The turn here is! In joy jump you will!
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Turn 104 ------------
"trying to learn japanese, i speak
""any chance i could get a power source, tools and mech parts? i think i oculd use them. if not, could you take me to your leader or at least somebody who won't just aim a huge gun and stare at me and at my friend?"""
| You talk to the pilot, hoping to use the band and learn Japanese from his reply. Unfortunately, the pilot isn't content with your reply and just keeps standing there.
Alright, healing time. LASD, Boski, Neo, and Zako, triage in that order.
| Yeeeearrgh!! That turned out to be more difficult than you've anticpated. The targets aren't exactly close together, but it's their number that doesn't let you concentrate properly.
| You manage to avoid causing any damage, but at a cost to yourself - your mind is strained slightly. (-1 concentration for next turn)
I get into the battered heap of metal and flesh that is my armor and order it to absorb the van to repair itself.
| Climbing into the armor in this state is no small feat, and the cramped space inside the van doesn't make it easier by far. However, somehow you manage to squeeze through, unlatching the claw from your arm so you can fit. Once inside, you once again attune yourself to the armor's operations, give Gantolandon time to clear the vehicle, and give the order:
"Absorb." Thin shiny needles shoot from the disparate array that is currently your armor into the walls of the van and pull back, dislodging parts and patches of metal plating. The van slowly disintegrates around you, and your armor gradually takes on a new appearance and a better shape. After the process finishes, you stand up and look over yourself. The old yellow panels have been discarded, replaced by beige-colored heavy steel plating. The armor is now even more protective, and looks like a massive armored brute, with appropriate reduction in manuevering. To your knowledge, the scramjets and anti-EMP layer have both been preserved. The bladed claw was also absorbed, but a look at your arms does not reveal the arsenal usually present there. You don't feel too bad about it though, thinking that this world might provide far better weaponry to replace it.
I go to korora and try to to fix him.
| Since Frelock couldn't heal you all, you can't use your instruments or do any kind of heavy repairs that korora requires.
I'll help LASD fix me.
| You see that LASD is in no shape to help you now, so you decide to help yourself. With a renewed strength of will, you call out:
TRANSFORM!!! Overcoming the bent and mangled metal stuck in the joinings, your transformation mechanism kicks in, and finally you fold out and back into your humanoid form, lying flat on the ground. The forced transformation has caused some damage to your mechanisms, and you do everything you can to fix them and allow yourself to function normally. Your leg joints were badly damaged, but you were able to pull out several metal strips that got stuck in them, and they work fine now. You also manage to work on your front metal plating and the golden hood that was marvelously left attached after the crash. Unfortunately, some damage in your shoulders and torso bearings cannot be fixed without someone else helping, because you just can't reach there. This results in loss of agility and movement accuracy until the damage is fixed. You can't do anything about all the bodywork panels you've lost though, you'll have to replace them eventually. Looking around, you notice your wheel lying on the ground nearby. You walk over and pick it up.
| The hot fire burning in your chest munches on various burnable materials it can still reach and tries to expand, but has nowhere to go.
I learn to move quickly over rough terrain, moving toward the dropship while doing so.
| You run toward the dropship. The terrain here is rough, but does not present much of a challenge to be used for training. You run halfway and end up at the pile where Frelock landed.
I modify my legs to let me move normally on land.
| You try to channel your regeneration onto your legs again, hoping to improve them and allow for better mobility.
| Ceramic filling and stone plates fall from various locations on your lower body and legs, exposing your skin at the joints but allowing you to move normally. You now look like wearing a composite stone diaper and leg guards. (protection against pierce and slash reduced to noncritical only, fire immunity reduced to a +1 against fire damage, movement penalty removed.)
I storm out of the van (destroying it further if it's needed) and head towards the dropship.
| JK was kind enough to give you time to pry open the back doors and slip outside before he began assimilating the van. You look at the assimilation scene for some time, and start running towards the dropship.
I wake up.
| Unable to tolerate the horrible nightmares featuring you drowning in quicksand, you make one enormous mental effort and burst out of unconsciousness! To your horror, you find that you are neck-deep in what looks like sand. After a short moment of panic, you remember where you are and realise you're packed in clay, not sand, and are not going to sink anywhere else. You calm down and start figuring out how to get out of your situation.
| As much as you tried to anticipate it, the swirling maelstrom of green panels is still very disorienting. You don't pass out, but it really leaves you confused.
I try and find my foot, while telling the pilot, 'We mean no harm, to you anyway. We have just arrived and are looking for something important, could you help us?
| You look around for your foot, but can't find it. Stopping for a moment, you speak with the pilot of the mech.
| The pilot remains suspicious, but lowers his gun. "
I'll give you the benefit of doubt. You don't look like warriors of any Clan, and you don't speak like them. You will follow my mech now into the camp, where you will be questioned. Do not attempt to escape!"
I try to befriend the pilot
| You're a little too far to make friends with anyone, and try to alleviate that by climbing out of the heap of dirt you ended up in. Using your powerful lower body, you succeed and now stand proudly on the heap, overlooking the short stretch of plains lying between you and the camp with the dropship. Some mechs are approaching.
I walk stealthily towards the camp. Let's see how advanced their detection systems are.
| You try to crawl towards the camp. While you remain completely undetected, your snail-speed approach isn't going to get you into the camp within the foreseeable future.
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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: The pilot turns his mech around, twisting the torso to keep visual contact with Kashyyk and andrea. He stops and motions his left non-gun arm at them, 'inviting' them to go after him.
| He's turned off his external speakers, and you can't hear if he's talking to anyone else.
They do whatever it is they do.
| Finally several squads of armored infantry appear near the mech, they aren't as armored or bulky as JK's powersuit, but are armed with nasty-looking rifles and all aim at andrea for some reason. Four mechs approach Frelock's landing site.
The head mech resembles a mighty armored warrior, with a massive missile rack on one forearm, two large guns on the other, a pair of guns and sixpack missile launchers on the torso and odd-looking guns on the shoulders. Its pilot is a woman by the sound of her voice. She speaks through the external speakers with a barely noticeable accent: "This is Colonel Andrea Stirling of the Stirling's Fusiliers regiment. Surrender immediately and you will not be harmed.". The other mechs, most less humanoid-looking than hers, aim their weapons at your group. One stops Gantolandon before he can run too far.
| …
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 Fully Charged). Advanced Electricity Manipulation. Electricity Self-control. Selective Translator (active).
Special status: Wreathed in lightning.
Location: Standing in the large valley not too far from the camp.
Equipment: Faintly glowing image of crossed swords on the hood. Own front left wheel in hand.
Health: Shoulder and torso joints slightly damaged. 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: Almost buried (-1phys). Confused (-1 phys).
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: Standing near the pile of clay 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.
Temporary Status: Slight mental strain (-1 concentration)
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. Minor covering of leather on left shoulder.
Location: Standing on top of 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: Standing on the clay heap near the camp.
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.
Transportation: Beige Armored Exoskeleton.
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 plating on 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 near the clay heap 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. Pain (-1 mental).
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.
Location: Piloting her mech.
Equipment: Unknown
Health: Probably good.
Abilities: Unknown
Transportation: Stirling's mech.
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Vehicles: Former corpse-steel power armor infused with most of a beige armored van. Gives its pilot a -1 to all agility, +1 to all strength, +1 against pierce, gore, bludgeon, slash, and energy-based damage. +1 against fire damage. +1 against any critical damage. Shows signs of self-awareness. Can absorb inanimate and living objects.
Scramjet Attachment.
Copper weave enhancement.
Equipment: Only its steel plated fists at the moment.
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.
A huge humanoid mech, grey steel with markings featuring the already-seen chequered shield and sword, plus what looks like a katana piercing two stars.
Equipment: Unknown. Large missile rack on right forearm, two large guns on left forearm, two guns and two six-missile racks on torso, odd turreted guns on tips of shoulders.
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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: [4+2] You notice a small hovercraft approaching from behind the group of four mechs, probably intended to transport you all. You also notice that most of the mechs aren't undamaged - some seem to have been in heavy repair recently. Chaoticag looks over the head mech - through the torrent of panels he manages to make out several things - its name is "Grand Titan", it weighs a whopping 100 tons, classing as an Assault 'mech. It's armed with two Large Pulse Lasers, two Medium Pulse Lasers, two Small Pulse Lasers, two SRM-6 racks, and one LRM-15 rack. All missiles are assisted by an Artemis IV targeting system. It features a Blackenburg Technologies McArthur anti-missile system. Its pilot is currently Colonel Andrea 'Cat' Stirling of the Stirling's Fusiliers regiment of the Northwind Highlanders. Much of this and other information is rather useless to you.