Turn is here! Get it while it's hot! Speaking of which, I couldn't find a way to mention Kashyyk cooling down in the text. Maybe I'll do it next turn.
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Turn 146 ------------
Players: I try to overcome my pain once more.
I try to physically manifest the power of the blood god, to make my body more suited to combat.
[RTTAI:{3}] I try to understand what the feeling of emptiness can be.
i must heal... i must heal. and if i have some spare time, i try once again to open that box. using my hands as plasma cutters if needed.
I run over to JK and TK heal him from close range, I then tell him off for slicing all his nerves.
I try to shape my rear body to be more snakelike so I'll go faster on land...
I wait for frelock and attempt to mutate this body to resemble my old one using the headband.
I enter a state where I can modify my shapeshifting better.
[RTTAI:{6}] I use all of my mental strength to wake up, and then I keep trying to switch bodies.
[RTTAI:{5}] I ask the volunteers to stay while and tell me about themselves.
[RTTAI:{2}] I try to sneakily grab something useful out of the convoy's trucks.
<Travel Mode: Large Valey Area 3>
Allied NPCs: The dwarf just keeps sitting there.
They stay where they are.
Neutral NPCs: The convoy is leaving very soon. The volunteers are also packing up.
Hostile NPCs: None
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ChaoticagJay KayellBoksiAndreaKashyykRoosterNeoZakoFrelockLASDGantolandonKororaNPCs:
DwarfBats FusiliersVolunteers ----------------
Happy to finally see some light, Korora picks up speed and runs south as fast as is humanely possible for him. He clears the narrow pass and runs along the familiar uneven soil of the large valley. Already he can feel the Ashcraver's presence, a long since absent feeling that only now became so pronounced. At this rate, it won't be long until their reunion now.
Standing on the hillside, Boksi is in deep thought. Recounting the earlier events leads him to believe that the feeling of emptiness is linked to the ring somehow. Whatever happened with that swirling maelstrom of chaos, it must have just moved itself, it didn't disappear and is still present, drawing on the ring's powers! This discovery doesn't make Boksi feel any better, but at least it means that the problem has a solution - the power-sucking maelstrom just has to be found and destroyed. If left unchecked, there's no way of telling what disaster it may cause.
While Frelock remains unconscious, Neo continues his attempts to return to his previous body. Approaching the problem from a different angle, he focuses his mind on his headband, and orders his new body to transform into a likeness of his old one! But, alas, nothing happens. Posessing no power that would allow such a thing to happen, Neo futilely strains his mind. But those that already have the power are now trying their best to keep it under control. Rooster's rear legs suddenly start growing against his wishes, becoming almost a meter long! He isn't too pleased with this development, but at least he can move normally now. Zako, being a snakelike naga, has to invent a new yoga pose to meditate and get a better grip on his body's abilties. After a while he curls up on top of some rocks and begins calming his mind. Seeing him in this state, Chaoticag also decides to rest, forcing the lingering pain out of his body.
Hardened by the will and power of the Blood God, Jay Kayell refuses to let himself idle and wait for help. Forcing his body to stand up, he calls out to the source of his power, hoping he can hear him even from this world! Arms held up to the sky, Jay opens his mind to the heavens and screams the battle cry of Armok! But no reply comes. Not losing faith, Jay screams it again! And again! Finally, he loses balance and falls back to the ground. The heavens remain silent, a dark shade of gray-green lit up by the slowly rising sun. Led by his ally locator, Kashyyk finds Jay Kayell on the ground, motionless, and attempts to heal him - but his nerves are almost completely destroyed, and there is very little that can be done. Not having a better way to punish someone who doesn't feel pain, Kashyyk begins hammering on Jay's brain with a long and convoluted speech about common sense and the value of life. Nearby, Andrea is forced to listen to it as well, but at least it's somewhat obscured by the sounds of his efforts directed at opening the damn box. After another twenty minutes spent in fruitless attempts and constant sneezing, he finally notices what seem to be several large flat bolts hidden in a depression near the handle, holding the whole thing together. The bolts are tightly stuck in place and cannot be removed by hand, they would need some tools to unscrew.
Seeing that everyone is starting to leave, LASD runs after the volunteers. He manages to impress on them the importance of his mission, but four of them still reconsider their choice and return to the convoy. The remaining two are Simon "Jackhammer" Williams, the tall dark-skinned heavy weapons and explosives expert, and Janna "Redline" Ryzhova, the slim tan-skinned red-haired female vehicle technician. They will wait until the last possible moment, but will leave with the convoy if you don't decide
real soon. Shortly afterwards, an armed convoy guard approaches, dragging behind him a very familiar bone-plated figure. Letting Gantolandon stand up and brush himself off, the guard strikes a menacing pose and looks intimidatingly at him:
"Remember - NO. STEALING." He then salutes LASD and the two volunteers, and walks back to the trucks.
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Background: [3] Not wasting any time, LASD quickly looks over the volunteers' equipment. It turns out they come pretty well-stocked. Back on the hill, Zako is first to feel the massive wave of cold air approaching from the south. The clouds slowly begin to obscure what little light there still was in the sky, but the sun still provides sufficient illumination.
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Environment: Dawn. The air is cold. (statistic penalties to constitution).
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Free items: Fusiliers' camp: Broken crowbar: One-handed "weapon". Somewhere in the camp.
Large Valley area 2: Light infantry armor vest: Somewhere in the area. Can protect upper body. +1 against pierce damage.
+Steel Battleaxe+: Stuck in the ground. One-handed weapon.
Metal Suitcase: Lying on some rocks. Broken, open, empty.
Microscope: On the ground. Allows examining tiny things. Damaged (-1 to use).
Serum Injector: Lying on some rocks. Metallic pistol-like device used to inject medical substances into the bloodstream. Empty, broken.
Crude Magnifying Glass: Lying on some rocks. Broken.
Various assorted rocks and small leftover debris from the truck in LV area 2.
Large Valley area 3: RPG-7 grenade x3: In brown leather hold-all bag.
Brown leather hold-all bag: On the ground at the hill. Contains RPG-7 grenades (3 rounds).
Chemical Extinguisher: Somewhere in the area. Large red tank containing pressurized water mixed with a chemical compound. 1/3rd full.
Gunmetal crate: Near some rocks near the convoy. Open, empty.
Assorted pile of weapons: Near some rocks near the convoy. Contains some melee, and various ranged weapons and ammo.
XXVibroBlade Long DaggerXX: On the ground near the hill. Blade snapped off: -2 to attack. One-handed weapon. Negates up to +1 of opponent's slash or pierce armor.
The Ashcraver: Sticking out of the ground near the truck's wreckage. Two-handed weapon. Consists of two parts. Small Blade: sword-formed. +1 slash damage. Large blade: sword-formed. +2 slash damage, +1 attack, -1 agility.
Various assorted rocks, several pieces of underwear, and JK's former purple shorts.
The burning wreckage of the Phoenix truck, and associated debris.
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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."
An odd-looking gnarly stick made of iron and steel. The many wrinkles and crevices on its surface are ever so slightly glowing. The staff feels special, capable of doing wonrous things. Some of those things include: summoning a small lightning that seems to charge the staff, when being hit against the ground; launching a spark of electricity that explodes in a sparkling firework-like burst, on giving a generic mental command.
(Universal Radiowave Manipulator) A hexagonal reflective box, rougly a foot across and 10cm thick. It can receive, process, transmit, focus, and disperse energy waves over a rather wide electromagnetic spectrum. Can work as a radio or a mini-microwave. Contains a battery that can be recharged by applying any electricity to the surface.
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Locations: Planet Wayside V: 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. A relatively narrow pass leads into the Vast Plain.
Sub-area 1: The place you initially appeared at.
Sub-area 2: Where your truck was destroyed by an aerospace fighter (and later rebuilt, driven off elsewhere and crashed again). The disabled Wolf Trap is here.
Sub-area 3: Somewhere far north of Area 2 - the fighter crashlanded there. And subsequently exploded, leaving a large crater and killing the crew of the two scout buggies sent by Fusiliers. All players are here, as well as a convoy of trucks, light mechs, and infantry.
Vast Plain: An enormous plain connected to the large valley by a relatively narrow passage. Its ground is different from that of the valley, but you don't know what it is yet.
Fusiliers' main camp: A small military camp set up amidst the hills in the large valley. Mechs patrol its perimeter. All of you are at a spot some distace away from it.
"Overlord"-class Dropship "Bullrun": A big egglike spaceship designed to go to and from a planet's surface. Armed with several turrets and protected by thick armor. It's been attacked on its descent and is undergoing repairs.
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Vehicles: Battlemech. Lying on its back in the LV area 2.
Type: Medium-class, 45 tons. Capabilities: Jump Jets (piloting skill check required for every use) Armament: Imperator Code Red LB 10-X AC(30/30), two Victory 23R Medium Lasers(inoperable), one Shigunga LRM-10 rack(1x10/0x10). Protection: Ablative ferro-fibrous plating. State: Heavy damage on left torso, moderate armor damage to center torso, left arm destroyed, medium lasers destroyed, LRM ammo detonated, significant damage on left leg, armor destroyed on right leg. Heavy off-road truck. At Large Valley Area 3, near the convoy.
Type: Four axel, eight wheel drive. 12cyl diesel ICE. 6 tons, lift capacity 15 tons. Flatbed with tent.
Capabilities: Off-road suspension (+1 driving check on rough terrain), large capacity fuel tank (plot-dependant). Top speed 140kph on road, 90 kph off-road.(not that it really matters)
Armament: None.
Protection: 20mm steel plating (-1 against to-scale pierce attacks).
State: Undamaged.
Resurrected only to die again, this truck is now a pile of smoldering wreckage, with hardly anything salvageable from it.
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