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Turn 113 ------------
i scavenge the armour to reinforce my left arm enough to use the gauss gun (see? i said gauss). i also put the gun on the arm (i know i don't hold the gun at the moemnt, but it should be near. if i get a 5, i wouldn't mind a full exoskeleton.
| You look scrupulously through the bits and pieces of the armor. There isn't much to see there, but looking more towards the pile of toppled crates you manage to acquire some myomer fibers and usable metal joints. You don't know much about mechanics and engineering, so you try to do your best in assembling the stuff together.
| Well, that's not half bad, if you do say so yourself. Your powers have drained, so you couldn't use welding, but even with simple straps and metal linkages you manage to put together a decent-looking prosthetic arm covered in myomer muscles. You go ahead and attach the arm to the harness - that will make lifting heavy stuff a lot easier, with the weight distribution it offers. The arm is no good without a power source, but you figure that once your reserves refill, power won't be an issue. You feel like you've learned something from your experience. (get another perfect on mechanics to get the skill)
OK, so I just steal something they use for data storage and try to download as much of mecha software as I can, to analyze it later.
| Finding an unused data storage device isn't easy. Despite all the tech around, even something as simple as a PDA seems to be ridiculously rare in this world. It's little wonder that your thorough search turns up nothing. Not one to give up easily, you decide to try and download relevant data directly to your brain.
| You walk up to one of the mechs while nobody is looking (a shiny new mech caught the attention of a lot of people) and try to get at every bit of software you can literally get your hands on. Unfortunately for you, your brain refuses to act as a data storage and everything you managed to hack into flew through your mind without leaving a trace. You don't remember a thing of it.
I go to the armory and get as many weapons and as much armor as I can wear, I also get rid of the torn underwear on my right arm and my underwear chain. Then I claim a 'mech, the largest one I can find. If anyone tries to argue about it I use my pyrogenesis to scare them off without killing them.
| Your dreams are full of blood, gore, death, dismemberment, destruction, and other manifestations of general chaos. You find them too attractive to wake up.
I'll just continue to help JK. I'm a professional intimidator, or at least a competent one.
| Seeing that JK doesn't wake up, you change your plans and heal him some more. You get rid of some more of the burns, JK looks slightly less disfigured now.
I'll go to the field hospital and help with healing up the wounded.
| You make your way to the hospital. You are well-accepted there, having shown your healing prowess, but ultimately the few injured they are still treating there are not enough for you to get any decent practice, and hardly anything can prevent your expulsion from this camp at this point.
I pull myself back together, and ask someone if there is another mech that I could use like The shotgun Mech
| You're quite comfortable in not feeling pain, because you manage to reassemble your mangled body with remarkable ease. Having finished this task, you go to the main tent and openly ask the head officers for a mech you could use, for combat and transportation.
| Despite your appearance and the state of your relations with the people, colonel Stirling and her subordinates hear you out. They spend a few minutes conversing with each other, quietly but intensely discussing your request. Finally they come to a conclusion. The head tech, Mitch Fraiser, who was participating in the discussion, approaches you and tells you to follow him. He leads you across the camp and into the far corner of the vehicle park. Standing there, in a rather beat-up shape, is a mech not unlike the one that first met you at the dropship. Although this one is missing almost half the armor. Mitch tells you that the mech received some severe damage during the landing and the subsequent shootout, and its pilot barely made it to the camp. He briefly introduces you to the specifics of the 'mech, and tells you as you go off to examine it yourself: "We really can't spare any of our mechs, but at least giving you this one will save us a tidy bit of work. And after all, if you go and wreck the Jags' base, it's all to our benefit, right? Alright, good luck and be careful with that mech - its right leg took a few hits, so walking might be wobbly. Have fun!". When he leaves, you examine the mech. It took a few hits all right. Half the armor on the chest has been blown off or seriously damaged, the arms have taken a few light hits, but it's the right leg that worries you most - several heavy hits have blown away most of the armor on and above the knee, revealing the myomer musculature and structurals underneath. Still, you're not in a position to look a gift horse in the mouth - you've got yourself a mech!
I find a suitable mode of transportation to get to the Jaguar base.
| You spend some time looking around the camp. You intently search for a suitable form of transport, but fail miserably in the end. Really, EVERYTHING in the vehicle yard is a valid mode of transportation. Mechs, APCs, hovercrafts, trucks, anything. And then there's the dropship… except nobody's going to just give it to you. You spend some time examining the thing.
I look around the repair yard and see if there's better, more advanced tools for me that I could 'borrow'.
| It's not all that hard to find some better tools you can use. You pick a moment when nobody's looking and swap your old case of half-rusted utensils for a tidy grey toolbox containing stainless steel hardware. There's nothing spectacular in it, but now you've got a portable welding torch and some basic equipment for testing electrical circuits.
I give one pack to frelock, LASD and Jay Kayell respectively. Then I put on the items in the pack remaining. Finally, I perfomr acrobatics to amuse the troops either through clown-likeness if if fail or skillz if I succeed.
| You decide not to waste time "giving", and simply throw the packs at your targets of choice as you run past them.
| Frelock manages to catch the improvised projectile, but LASD's hands were occupied and he tackled the backpack head-on.
| He is unharmed, but the gun in the pack discharges, burning a neat lengthy hole in it with a bright laser beam. Stuff falls out of it. JK is not bothered by the pack smacking into him. Having accomplished your delivery, you put the jacket and the pack on, and try to do some somersaults and other stunts to practice.
| Your performance is really good, and you attract some mechwarriors who look at you jumping around with admiration. Some cheer for you, though you're not really competing. Suddenly, when doing a routine backflip sequence, you stumble on an obstacle in the form of a small wheeled platform for moving large crates. As you flip onto it, the platform slips away, sending you flying back into a neatly arranged battery of tall compressed air tanks.
| The tanks scatter on the ground after you hit them, much like the pins after a strike, but your new suit allowed you to come out of it with nothing but injured pride.
I'll come up with a brilliant plan to get the key quickly and safely.
| Standing tall and proud, you quickly think up a complicated, but absolutely brilliant plan for acquiring the key. As you are about to speak, thus sharing the work of your genius, another plan forms in your head, and it is even greater, and more brilliant..... the cycle repeats for about half an hour, after which you finally manage to come out of it and produce the following work of genius - "We hijack dropship -> We take dropship to the destroyer -> We take destroyer -> We use destroyer to eliminate the enemies from orbit.". A mighty fine plan, if you do say so yourself. Except there was some tiny nagging thing in the plan that might intervene with its execution, but if it's so small it's probably unimportant, right?
I reactivate my regeneration in a quieter place and undo the body fluid naplam and bone spikes using both regenerations. I really need to find a curbing ability to this thing…
| You step away into a corner between some nearby vehicles and focus on your regeneration, guiding it with your mind.
| At first your body refuses to comply, instead opting for restructuring your skin, reducing its thickness. You tighten your grip on it, and finally squeeze the desired result out of your ability - the unidentified chemical concoction in your circulatory system is quickly neutralized by addition of a counteracting component, and so the undesirable volatility of the fluids in your body is successfully removed.
I really have to do this since I have the chance, so I go to medical lab and hoping to find microscope of some sort I analyze some of my samples (getting some of my blood might be necessary)
| You gallop into the hospital and furiously rummage through the supplies and equipment to find something you could use. Finally you find a microscope and examine a tiny drop of your blood procured by touching one of your head spikes with a finger. The rather primitive microscope at your disposal doesn't reveal everything, but you get at least something - it seems the erythrocytes in your blood react to your mental commands, as if they were still a part of your body. They're also rather strange, their structure is subtly changed. Except those abnormalities, your blood is fine. You try some more tissues, but everywhere you only see the same thing - the cells of the tissues are more or less normal, with slight abnormalities in structure, number of mytochondria, and membrane thickness. You keep the 'scope, having plenty of hands.
| Looking around the scene, you realise you've broken a lot of glass vials with various liquids, and a large number of various pieces of medical equipment.
| A nurse appears on the scene, and is horrified by the damage you've caused. You quickly leave.
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NPC Actions:
Allied: The dwarf looks around for a weapon to replace his staff, and trains with his weapon whether or not he finds one.
| Alas, there are no fancy spears to be had around here. The dwarf continues his staff training.
| After some time spent bashing an innocent piece of mangled metal, the dwarf gains a few more insights into combat, but not enough for a serious skill increase yet.
Neutral: With Korora repaired, colonel Stirling approaches the lot of you with Loren Jaffray, her other two assistants, and the young warrior from the hospital.
| The colonel is the first to speak:
"Alright, your friend has been repaired. As per our previous statement, you must leave now." She makes a slightly intimidating pose. Loren Jaffray expresses his thoughts:
"If you are really going into the Jaguars' base, you must be very brave. Or very stupid. Our last sensor readings indicated no less than one and a half hundred Battlemechs in that area." The young warrior interrupts him:
"They are all piloted by elite warriors of Clan Smoke Jaguar, and assisted by our finest Elemental soldiers and aerospace fighters. You cannot hope to succeed." He stops, and Jaffray continues:
"As much as we'd like to defeat the Jaguars and get off this planet, we can not risk the lives of our soldiers in such a foolish endeavor. You have been provided with some equipment - use it. That is all we can give to you. Now, please - leave." The two other officers say something into their radios, and several heavy 'mechs walk out of the vehicle yard, accompanied by a number of troopers. They're not threatening you or aiming anywhere in particular, but they're there as a reminder for you to leave. Andrea Stirling speaks the final words:
"We'll give you one of our trucks, to speed you on your way. It's something even I would not dare to do, so if you really go to fight those Jags - good luck. You'll need every drop of it." With that, she and her company turn around and walk away towards the main tent.
Enemy: None, thankfully.
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Location: Standing near the maintenance yard.
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: 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 near the maintenance yard.
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. Owns a steel harness.
Health: Unharmed.
Abilities: "Hand-held" electrothermal jets. Power Attack. Basic Hammerfighting. Shrapnel Self. Advanced TK Healing. Empowered by Lightning (currently Severely Exhausted(-2spd, -2agi, -1 protection)). Advanced Electricity Manipulation(power exhausted). Electricity Self-control. Selective Translator (active). (++)
Special status: Wreathed in lightning(power exhausted).
Location: Standing in the maintenance yard.
Equipment: Faintly glowing image of crossed swords on the chestplate. The Ashcraver's main blade on the back, the small blade in a sheath on the right thigh.
Health: Undamaged.
Special status: Mech. Ferro-fibrous armor plating.
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, 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) 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.
Special status: Wrist-mounted scalpels.
Location: Standing at the field hospital.
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 and a military backpack.
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: Standing in the vehicle park.
Equipment: Naked. Owns an RPG-7 (empty), lying near the vehicle yard. Wears a brown leather hold-all bag.
Health: Undamaged.
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 and a microscope.
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. 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 grey toolbox and a set of binoculars. Owns a damaged military backpack.
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: Down on the ground near the maintenance yard.
Equipment: Wearing purple stretchy shorts. Useless shreds of underwear on right arm. Holding a chain of strung-together underwear. Owns a military backpack.
Temporary Status: Unconscious (-1).
Health: Light to Moderate burns all over the body. Heavy blood deficiency.
Abilities: Novice Wrestler. Basic TK Healing. Blood of the Blood God. Blood Rage. Basic Pyrogenesis.
Special Status: Avatar of the Blood God.
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: Thermogenic Muscles. Cold-blooded (hot, +1agi, +1dex, +1int). Naga. Heavy chitin plating on the lower 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, a light infantry armor jacket, and a worn cloth jacket with spacious pockets. Also wears a military backpack. 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: Bruised.
Abilities: Clumsy Axeman. Strong. Agile. Hardened mind. (++)
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Vehicles: Medium battlemech, 45 tons. Armament: Imperator Code Red
LB 10-X AC(30/30), two Victory 23R
Medium Lasers, one Shigunga
LRM-10 rack(12x10/12x10). Armor:
Ferro-fibrous. Damage: Moderate armor damage on center and left torso, minor damage on left arm, armor destroyed on right leg.
A simple-looking six-wheeled flatbed truck. Not much to it.
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