Turn 111 is here! Score (another) one for andrea!!
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Turn 111 ------------
I walk the unknown reaches of my mind and try to unlock my true potential as the avatar of Armok.
| Your inner world is a blighted landscape, a cursed wasteland stretching far beyond the horizon. As your mind's eye wanders along the blasted plain, it catches a glint of red in the distance, barely visible through the ashes falling from the sky. You mind takes a new form, that of your naked body, and in this form you approach the faint glitter of red. To your surprise, you see a tiny patch of bright land, a circular oasis covered with crimson-red grass, vivid and clean in contrast with the dead grey soil surrounding it. As you step on it, you feel some great power enter your spirit. You turn to the center of the small field, and see there a mound of dark red rocks, forming a small pool filled with dark red liquid that looks like, and probably is, blood. Set half-submerged in the center of the pool is a large sphere of red crystal. You cannot see what it is, but you suddenly have an urge to pick it up. Fighting the urge is no use, and you dip your hands in the viscous red liquid and procure the sphere. Suddenly you realise it is not completely round, and turn it in your hands to examine it. The object turns out to be a skull, carved from a large red gem. As you look into its face, into its eternal smirk of death, a great feeling of foreboding, like an incorporeal menacing shadow, rises within you. Suddenly the skull's eyes glare bright red! Its mouth opens and its hideous laugh rattles your very existence! In horror you look around and see that the stones of the mound have also turned into skulls. The grass under your feet begins to move even when there is no wind, and suddenly blasts upwards as mighty man-high plants, each resembling a dead body, many decapitated. In horror and panic you run around in this forest of dead bodies until you feel someone looking at you. You know there is nobody here, and looking around proves it, but then you remember the skull in your hand and look at it. It is again looking at you with its eternal smirk, and its eyes glow a steady red. Without speaking a word, it makes you know what has to be done. You hold it out on your outstretched hand, its face turned to yours, and stand like this, chanting in your mind some words of a language long forgotten. And then the plants die, and the world around you withers and again becomes dead and grey - all except the small red gem in your hand, which gives you strength, but burns you, and will not let you go. (Phew. Writing stuff turns out to be hard work. Anyway, you have now fused with the remnant of the soul of the Blood God left within you since you last visited him. It has various effects that you won't really find out until you wake up - but believe me, you will not be disappointed.)
"First: I Pull my two halves together
Second: I pull my legs on
Third: I put any bits on that havn't been done and go find another Mech."
| With the immediate sources of distraction gone, you manage to focus properly and quite literally pull yourself together. Fusing the little pieces together was hard work, and it takes you the entirety of the hour to finish. You feel your skills grow.
I learn how to manufacture adrenaline in my adrenal gland at will and release it at will into my blood stream.
| The wave of adrenaline that overtook you during the battle has not receded yet. You harden your will and force yourself into a meditative trance, attempting to harness your bodily functions. With your mind so excited, it is hard to exert any sort of control over it, but the innate powers amplified by the headband allow you to take control over the specific gland responsible for manufacture of adrenaline. You emerge from your trance, feeling slightly more in control. (Adrenaline control ability acquired. Can be activated as a free action. If activated, a one-time roll is made at the start of action, 1-2 causes a -1 to physical rolls, 3 causes nothing, 4-5 cause a +1 bonus to all physical rolls and -1 to mental rolls, 6 causes +2 to physical and -2 to mental rolls. )
i take the railgun. (please, call it Gauss Rifle!)
| You lightning-form and rush back to the camp, managing to preemptively stop yourself before you do any collateral damage. You ask Chaotic for his gun as you pass the vehicle yard, and he gladly hands it over to you. You spend some time examining the thing.
| The first pass you make with your charged hand over the weapon makes some lights flicker on it. Suddenly you hear an ominous low-pitched hum emanating from the drum-shaped chamber at the butt of the gun. The hum is slowly becoming louder and more high-pitched. You consider dropping it and running the hell away, but then think it must be normal for the weapon and continue examining it, keeping the barrel away from you. The hum reaches a certain peak and does not change. You notice the arcing electricity going into the torn-out wires at the bottom, and touch one of them.
| The gun vibrates and spews forth a bright spherical projectile, accompanied by a sound of such power it almost makes your ears bleed. Your hands cannot handle the kickback, but fortunately you were holding the gun sideways, and so it merely flew out of your grasp. The sonic boom ravages the ears of everyone in the vicinity as the projectile rips through the air and whonks straight into the head of the DCMS mech that was stomping by. Bits of armor and electronic equipment fly up in a glittering fountain, the mech loses balance and falls forward onto the ground, crushing a small hovercraft. No explosion follows, but the mech does not move.
| Fearing for the pilot, you rush over to the mech and examine the damage. Thankfully, the light projectile did not have the power to penetrate all the armor around the pilot, but it seems he was knocked out by the shock of the impact. You struggle for some time with the cockpit hatch, but lack the knowledge of 'mech structure required to find a way to open it. Left without other options, you call out for help.
I'll go sit in an obscure corner and try to make something out of what I have.
| You walk away from all the commotion and set to fashioning something useful out of the stuff you have with you. Your crafting skills are weak though, and you don't accomplish much. You carefully slice up the jackets with your halberd and procure the underlying strips of protective material. Then, using the remaining cloth and some fiery intervention, you fuse the strips into your Moebius jacket in a criss-cross fashion, adding some protection to it. (+1 against pierce and slash)
I'll try to finish the repairs on korora as the situation is "handled".
| You return to the maintenance yard and try to resume repairs. With all other techs gone, you don't feel all that comfortable digging into Korora's head, but still you try to do your best. Plying off the armor plates making up the helmet, you see a big damn mess of electronics. You think there's even a radio there.
| A quick glance over the mess tells you that whatever was the cause, it has left this impromptu 'brain' without power. A lot of the wires are burnt, the colourful semitransparent plastic plate that made up Korora's visor is severely charred and bent, the small cameras behind it have been rendered useless. You realise you're going to need a lot of parts to make the required repairs, and you still don't know if Korora is alive.
Once I get online, I'll seek upgrades.
| Your luck evades you, and whoever is in charge of the repairs up there is really taking his sweet time. In the meantime, you try to focus on yourself and improve whatever is possble to improve in you in this state.
| Freed of the limits of your body, your mind develops its full potential. Through the solving of countless riddles, problems, and conundrums, your intelligence level skyrockets, though you don't think you could concentrate so well if you are back in consciousness. (+1 intelligence-dependant actions, another +1 if unconscious/offline)
I'll practice healing on anyone who needs healing.
| You overhear some radio chatter coming from the hospital, and see a group of medical personnel run off towards the maintenance yard. Without hesitating, you follow them. The brief rampage of the armor hasn't caused much damage, but still there were casualties. Two techs died, crushed by heavy crates. Four techs and three soldiers received heavy wounds in that event as well, and several troopers received wounds from slugs that ricochetted off the armor. Leaving the less wounded people in the care of the medics, you focus on the unlucky seven. Two techs only have broken limbs, one more tech and one soldier have serious concussions and overall blunt trauma. The other three barely cling to life, the medics assigned to treat them see them as a lost cause, and only attempt to ease their suffering. You decide to start the display of your powers with them. As the medics try to move the injured away on stretchers, you call to them and persuade them to wait at least for a moment. Then, approaching the three dying people, you focus your powers and begin reassembling their destroyed bodies. It's familiar work, but such extensive damage strains even your skilled mind. Only professional training prevents the medics' hands from releasing the stretchers on which the injured are lying, and only physical body limits prevent their eyes from popping out of their sockets and their jaws from hitting the ground under their feet. You carefully finish restoring the health of the three, and move on to the others. The medics carefully set down the stretchers and allow you to "work your magic". You smile and do just that, healing the remaining four people with relative ease. All seven quickly come to their senses and stand up, though the worst injured still suffer from the aftereffects of pain and find standing straight a bit hard. Finally realising your skill, the medics and all nearby people praise you and eagerly forget the havok your compatriot(s) have caused. It is still sad that two lives were lost to this, but nobody asks of you that which is not deemed possible. You know better though, but wonder whether or not revealing something like this would be beneficial or not. (general relations improved - reaction rolls from these people improved by +1. In addition, your healing skills increase, allowing an optional +1 to a healing roll if you heal critical damage of a creature you are familiar with)
I examine remains of the armor and try to find (and possibly salvage) he source of its power.
| You crawl over the armor for a long time, searching for something that could qualify as its power source. Eventually, when you have completely lost faith in it, you remember that the armor was built way back in the first world, where there were no power sources. Therefore the source of the armor's power must have been the mutinous soul that was recently routed, and so the armor is now completely powerless.
I shall pin the armor down with what ever I can get my hands on, including me if that must happen, and prapare myself to move away quickly in case it tries to attack us again.
| You approach the armor, but can't really find anything to pin the thing down with. Even if you were to jump on it yourself, it is at least eight times larger and a hundred times more massive than you. Nevertheless, you still climb on top of it, acting as a lookout for any suspicious activity on its part.
Andrea can have my railgunLight Gauss Rifle, meanwhile I look for a better blade than the one I have.
| | The mess of panels in your view intensifies, beginning to annoy you again. (back to +1) You fumble with the inoperable gun for some time, until Andrea comes by and asks if he can have it. You hand it to him and walk off, in search of some weapon you could use.
| Examining the scene of recent battle, you notice a dagger lying on the ground, probably dropped by some fleeing 'warrior'. A helpful panel identifies it as a VibroBlade, a sort of a powered long dagger with a vibrating steel blade, easily cutting through personal armor, not to mention flesh. You make sure it's turned off, and pocket it.
I shave myself to remove the charisma penalty
| Hm. With what, actually? Boksi is invisible with his burning halberd, you don't want to touch anything touched by Chaotic, the dwarf lost his axe, you're not sure if G's axe is going to
cut it, and using the Ashcraver is out of the question. And the hair is the least of your charisma problems, anyway.
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NPC Actions:
Allied: He runs back and keeps whacking the dead armor.
| He emerges from behind some rubble, runs to the armor's leg and starts clobbering it with the iron staff. It doesn't do any sort of damage though. He looks around and soon realises that the thing is already defeated.
Neutral: The soldiers rejoice. Many praise Neo (since it pretty much looked like he sabotaged the thing), some eye Gantolandon suspiciously. The commanding officers all rush to the scene and demand explanations from you.
| Neo and Gantolandon gather a lot of attention, though not all of it is positive. Some praise them for taking down the beast, some scoff at them and the rest of you for bringing it here in the first place. Amidst all the tumult the officers from the tent arrive en masse and conduct a thorough investigation (complete with questioning) of the event that caused the destruction.
| Eventually their inqusitiveness was satisfied. Though they were pleased to hear of the healing talents of Frelock, and the lives saved thanks to him, but the two lost lives and the massive material damage caused have left them rather cold towards your group. They understood your need to repair Korora and agreed to give you time for repair, though under heavy guard. After the repairs are complete, you will be forced out of the camp, to go wherever you please.
He and the troopers around him run to the armor and examine it.
| They merrily jog towards it, as if they are somehow sure it's dead. Luckily for them, it
is dead, and they rejoice, but eventually they do turn their attention to you and take part in the questioning by their superiors.
She positions her 'mech near the armor, ready to fire at the slightest provokation.
| The vicinity of the armor begins to fill up with people, leaving little room for moving the mech. She remains where she is and watches the events through her mech's external cameras.
Enemy: None, thankfully.
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Location: Standing somewhere in the camp.
Equipment: Wearing a burnt reddish-black armor 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. Wearing a gray military backpack. Wielding a Darkfire Halberd.
Health: Bruised.
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 at the vehicle park.
Equipment: Wearing an -Iron Splinted Leather Armor-, Bronze plated greaves, and <<Iron High Boots>>. Holds a pair of Iron Gauntlets merged with a Steel Lightning-Maul. Owns a Light Gauss Rifle(5/6)(unpowered), lying on the ground at the vehicle park.
Health: Unharmed.
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: Down on the ground in the maintenance yard.
Equipment: Faintly glowing image of crossed swords on the hood. The Ashcraver on the back. Own burned front left wheel in hand.
Health: Shoulder joints slightly damaged. Bodywork partially replaced, 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. Truck interior burned away. Truck wheels destroyed by fire. Visor damaged (-2 sight). Head partially disassembled (-1 against criticals)
Temporary Status: Offline. (cannot perform physical actions)
Abilities: Can transform into a pickup truck. Empowered Intelligence.
Special status: Mech Navy blue Ford Lightning pickup.
Location: Standing near the maintenance yard.
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, holds a VibroBlade long dagger as a backup weapon.
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 maintenance yard.
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: Bruised.
Abilities: Basic TK Healing(!). Selective Translator (active). Touch Hacker. Sleep Control.
Special status: Wrist-mounted scalpels.
Location: Standing near the maintenance yard.
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. Critical 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: Lying on the ground somewhere in the camp.
Equipment: Naked. Owns an RPG-7 (empty). Wears a brown leather hold-all bag.
Health: Somewhat dented.
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 English.
Location: Standing in the maintenance yard.
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: Inside the Frenzied Armor.
Equipment: Wearing purple stretchy shorts. Useless shreds of underwear on right arm. Holding a chain of strung-together underwear.
Temporary Status: Unconscious (-1). Trapped. (-2phys)
Health: Numerous aggravated wounds all over the body, bleeding.
Abilities: Novice Wrestler. Basic TK Healing. Blood of the Blood God. Blood Rage. Basic Pyrogenesis.
Special Status: Avatar of the Blood God.
Transportation: Frenzied Armor (ballast).
Location: Standing near the maintenance yard.
Equipment: Wearing underwear (what's left of it).
Health: Unharmed.
Abilities: Strong. Rapid Mobility Muscles. 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. Wings on the back. Quite damn fugly as well.
Location: Standing near the maintenance yard.
Equipment: Wearing underwear and a worn cloth jacket with spacious pockets. Has a cigarette lighter, and a baseball. Owns a broken crowbar. Wields a Heavy Laser Handgun.
Health: Unharmed.
Abilities: Adrenaline Control. Basic Unarmed Fighting. 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, near the maintenance area.
Equipment: Full suit of adamantine/steel plate armor. Iron staff.
Health: Battered.
Abilities: Clumsy Axeman. Strong. Agile. Hardened mind. (++)
Location: In the camp, near the maintenance area.
Equipment: Common infantry clothing. Wields an Assault Rifle.
Health: Unharmed.
Abilities: Unknown.
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Vehicles: Former corpse-steel power armor. Infused with a large amount of ferro-fibrous armor structurals. Has a +1 against all damage except laser, to which it has a +1. Can absorb inanimate and living objects. Jay Kayell is locked within.
Copper weave enhancement. Completely dead, cannot move.
Damage: Outer armor layer blasted apart. Some structural damage.
Equipment: Only its fists at the moment.
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