Rejoice, ye mere mortals, for turn is here!
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Turn 108 ------------
I go to the barracks and look around for a repair mech that I could 'requisition'.
| You take a walk around the barracks, your foot in hand, all the while looking for some non-combat machinery you could commandeer. Unfortunately for you, Stirling's Fusiliers didn't come here to settle down, and there are only combat machines stationed outside, most of them looked after, guarded, or piloted. Asking some techs for help didn't go well either, they were too freaked out by your (naked) appearance and mostly avoided your vicinity. You spend some time loitering around the camp without any luck.
I heal myself.
| | You can almost make sense of all the information spewed forth at you now, and it barely annoys you. (further +1 to the check) You concentrate and heal your arms, mending the shattered bones. The troopers find it very interesting and examine you closely as you board the hovercraft. When you mention your other powers though, they consider it prudent to retreat into the back of the compartment and look at you people from there. When you arrive into camp, you find out that Andrea and Kashyyk have settled the matters with the regiment and that you're free to go as long as you don't bother anyone.
| You walk around the camp admiring the machinery and inspecting every piece of hardware you come across.
Shouldn't my armor have begun to cool down? If it hasn't I try to cool it down, somehow. When it is cold enough to be in without dying I enter it and bring it to the camp. I then look for any useful supplies for it, weapons and armor if possible, and order the armor to absorb them.
| The armor begins to cool down and soon you are able to get into it without getting any more fried than would be comfortable. When you try to power it up, there is no reponse. The armor took a lot of damage and the muscles that used to bring it into motion have been blasted or burned off. Relentless, you use your own strength to stand up and walk inside the unbearaby heavy chassis (thankfully stripped of many pounds of heavy metal), going slowly, each step draining your stamina like a whole brigade of vampires. After some time, you are discovered by a group of people riding in a small tracked APC. It takes some negotiation, but when the soldiers realise you're with the same group that recently arrived, they allow you to get on board and put your armor in tow behind the APC. Before long you arrive at the camp, where junior technicians stare at the mangled wreck of your minimech and wonder how the hell did you survive at all. You stroll off in search of parts or tools with which to bring your armor at least to serviceable state, but for all their curiosity none of the techs volunteer to help and your efforts go in vain.
I'll concentrate on strengthening my mind so I can concentrate even with the TK overdrive. Meanwhile, I'll hop into the hover-car and just go wherever everyone else is going.
| You take a seat in the hovercraft and delve deep into the far reaches of your mind to strengthen it against the tide of incoming information. You explore your inner world, full of hellish creations of your imagination. After a lot of time spent wandering the waterless diamond plains of one of the less explored regions of your mind, you stumble upon a great construction - a humongous pipe running through the desert. Perched atop this pipe is a gigantic valve, that you know controls the flow of information through your subconscious. It takes great effort to reach the valve, climbing up the slippery sides of the pipe, and greater still is the effort required to turn the valve, but you muster all of your willpower and push it. Ever so slightly, ever so slowly, millimeter by millimeter the valve begins turning. You exhaust yourself before long, but you have managed to reduce the flow of additional mental imagery going to your mind, allowing you to better process it all without overloading yourself as much. You emerge from your trance long after the hovercraft has arrived at the camp, and get out of it just in time to see Korora get hauled in. (The penalties will increase slower now)
I'll do what I can, which I think boils down to getting in a mental state conducive to being repaired and/or transferred. If I do get repaired or transferred, I'll work on understanding and controlling my new/newly repaired body.
| You are stranded in infinite darkness, with only the dim light of your Spark shining in all the unmeasurable space surrounding you. You feel cold and helpless, but make all effort not to lose yourself, this one thing that you still keep and the one thing that keeps your life teeming within your destroyed body. You summon all courage and strength to compose yourself, and it helps you pass the many hours of time that pass in silence and darkness...
i look in the camp and around it for metal, electronics, batteries, small power generators, and i start working at a small set of things to put on my body to increase strength (or just allow me to carry large batteries or generators).
| When the in-depth discussion with Parkensen-sensei or whatever he called himself is over, you look back at where you saw the large amount of hardware. To your horror, it's no longer there - it must've been loaded onto a transporter and ferried off to a stockpile somewhere. You don't despair too much though, and stride cheerfully through the camp in search of something else to requisition. It's all in vain though. Either these guys are very good at hiding stuff or you suck at finding it, because you can't notice any single bit of useful inventory lying about unused. Some more robots come marching into the camp, by the looks of them they've had a bad day as well. The convoy doesn't bring any supplies in though. Frustrated, you walk fiercely around the camp one more time, but once again fail to see anything you could use to store power. Something's not right here.
I find the nearest infirmary - or better, medical lab. There I salvage some cybernetic parts and, with help of TK Healing, try to enhance my body.
| You jump out of the hovercraft after you arrive at the camp and immediately set off to explore. You find a small field hospital and walk in. It's a tidy place, with many long rooms full of bunk beds, some of them occupied by injured people. A large company of important-looking people fills one such room, they all stand around the bed of some young warrior. You decide not to get involved and opt to go for their medical supplies. To your disappointment, they don't have any cybernetic parts in stock, as the rather scared nurse is quick to tell you.
| You decide not to rob these people of the medical equipment they will probably need. Well, not rob them too much in any case. You take a set of sharp scalpels, with the intent of either keeping them as throwing weapons or attaching them to your arm as a last-resort surprise attack. You walk out of the hospital and sit on some empty crates, pondering the two variants. (You got a 5 so you'll autosucceed if you choose to implant them next action.)
I procure a set of mechanics tools and a set of body armor, then look into finding a new melee weapon.
| The trip to the camp is uneventful. After you disembark, you make your way to the barracks area of the camp. Your looks attract attention and few manage to walk past without noticing a large upright feline strolling along the passageways. The quartermaster manages to overcome his suspicion of you and actually talks to you, but all your requests for tools, armor, or weapons are met with the same reply - "
I'm afraid we're going to need all of what we have ourselves before long.". No amount of effort persuades him, and you are left with no other option but to search elsewhere. The camp is no treasurebox at the moment though, and you can't find anything worthy of your attention.
I first grow wings using both my regenerations on them. I fly using both the wings and my wind manipulation to JK and help him out. Then I go to the camp on foot as quickly as I can and locate where the artifact is from there.
| You refuse to go to the hover, and it leaves without you. Left to yourself, you concentrate and try to use your regenerations to give you wings.
| You feel something protruding out of your back, and it looks like some small wings. They don't grow all that big though, hardly four square feet total area. Nothing else chooses to happen, and you decide to try and fly with what you got. The attempt is pathetic, the wings don't provide nearly enough air resistance, and aren't anywhere strong enough to propel your new massive body into the air, whatever the speed your crank the wind up to. Having exhausted your mind and left without other options, you
walk slither towards the camp at your own pace, eventually reaching it.
I gather supplies from the camp and use my tools and imagination to patch up and boot korora.
| Zako waves at you to go without him, and the pilot lifts the hovercraft off the ground and steers it towards the camp, your escort not far behind. After arriving at the camp, you ask around for some good technicians and eventually use your persuasion skills to assemble a small group of junior techs and a nice complement of various tools. When Korora is hauled in, your little team gets to work, doing what they can to fix a mechanism they've never really seen before. Your efforts manage to restore some of the external armor and most of the broken internal structure, but Korora's damage will clearly take more than an hour of work to fix.
Right. I sneak around, try to get the others to help me get various things and try to make something protective by blending technology with my magical equipment.
| With you being more or less completely invisible, it's hard to get the attention of anyone. And you're the only one who can see invisible. You sneak around the camp this way, taking any useful thing you can spot lying unguarded. It doesn't amount to much though - all you can get is a light infantry vest left by some tired soldier. (+1 against stabs)
I put my things into my backpack OR I make some bags attached to some belt
| You do have a suitcase you managed not to lose in your landing, so you put your little magnifying glass in there and keep riding towards the camp. With your speed, you reach it shortly before Korora is hauled in. You try to ask around for a backpack you could use, but not many people here actually know japanese, and if there are any they're probably among those who choose to hide as soon as they see you.
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NPC Actions:
Allied: The dwarf is visibly bored, and tired. He decides it's a good idea to lie down and have some sleep in the hovercraft.
| He eventually clambers into the hovercraft and doses off, sleeping uneasily through the entire trip to the camp and most of the following events. He's eventually just shoved out of the compartment onto the ground
|, but he wakes up mid-flight and lands on his feet, shouting dwarven expletives at the two troopers as the hovercraft drives off.
Neutral: The go about their various businesses.
| …
He uses his mech to tow Korora to the camp and have him repaired.
| After some effort, the pilot manages to take Korora in tow using a few emergency grappling hooks and cables. He then proceeeds into the camp at his not-so-slow pace, doing some minor further damage to Korora in the process. In the end, Korora safely reaches the camp this way and falls into the (maybe) caring but (most definetly) inexperienced hands of LASD and the techs.
Enemy: None.
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Location: Standing somewhere in 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. Holding a light infantry armor jacket.
Health: Unharmed.
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 somewhere 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.
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: Down on the ground in the camp.
Equipment: Faintly glowing image of crossed swords on the hood. Own burned front left wheel in hand.
Health: Shoulder and torso joints slightly damaged. Bodywork removed, windows broken, all doors, mirrors, rooflights, and the tailgate torn away. Front left wheel missing. Engine more or less completely dead. Oil tank ruptured and empty. Fuel tank ruptured and empty. Frame charred. Truck interior burned away. Truck wheels destroyed by fire. Visor damaged (-2 sight).
Temporary Status: Offline. (cannot perform physical actions)
Abilities: Can transform into a pickup truck.
Special status: Mech Navy blue Ford Lightning pickup.
Location: Standing somewhere in 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.
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 somewhere in 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) and a set of four sharp scalpels.
Temporary Status: Deep Sleep (negated).
Health: Unharmed.
Abilities: Basic TK Healing(!). Selective Translator (active). Touch Hacker. Sleep Control.
Location: Standing somewhere in 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 (effect dampened)(~100 in range: -1 concentration). Force Fling.
Special Status: Slightly improved strength. Meagerly improved agility. Electricity resistant.
Location: Standing somewhere in the camp.
Equipment: Naked. Holds own left foot. Wields an RPG-7 (empty). Wears a brown leather hold-all bag.
Health: Rather dented. Missing his left foot. (-1mov)
Abilities: TK Disintegration. 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 somewhere in 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 metal suitcase.
Health: Bruised all over, but alright.
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. All body encased in a shell of interlinked bone plates. Damn fugly by human standards. Hardened sense (balance). Hypersensitive nerves. Hearing-impaired. Only speaks and understands Japanese.
Location: Standing in the camp near Korora.
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: Unharmed.
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 somewhere in 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.
Location: Standing somewhere in the camp.
Equipment: Wearing underwear.
Health: Unharmed.
Abilities: Strong. Aerogenesis/Aerokinesis. Wind Barrier. Rapid Haywire Regeneration.Possible undiscovered abilities.
Special Status: Cold-blooded (cold, -1agi, -1dex, -1int). Naga. Heavy chitin plating on the lower body. Thick skin covering upper body.. Spikes protruding from spine and elbows. Heat vision. Patches of hair around the shoulders. Small useless wings on the back. Quite damn fugly as well.
Location: Standing somewhere in 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: 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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Location: In the camp.
Equipment: Full suit of adamantine/steel plate armor. Iron staff.
Health: Unharmed.
Abilities: Clumsy Axeman. Strong. Agile. Hardened mind.
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Vehicles: Former corpse-steel power armor infused with most of a beige armored van. Well, was. Now thoroughly wrecked. Gives its pilot a -2 to all agility, -1 to all strength, +1 against noncritical pierce, gore, bludgeon, and slash damage. Shows signs of self-awareness. Can absorb inanimate and living objects.
Copper weave enhancement.
Equipment: Only its fists at the moment.
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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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