Boksi failed to post (not that I blame him with the forums being down), so he's on AI and the turn is done!
Watch out for errors, I suspect a number of them crept in.
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Turn 103 ------------
"this turn i have to heal the scars.
and i'll sit down, just to show him that i can understand.
but i didn't think i oculd answer in english!
""i am andrea, i come from some other universe but i don't know which one. i am here because i am looking for the key to go back home. i am friendly and i don't want to harm anyone. i will just sit here till i manage to fix all that happened to my body in the last minutes. and don't think i am afraid of that oversized gun. i don't have a steel mech, but i am sure i could fight one. maybe i can help you if you help me and my other friends to look for this key?
oh, careful to the ironman. his name is kashyyk and it seem he just started to absorb everything he touches. "
| You sit down and speak aloud as you make passes with your hands over your scars. You manage to restore the tissues to a state that can at least be referred to as "alright". The pilot seems to have heard you, but does not change his stance.
I claim the van and try to repair it via telekinesis. It's just like healing, only less messy and involved parts are much bigger. If possible, I also make it a roof, using stone.
| You try to use TK to mend the broken parts of the van, but it soon proves to be ineffective. Whereas the body tends to regenerate its parts when you put the pieces of it together, the metal of the van shows no such tendencies, and is much harder. You also have no skills in repairing such things. Even taking all of that into account, you manage to use raw strength to give the van's back compartment a shape roughly resembling what it had before its crashes.
I use TK to heal my armor, it seems to be largely organic…
| You focus your knowledge of TK onto your armor and try to 'fix' it as you would a living thing. It's vastly different though, and the main damage is done to the mechanical, not organic parts. Ultimately, you can't fix anything useful.
I drag myself from the depths of unconsciousness!
| You drag yourself along the depths of unconsciousness, but fail to find a stairway up.
I try to patch up some of korora's damage.
| With what, exactly? Banging your crowbar against dented metal only causes more dents and witty comments from Korora.
I learn japanese and ask him to repeat his order
| You recall the pilot's Japanese phrase, and focus on it. Feeling characteristic pulsations of the band, you activate the translator and are now able to freely communicate using Japanese language. Using your new skill, you query the pilot.
| You can't see him in his cockpit, but if the mech's movement is any indication he's very confused at the moment, taking tiny steps backwards as if unsure whether or not to retreat from a harmless-looking, but somehow menacing creature. To the pilot's credit, he manages to control himself enough to keep his aim straight. But he does not say anything.
I'll enlarge the TK field to accommodate anyone who wants to travel with me, let them in, and take off for the dropship.
| You look around and see everyone gearing up for moving off. Without thinking too long, you form a TK field, encompass EVERYONE around you with it, and lift off with a sizeable chunk of ground inside your field. You do it so smoothly that people hardly notice they're already airborne (particularly because you block the airflow with your field). Within a few minutes, you approach the camp and attempt to gently land your floating island onto the level surface of the valley.
| Unfortunately, even careful movement could not prevent the island from breaking up the moment you released it from your grasp.
| Everyone struggles to remain on their feet, but it's no use. People in the crater are almost completely covered with sliding clay. The van tips over and remains stuck upside-down in the soft heap of soil, with JK and Gantolandon stuck inside the back along with the armor. You see at least three walking battle machines stride in your direction, but they're not here yet.
I'll try to roll back onto my wheels
| You turn your wheels left and right, but are ultimately unable to achieve a thing. Suddenly a few sparks fly out, and a fire sprouts from your engine!
| You're not damaged any more than you were after the crash, but the fire has a potential to spread out and eventually reduce you to smoldering wreckage...
I go to the camp and try to persuade someone to heal me.
| Overcoming the pain from your injured legs and broken arms, you stand up and walk towards the looming egglike structure. Suddenly a round chunk of land flies overhead and lands a few hundred meters ahead of you, disintegrating into a heap of clay. You cheer up and waddle merrily towards it.
I lift myself from the crater with wind and fly over to the van, making sure not to touch the ground.
| Buried up to your neck in clay, you become very frustrated. You call upon the powers of the wind, creating a small tornado above you, hoping that it will throw the clay away and let you fly up. The twister lands spot on, tearing apart the thick clay and allowing you to egress on powerful jets of compressed air. Aware of the usual implications, you quickly destroy the tornado before it sways out of control and gently float towards the overturned van. Having some free time, you look at your legs.
| Well, it could have been worse. Your lower body and legs are now slightly disfigured, but the most striking difference is that they are heavily plated with basalt sheets interlinked with ceramics. They'll stand up to heat now, unlike the rest of your body, but they're rather heavy and will likely bog you down on land.
| Your ears become pointy.
I approach the pilot and say: We come in peace from far away
| You would've been buried up to your neck in clay if it wasn't for the fact your lower body is pretty large and you weren't buried at all before. As it is, you're a six-armed upper torso protruding from the heap of dirt. You struggle to get out, but the heavy clay holds you tight.
(RTTAI:{1}) Let's go with that other plan. To the dropship. With ROCKETS.
| You're stuck inside the upended van and cannot even bust the door or the windshield out, because both are sealed with clay. Frustrated to a maximum degree yet possible, you focus and let loose your ring of fire, hoping to BLAST out of the van.
| Thankfully, there was little in the cabin that was immediately flammable, and the roof was also missing, so the van suffered only cosmetic damage. You, on the other hand, were able to successfully tear through the flimsy layer of soil between you and freedom, and shoot out of the dirt heat like a rocket!
| As you fly towards the ovoid ship, you feel threatened. And rightly so! Suddenly a burst of dazzingly bright red light shoots at you from the ship!
| They aimed well enough, but your transparent shadow-form has saved you from an unpleasant sizzling death. You receive some burns all over your body though, and it really hurts. You decide not to tempt fate any longer and disengage your rocket drive after a quick burst to stop your movement. The turrets on the ship rotate ominously, but they have clearly lost track of you. You're now fairly close to the camp, you can see a humanoid 'mech standing near the base of the ship.
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NPC Actions:
Allied: He's silent for now, you don't know what he's up to. Quite possibly, he's heading for the recently fallen island as well.
| …
Neutral: Despite alarms ringing out across the camp, the 'mech pilot stands still. He repeats in Japanese, which Kashyyk understands: "I repeat, identify yourselves immediately! Who are you? What are you doing here?" He pauses for a moment, and asks in a somewhat surprised tone: "And why are you missing a foot?"
| You can faintly hear him talk to someone else over the radio. He seems to be requesting assistance from someone named "Parkensen".
They do whatever it is they do.
| And still nobody comes. If they are a military unit, their efficiency leaves a lot to be desired.
Enemy: None.
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Location: Standing near the camp.
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: Light burns all over the body. Pain (-1 mental).
Abilities: Basic TK Manipulation.Basic TK Healing. Big Bully. Visual Omnisensor (active). Visual Range Enhancer (full control).
Special status: Shadow Warp. Dense Carbon Flesh Interweave.
Location: Standing upright near the dropship in the camp.
Equipment: Wearing an -Iron Splinted Leather Armor-, Bronze plated greaves, and <<Iron High Boots>>. Owns a pair of Iron Gauntlets merged with a Steel Lightning-Maul.
Health: Unharmed. Mild pain.
Abilities: "Hand-held" electrothermal jets. Power Attack. Basic Hammerfighting. Shrapnel Self. Advanced TK Healing. Empowered by Lightning (currently Moderately Drained(-1spd,-1agi)). Advanced Electricity Manipulation. Electricity Self-control. Selective Translator (active).
Special status: Wreathed in lightning.
Location: Lying upside-down in a mangled heap somewhere near the camp.
Equipment: Faintly glowing image of crossed swords on the hood.
Health: Bodywork destroyed, cabin crushed, windows broken, all doors, mirrors, rooflights, and the tailgate torn away. Front left wheel missing. Engine more or less completely dead. Frame bent.
Temporary Status: On fire.
Abilities: Can transform into a pickup truck.
Special status: Mech Navy blue Ford Lightning pickup.
Location: Buried to the neck in a clay heap near the camp.
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.
Temporary Status: Unconscious(-1). Almost buried (-1phys).
Health: Skin turned pale grey with some darker spots.
Abilities: Basic Swordsmanship. Basic TK Healing. Extended TK Bolt. TK Ripper Slash. Infectuous (T-Virus). Omnirange Tricorder (active).
Special status: Got used to visual distractions.
Location: Inside the overturned van near the camp.
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)
Temporary Status: Deep Sleep (negated).
Health: Unharmed.
Abilities: Basic TK Healing(!). Selective Translator (active). Unknown ability. Sleep Control.
Location: Standing on top of a clay heap near the camp.
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: Can be cautious while calm. Expert TK Healing IV(!). Stone Frank's Revivification. Free TK Field+. Selective Translator (active). Empowered Telepathy. Telepathy Overdrive(nobody in range). Force Fling.
Special Status: Slightly improved strength. Meagerly improved agility. Electricity resistant.
Location: Standing upright near the dropship in the camp.
Equipment: Naked. Wields an RPG-7 (empty). Holds a brown leather hold-all bag.
Health: Rather dented. Missing his left foot. (-1mov)
Abilities: Diffusion Touch. Enrage Other. Enrage Self. Extended TK Healing. Remote Body Control. Selective Translator (elf,dwarf,japanese). Wideband Omnisensor (active, UV).
Special Status: Omnilight on right hand (active). Flesh turned into steel. Thermal stress. Rollerblades in the forearms. Slightly reflective. Slight covering of endosteel on front of body. Minor covering of clay on feet. Slight covering of leather on left shoulder.
Location: Half-buried in a clay heap near the camp.
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. Damn fugly by human standards. Hardened sense (balance). Hypersensitive nerves. Hearing-impaired. Only speaks and understands Japanese.
Location: Standing near the clay heap near the camp.
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 toolbox and a set of binoculars.
Health: Both arms broken(-2 object use). Several ribs broken. Legs lacerated. Serious pain (-1 phys, -2 mental). Bleeding.
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: Inside the overturned van near the camp.
Equipment: Wearing purple stretchy shorts. Useless shreds of underwear on right arm. Holding a chain of strung-together underwear. Wields (or rather wears) the large triple-blade claw.
Health: Unharmed.
Abilities: Novice Wrestler. Basic TK Healing. Blood of the Blood God. Blood Rage. Basic Pyrogenesis.
Location: Standing on the clay heap near the camp.
Equipment: Wearing underwear.
Health: Unharmed, if you can call it that. Pain. (-1 mental)
Abilities: Strong. Aerogenesis/Aerokinesis. Wind Barrier. Possible undiscovered abilities.
Special Status: Upper body covered with thick grey fur. Fragile skin. Hardened bones. Four rows of sharp teeth. Tiny tongue. Large eyes. Basaltoceramic legs and lower body. Spikes protruding from spine and elbows. A total of six noses. Pointy ears. Quite damn fugly as well. Uncontrollable regeneration.
Location: Standing upright near Korora, near the camp.
Equipment: Wearing underwear and a worn cloth jacket with spacious pockets. Has a cigarette lighter, and a baseball. Wields a broken crowbar.
Health: Battered and bruised. Twisted ankle. Mild pain.
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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Location: Somewhere in the large valley, near the camp.
Equipment: Full suit of adamantine/steel plate armor. Notched Iron Axe.
Health: Probably some moderate injuries.
Abilities: Clumsy Axeman. Strong. Agile. Hardened mind.
Location: Piloting his mech.
Equipment: Unknown
Health: Probably good.
Abilities: Unknown
Transportation: Humanoid mech.
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Vehicles: Glorified corpse-steel power armor covered with panels from a yellow sedan. Severely damaged and cannot move. Partially disassembled. 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, 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 bent somewhat, windows broken, handbrake jammed. +1 against physical and fire damage, -1 against critical damage, +1 ramming damage, -1 dodge. Contains JK's disassembled armor.
Large humanoid mech, grey steel with markings in form of a black snake inside a red circle.
Equipment: Unknown. Large gun replacing right arm. Missile rack (for ten missiles) in the chest.
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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.
Shadow Warp - Boksi's shadow invisibility."
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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. Several trails of large Y-shaped footprints run through it and away out of sight.
Sub-area 1: The place you initially appeared at.
Sub-area 2: Where Zako's hurricane ended.
Sub-area 3: Kashyyk stopped the van here.
Unknown camp: A small military camp set up amidst the hills in the large valley. Big walking machines patrol its perimeter. Everyone but andrea and kashyyk are somewhere in its vicinity. Several mechs are marching from it to Frelock's landing spot.
Main tent: A rather large tent set up in a flat area amidst the hills. Numerous communication antennae protrude from various places. Several walkers guard this as well.
Ovoid starship: A very big egg-shaped construction with turrets and thrusters. It's seen better days, by the looks of it. It's recently been attacked. Kashyyk and andrea are here, plus a dangerous-looking mech.
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Background: [1] A gigantic city-sized flying saucer flies overhead… nobody seems to notice.