. Wearing makeshift cloth gauntlets. Wielding a wooden broadsword with sharp edges of a shimmering material.
Health: Skin turned pale grey with some darker spots. Mild pain.
Abilities: Basic Swordsmanship. Basic TK Healing. Extended TK Bolt. TK Ripper Slash. Infectuous (T-Virus). Omnirange Tricorder (active).
Location: Standing upright somewhere in the large valley.
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: Unharmed.
Abilities: Basic TK Healing(!). Selective Translator (active). Unknown ability.
Location: Standing upright somewhere in the large valley.
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.
Temporary Status: Dizzy (-1phys)
Health: Unharmed.
Abilities: Slightly improved strength. Meagerly improved agility. Can be cautious while calm. Expert TK Healing IV(!). Stone Frank's Revivification. TK Field+. Selective Translator (active). Empowered Telepathy. Telepathy Overdrive(nobody in range).
Special Status: Electricity resistant.
Location: Driving through somewhere in the large valley.
Equipment: Naked. Wields an RPG-7 (empty). Holds a brown leather hold-all 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.
Transportation: Beige armored cabrio-van.
Location: Down on the ground somewhere in the large valley.
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+. Holds a crude magnifying glass and the metal suitcase.
Health: Unharmed.
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. Also covered with thick black fur. General -2 penalty to charisma when communicating with humanoid creatures.
Location: Standing upright somewhere in the large valley.
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.
Health: Unharmed. Mild pain.
Abilities: Long Distance Runner. 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 in the large valley.
Equipment: Wearing purple stretchy shorts. Useless shreds of underwear on right arm. Holding a chain of strung-together underwear.
Health: Unharmed.
Abilities: Novice Wrestler. Basic TK Healing. Blood of the Blood God. Blood Rage. Basic Pyrogenesis.
Location: Standing upright somewhere in the large valley.
Equipment: Wearing underwear.
Health: Slightly bruised.
Abilities: Strong. Aerogenesis/Aerokinesis. Wind Barrier. Possible undiscovered abilities.
Location: Standing upright in the large valley.
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. Mii'Ari physique. Mii'Ari hand claws.
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Vehicles: Glorified corpse-steel power armor covered with panels from a yellow sedan. Severely damaged and cannot move. Gives its pilot a -2 to all agility, +1 against pierce, gore, bludgeon, and slash damage. Shows signs of self-awareness. Can absorb inanimate and living objects.
Scramjet Attachment.
Copper weave enhancement.
Augmented Chest Armor.
Equipment: A collection of axes and swords, a
long tri-blade claw, and steel clawed fists. 12 unspent bolts for internal launcher.
Beige, with a green stripe along the side. Roof missing, front doors jammed, no headlights, frame seriously bent, windows broken, handbrake jammed. +1 against physical and fire damage, -1 against critical damage, +1 ramming damage, -1 dodge. Contains nothing of note.
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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 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).
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 planet: The planet seems to be barren as a whole. The sky is green here, and the air is cold. Or maybe it's just autumn here.
Large Valley: A rather dull and barren, though very large, rocky valley covered by reddish clay soil with patches of some unknown weeds or moss. Filled with broken rock and debris. Sloping mountains or plateaus many kilometers tall seem to surround it. A trail of large Y-shaped footprints runs through it and away out of sight.
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Background: [4] Kashyyk notices various (large, judging by size relative to distance) objects moving in the distance. Though smaller than the large eggshell, by all accounts. Frelock still feels nobody else around.