Ashley FeyLet Emily know that Ashley will consider whether she needs to kidnap some prisoners and will let Dom or the IS know at a later time.
Also, ask Emily if Teras station contains a communications array comparable to the one that Ashley and company recently destroyed.
You politely neither confirm or deny your desire for random technocrat convicts. Harry looks at you a little oddly, but shrugs it off. Most likely, he expected you to immediately reject the offer of post-experimentation refugees, but you like to keep your options open. Not that you can really see when that particular option would be useful.
Addressing Dominique's IS on an even footing makes you feel a little unlike yourself, but you stomach it and inquire as to whether Dominique's station has a suitable comm array.
"Yes," Emily replies immediately, "Teras station has two communication arrays, one reserved for military and special Church messages, one tapped into the main nexus. We have the reference signal for Teras station if you would like to open a receiving link. An outgoing connection will, however, be impossible at this range."
"Might be good to be in on the chatter," Harry says, frowning in contemplation. "At least it would give us an idea whether we might be able to Waltz in and 'borrow' their array for a couple minutes."
You nod, and Emily takes that as sufficient assent to patch you to the general channel.
You expected a hubbub of noise, voices and machine signals from a hundred different independent signals within the channel's domain, but what greets you when Emily locks the channel, is silence. The general communications channel for an orbiting research station is dead silent. [Intuition 11+1] You shake your head. That can't be all there is, there has to be something else in the signal that you're using to crude a reception method to detect.
[Mechanical 15+1] You don't know exactly what you're looking for, but you walk Emily through a couple methods to boost the gain and sift through each individual thread of the general channel. Eventually, you find something.
Technically, it's not actually an independent signal, it's a feed echo from somewhere else on Teras station that's bleeding through into a channel, but, considering the content, that would be splitting hairs.
"...breached. All non-security personnel report to evacuation levels of hangars one and two. Security personnel proceed to assigned checkpoints. This message repeats. The hot-labs have been breached. All non-security personnel...."Well, the good news is that they probably won't mind you borrowing their array for a bit.
Health: 159/159
Charge: 159/159
Carried weight: 115/150
Attire: Plain gray under armor padding. Midguard Hardened Armor (112/140, 60lbs)
Inv:
Garou Repeating Cannon (9/12) (19lbs)
15 MM bonding charges x1
Ashley's Leanashe Assault Rifle [10/30 18lbs]
4.73 mm Caseless box mags x1
Cirri Light pistol [20/20 4lbs]
Energy cell x2
basic medical supplies [1/5] (5lbs)
Manticore Pistol [9/10 6lbs]
Mechanical Bypass kit 1/5 [3lbs]
---
Dominique WakemanDom eyed the open bar. She would dearly love more than a few shots right now to steady her nerves, but showing up with even a bit of alcohol on her breath probably wouldn't help her cover any. And being drunk probably wouldn't do her any favors either. She sighed and leaned back. "Emily, mind giving me some of the files of the other 'patients' at Teras station, so I can get an idea of what I'll be working with here?"
If Emily acquiesces, Dom spends the turn looking at those files.
"Limited information is available outside of the request patient files," Emily says, "but I will add all available documentation to your device."
A light blinks on your borrowed pad almost immediately, and you spend the next several minutes scanning through the new files. [Observation 16] You go over the information in exacting detail, using what time you have to familiarize yourself with Teras station and its occupants.
There appears to be no clear pattern as to the background of the patients. They're all roughly in their prime, the youngest file you have being a twenty year old maintenance slugger, and the oldest being a fifty-seven year old ex-technocrat. The only thing that remains mostly stable between them is that their deviation is always eleven or above, no inherent mental or physical disorders are present. You note that the Deviation-22 designation is completely absent. An interesting, and somewhat disquieting aside, is that most of the other test subject have violent and/or criminal pasts. Not little stuff either.
Among the additional documents that Emily sent you is a general layout of the station, clearly meant more for reference purposes than navigation. However, since it's the only thing you've got, it's probably going to end up being useful. You mark it away for later use.
"Ashley can neither confirm nor deny her need for extraneous rescues at this current time," Emily says suddenly, interrupting your research.
You really need to set up way to let you know when Emily is 'nearby', if such a thing is even possible...
Health: 128/128
Stamina: 120/120
Carried Weight: 124/210
Attire: Harlequin Uniform, Styx Assault Armor (150/150, 60lbs. Integrated Power cell charged 3/3, Internal Ammunition Supply [Cerico, 16])
Inv:
Dominique's Abassy Heavy pistol -laser sight- [6, 8lbs]
.50 pistol clip (7 0.2lbs) x5
Artemis Railgun (3/3 A, 3/3 E 18lbs)
Size S-3 rail spike pack (3, 0.6lbs) x2
Cerico Shotgun (24/8 A, 16lbs)
12 gauge shells (8, 0.3lbs) x5
Stun club (50/50 11lbs)
Advanced Medical Kit (10/10) (5lbs)
Energy Cell (Full, 0.5lbs) x5
ORS (3) x2
Chitin Nodule
---
James EvanIn the middle of combat, James didn't have a lot of time to think. But close range came pretty naturally to him, and the Irin had obliterated the thing's armor, so...
James fires his shotgun at the Wight and if he has time punches it with his punch-gun hand.
James Evan: 63+0-1 = 62
Technocrat Wight: 38+26-4 = 60
You haul back on the trigger again, [Melee 1 (Bonus negated) Vs Wight dodge 16] [Strength 1, Bonus negated] [Luck 1] but the synthetic is already moving. The flat of one the Technocrat's arm blades slaps across the Irin, sending it spinning out of your hands.
As the technocrat glides back into a striking position, you notice a subtle change in the way it moves. It seems more controlled, more precise, and more deadly. [Melee 4+4+1, 19+4+1 Vs 13, 16] [Confirm Critical Finesse 2 Vs 18, Confirm failed] The change isn't so subtle when it strikes at you. You dodge the first blurring blade mostly on luck, but the second one slashes across your chest before you can even see it coming. [Brawl 11+1] (Shield -10, Armor -7, HP -7. 1 Negated) The slash is thin, but, considering how fast this thing is moving, rather frightening. (Wight -20 charge)
(irin shotgun has been flung to the north of you)
Health: 65/88
Stamina: 33/100
Carried weight: 171/300
Attire: Exarch Dress uniform [8lbs] James' Light Body armor 30/50 (40/50) [25lbs]
Inv:
Renfield SMG (10/30, 10lbs)
Riot shield (10lbs 1/30, in hand)
Piru Gauss Rifle (E5/5 A5/5 16lbs)
.45 Gauss slug clip (5)
Simone's Song (6lbs 3/7 -Frangible Rounds-)
.50 caliber Frangible pistol clips (7) x1
Dybbuk Flechette Canister Rifle (1/2 35 lbs)
20 mm flechette canisters (x2, 1 lb)
Emergency VIP Drop Suit (30lbs, Armor 35/35)
Status: New Hensfield.
**Technocrat Wight**
Health: 174/175
Charge: 155/175
Armor: 20/100
Weapon: Duelist Implants
Status: Fine, Spider Implants Active
Range: Melee
---
Tyrin and AnnaSupport Tyrin and follow the Marshal's plan. Link up with the others and Tyrin if he agrees. Once successfully linked up, use our willpower to set a mindbar covering everyone who is in the link if we aren't already suitably protected by the link.
If we are attacked, use control on the Destroyer and have it fire on his own team to drive them into our trap! Follow up with a level 4 surge on that sharpshooter and see if an override can make one of those troopers turn their head hard and sharp enough to snap their own neck. If we are attacked with psionics, lash out with a Neural Feedback +5 to show them we mean business.
Invisibility? That's a good plan, either way. Argh..cursed heat weapons.
Thank you Anna.
Follow the Marshal's plan and aim to disable/weaken than kill. Only fire when the others retaliate. Do a quick patch-up on either myself or any allies--whoever has the lowest 'hp' or seems to be in need of it more.
Special round. No initiatives.
The unchained ready themselves for contact, Tiruin limbering his rifle, Feuer falling into the martial trance of a skilled psychic, and Anna linking with the two remaining psionics. By rank and strength, Anna leads the link, taking control as both of the other psionics submits the majority of their will to her. A heartbeat of pain and disorientation accompanies the connection, the after-shock of the separate systems falling in line. Three heartbeats synchronize, three pairs of eyes see as one, three wills converge. The link isn't one unified mind made from three, but three minds working to support a single purpose. A purpose that the technocrats will regret crossing.
Damien attempts to warn the other soldiers against the ambush he's sure is coming. [Talking 1] [Luck 14] He might as well have warned stones. The Destroyer acknowledges the broadcast, but Damien would have been surprised if the soldier actually internalized any part of the warning. Technocrat soldiers, the ones that weren't glorified conscripts, were soldiers for a reason. They believed in one direction, had little capacity for individualism, and tended to have an intelligence roughly on par with girders. Damien waited until the other soldiers started moving before falling in behind, checking his weapons compulsively and readying himself for the inevitable.
[Morale 13+1+2] The infantry moves forward rapidly, surging over the smoking field in order to take over the unchained's position. The wounded trooper takes point, with the Destroyer and the other conscript following closely. The sniper and the sharpshooter bring up the rear, carefully reloading their weapons, and, in the case of the sniper, shaking off the effects of the psychic assault.
[Trooper, Destroyer, Trooper, Sniper, Sharpshooter| Observation 7, 13, 16, 8+1, 11+1 Vs Feur Shroud 18+2-3] [Control 13+1] (Feuer -25 stamina) The destroyer and the troopers check the corner quickly, weapons ready. [Intuition 19] To their credit, they don't fan out into the giant and incredibly suspicious clearing when they don't see the unchained. Instead, they move in to take the shallow trench, sticking mostly to a combative formation.
Damien [P.Kinetics 17] feels the kinetic warp in the air as soon as he gets somewhat close. He doesn't even have time to shout a warning before the ambush starts.
The kineticist, still buried, turns the same ability used to dig the trench against Technocrat flesh. [Ripper 3+2-2][Control 14+1] (Kineticist -25 stamina) Unfortunately, that doesn't work so well. Rising up from the earth throws the psychic's aim off, and, except for a swirl of air, nothing comes of the psychic attack.
Feuer splinters his shroud [Active kinetics 19+2] [Control 9+2], turning a single overarching warp into a series of eye-bending fields. The technocrats can see the unchained now, but the fields of warped light aren't a lot better than complete invisibility for the purposes of aiming into.
Anna, linked with both of the other psionics, provides the brunt of the assault. Three minds, working together and led by the strongest, each form an attack. Anna spearheads the assault on the destroyer's mind, [Control (Abi) 15+1+1 Vs 8-1, 10 points up. Control Gained.] [Control (Ski) 20+1, -25% cost] (-7 stamina) dominating it utterly within seconds. Small mind, small dreams, small will, all attached to big muscles, wrapped in armor, and toting a heavy weapon. The ideal target of an empath. [Surge 3+1+1] [Control 16,-10%] (Stamina -18) The surge, handled partially by one of the other psionics, fizzles. [Override 13+1+1-5 Vs Trooper endurance 9](Stamina -10) (Trooper 1 HP -36 [Unblockable]) The suggestion of Anna's other subsidiary mind, however, is enough to steal control of the lead trooper's already weakened body for long enough to twist his neck with bone splintering force. The trooper falls, a look of pained surprised permanently fixed over his left shoulderblade.
Tiruin opens fire on [Random: 4] the remaining trooper, [Quickshot 4+4] rushing the shot and sending the beam too high of the mark.
[Technocrat Reflex 6+1, 13+1, 17, 2]
(Sniper and Sharpshooter will be able to act next round. Damien will also be able to act with a small initiative bonus.)
(Ranged attacks on unchained are at -2 to non-psionics)
Health: 53/79
Stamina: 61/85
Carried weight: 57/150
Attire: Colonist Worksuit, Limbo Medium Body Armor (78/115, 35lbs)
Inv:
Medical Kit (9/10, 5lbs)
First Aid Kit (10/10, 5lbs)
Bandages (4/5, 2lbs)
Combat Knife (1lbs)
ALR Broadbeam (7/10 E, 14lbs)
.30 Cal pistol clip (10) x1
Status: New Hensfield, South-east.
Health: 96/95
Stamina: 64/105 (Linked 194/229, Regen 6, Threshold 69)
Carried weight: /130
Attire: Colonist Worksuit, Lethe Armored Infiltration Suit (15/50, 20lbs)
Inv:
Kapre Light Rifle (11/15, 16lbs)
Renfield SMG (10/30, 10lbs)
Combat Knife x2 (1ls)
.30 cal rifle clip (15/15) x1
.115 spike pack (30/30) x1
Status: New Hensfield, South-east. Stimpack, S2 (5), Mind Bar, shrouded
'Hickie', Unchained Psionic
Health: 61/65
Stamina: 64/70
Armor: 59/65
Weapon: Chimera Pistol [15/15]
Status: Fine,
Ranges,
Trooper 2: 8
Sharpshooter: 8
Sniper: 6
Destroyer: 6
Damien Smith: 10
Unchained Psionic
Health: 59/65
Stamina: 55/70
Armor: 26/65
Weapon: Sleipnir SMG (Dual, 25/25 A, 50/50E. 25/25A, 50/50E) [holstered] ; Loaned Kapre Light Rifle (14/15)
Status: Fine, Light Cover, -2 to incoming attacks.
Ranges,
Trooper 2: 9
Sharpshooter: 9
Sniper: 8
Destroyer: 7
Damien Smith: 12
'Wigs', Unchained Kineticist
Health: 98/109
Stamina: 75/115
Armor: 42/90 (3/5 charges)
Weapon: Basilisk Pulse Rifle (8/10)
Status: Fine, Light Cover, -2 to incoming attacks.
Ranges,
Trooper 2: 2
Sharpshooter: 2
Sniper: Melee
Destroyer: Melee
Damien Smith: 3
Marshal Feuer
Health: 126/130
Stamina: 95/135
Armor: 65/100 (Full Cell)
Weapon: Hellhound SMG (25/30)
Status: Fine, Light Cover, -2 to incoming attacks.
Ranges,
Trooper 2: 7
Sharpshooter: 6
Sniper: 5
Destroyer: 4
Damien Smith: 9
Technocrat Trooper 2
Health: 55/70
Stamina: 23/70
Armor: 90/115
Weapon: Jormungandr Assault Rifle (35A 70E)
Status: Fine,
Ranges,
Unchained Psionic: 9
Hickie: 8
Wigs: 2
Marshal Feuer: 7
Tyrin Laveros: 7
Anna Witheld: 8
Technocrat Sharpshooter
Health: 49/49
Stamina: 55/55
Armor: 90/115
Weapon: Kapre Light Rifle (11/15)
Status: Fine.
Ranges,
Unchained Psionic: 8
Hickie: 9
Wigs: 2
Marshal Feuer:6
Tyrin Laveros: 7
Anna Witheld: 8
Technocrat Sniper
Health: 77/77
Stamina: 25/75
Armor: 115/115
Weapon: Artemis Railgun (3/3A, 3/3E)
Status: Light Cover, -2 to incoming attacks.
Ranges,
Unchained Psionic: 8
Hickie: 6
Wigs: Melee
Marshal Feuer: 5
Tyrin Laveros: 5
Anna Witheld: 6
Technocrat Destroyer
Health: 96/105
Stamina: 95/95
Armor: 115/150
Weapon: Sol Pulse Laser (50/100)
Status: Fine, Light Cover, -2 to incoming attacks.
Ranges,
Unchained Psionic: 7
Hickie: 6
Wigs: Melee
Marshal Feuer: 4
Tyrin Laveros: 5
Anna Witheld: 5
Linking
"Linking" is the common term for a voluntary psychic connection used to share resources between adept individuals. Linking is a consensual and comparatively intimate version of control, synchronizing the nervous systems (and subsequently most other systems) between two or more individuals. In a standard fighting link there is one dominant individual who coordinates all functions, and a multitude of subordinate individuals who forfeit most of their control and act as additional processors for the dominant. This form of linking is relatively common, and allows one individual to handle far more power than would otherwise be possible, and split it a larger number of ways than would have previously been possible. There are other, more equitable, linkages, but these become difficult to maintain in a high stress environment and are nearly impossible to do with more than two or three individuals.
Importantly, the energy gained while linking is greater than the simple sum of the psionics involved. Two psionics who could comfortably manipulate a fifty pound object when apart would find their range of easy, almost thoughtless, manipulation increased to three times that amount. The catch is that that both individuals have to pay at the end of the link, and the energy drain is equal upon all individuals. It is possible for a strong psionic to inadvertently kill a weaker psionic by linking with them, utilizing their own abilities to exhaustion, and then breaking the link. The stronger individual may be exhausted, but the weaker individual will have been driven well beyond that point.
Losing one individual in a link is traumatic to all involved, usually resulting in lasting psychic trauma. Losing the dominant member of a link (or losing any member of an equitable link), is worse than losing a subordinate member. Those who have lost leaders or close friends during a link often report feeling like a part of the dead individual is still living inside them. Some have even reported hearing voices after such on event. Whether this is the result of residual psychic imprint or simple psychological scarring and mental breakdown is unknown.
"Tuning" is said to occur when a pair of individuals have linked multiple times, are very familiar with one another, or are simply exceptionally like minded. (Or, in a popular unchained pun, link minded.) Tuned individuals work better together than usual, and can often manage equitable links under combat situations. There is a rumor that intimate physical contact speeds the tuning process, but it is important to note the primary perpetuators of this theory are male unchained. Linked sex is noted to be "extraordinary" by the same individuals.
As an important note, it is possible to become physically addicted to linking. A psionic, even a non-oriented one, uses their abilities intuitively to keep their body going and to sense their environment. A psionic becomes dependent upon their latent abilities, much as any normal human being becomes dependent on the muscles that support their body. However, linking temporarily boosts all psionic abilities. Linking often for extended periods of time can cause and individuals body to become used to the extra power, leading link sickness, a form a psionic withdrawal, when that extra power is not maintained. It is theorized that if a group were to remain in link for long enough, their minds would eventually blur together inseparably and become one entity. This theory has never been tested by the unchained.