Dominique Wakeman"Your thoughts?" she asked, checking her shotgun over to make sure it was combat ready. Just in case.
[Diplomacy 14] "I think this going to go sideways on us all," Moore mutters, slotting his helmet in his place and tapping his mic.
"Sergeant White, keep this door secure. Detain anyone that comes through that isn't one of ours, and blow them to hell if they don't comply. Argyle, pick one engineer to come with my team. Fennec, lend us a doc and whitecoat, keep everyone else here to man the triage station." The lieutenant's voice sounds odd, doubled as you hear it from both Moore and the mic that William gave you.
"Blow the door when ready." The line of soldiers behind the makeshift barricade hardens, each one locking into a firing position. The engineers retreat from the door, and at a signal from Argyle, a series of charges detonate on the already cut door. A five foot wide by six feet tall rectangle of blast door makes a noise like a struck gong as it bonces backwards, and a curiously muffled thump as it topples.
There's a long pause as the smoke clears, but no vile monstrosity erupts from the door.
"All clear for you to breach sir," Sergeant White radios over.
"Other side looks.... unusual, but not hostile." Moore motions you to take point as you suggested, and you quickly see why White termed the hall on the other side "unusual". Everything, from the floor to the ceiling, is covered in some bluish white substance. It's slightly shiny, like wax, and is present in a thin enough coat that it's translucent. Odder still, it appears to be glowing faintly. Cautiously, you step onto the wax. Your footfall feels soft, and a faint ring of light ripples away from your foot, fading as travels. [Intuition 10] It's definitely reacting to you, but you're not exactly certain what that means. Alonso and Basilio move in behind you, as impassive as they always are.
Moore grunts when you move forward far enough to let his squad inside.
"Well, you can't say the Technocracy doesn't send us to the most interesting places. Fennec, get a sample of this stuff and run it, fast. I want to know if it could be our problem, and if so I want to know how to get rid of it." The lieutenant taps his mic again, changing channels to include only the local group.
"Alright, Harlequin has the lead, and she wants this done by the numbers. Clear those lifts first, and magbolt any door that you don't think we're going to need again soon. If there's any way for something to get behind us without our knowing, I want it shut tight before we move on. Get to work." Luckily, the squads seem to be well versed in clearing a room "by the numbers" even if you aren't. The group with Moore breaks into two parties, and you split up to clear and lock the cargo lifts. It's quick work when you have this many people working together, though no less strange. Most of the doors seem have failed to shut completely, and in most instances the engineer is unable to convince them to fully overcome that failing. Thankfully, the magbolts they're using are substantially more sophisticated than the antiquated ones you used to use in maintenance, and are able to lock the door in place even if it gaps a couple inches at the seam. Every room you look into is completely coated in the waxy substance, the lifts frozen and silent. [Observation 11+1] You note that, while ripples of light are generated by every impact the wax receives, it never takes a print from the soldier's boots.
"Well this is pretty as a winter fucking wonderland, but I need some answers," Moore growls after locking up the last of the lifts. "We're about ready to head through the checkpoint scanner, Fennec, what do have for me on that sample?" "I need more time for a full analysis, but I don't think the material covering the interiors is the problem. A symptom maybe, but not the problem. It's inorganic itself, though it may be an organic byproduct, it's difficult to say. It has a few properties in common with impact gel, notably it is capable of transforming kinetic energy into radiation on a visible wavelength. It does not, however, grow. It spreads out into the thinnest sheet possible when placed on a surface, but it doesn't actually generate more of itself. Oh, and don't eat it. The material is highly toxic when ingested." "Thanks, some of the boys were just about to start making sandwiches out of the strange glowing crap they scraped off the walls of a dead space station, I'll put a stop to that. Do you have a way to get rid of it? It seems to be interfering with the door systems, and probably everything else as well." "No, sir. It's resistant to every solvent I've thrown at it. Best we can do is move and redistribute for now." Moore growls again.
"Find something, and keep me posted on any new developments," Moore says before closing the channel and pounding the door release to the checkpoint scanner. For once, it works properly, opening fully if haltingly.
On the other side, past the narrow scanning corridor meant to detect prohibited materials carried on an individual, is a man. He's kneeling, making traces of light in the wax with his fingers, talking to himself as he moves. [P.Kinetics 17+1] You shouldn't have been able to hear him at that distance, but you can. His mutters are faint but discernible.
"Hungry, so hungry. Won't let me eat, too weak to eat. So hungry... so hungry..." Something about the man strikes you as very wrong, like the itch you used to get when you knew a suckerpunch was coming from behind.
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
---
Ashley FeyIt's a long shot but I have to try something
Pretend I belong, act like I have nothing to hide, stroll down the halls etc.
[Lie 7+1][Diplomacy 19] You walk out of the shuttle, into the middle of the receiving bay, and are immediately noticed. Bright violet isn't the best hair color for avoiding suspicion, and nonchalance only gets you so far. There a lot of soldiers here, and every one of them appears to be on high alert. The fact that you emerged from Dominique's shuttle keeps them from filling you with holes right off the bat, and the way you carry yourself tells them that you aren't an intruder, but you don't look like you completely belong either.
You make it to the middle of the room before one of the soldiers manning the barricade approaches you. She's tall, maybe even a little taller than you, and her expression is a mixture of concealed confusion and irritation. "The Harlequin did not inform us of additional passengers. This is a secure area, and I don't know who you are. You'll have to forgive my impertinence, but I have to ask for your identification."
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]
---
James EvanOw, ow, OW! That blade had gone right between his ribs, and it hurt like Hell. Somehow, the thing had got up even after he crunched its leg, but he still needed to get it to stop moving. James furiously racked his brain, given that this was a true life-or-death situation. Thankfully, an idea came to his head! After all, the thing had tried to immobilize him earlier, with the web grenades.
He maybe could just kinda... psionically... reach out, if that was the right term. And then he could take those web grenades that it still had and use them on the synthetic itself!
Use telekinesis to activate all of the grenades the Wight has, while they're on its belt. Then, run to a good distance to avoid getting caught in anything.
James Evan: 68+0-1 = 67
Technocrat Wight: 19+26-4 = 41
[Telekinesis 12] [Control 22, cost -50%] (-3 stamina) You will a hand of psionic energy into existence, a much weaker force than the projectiles you first lashed out with. [Melee 17+1 Vs Dexterity 3+1] Sometimes, however, less is more. You grab all three of the grenades still attached to the Synthetic, and twist. [Dodge 11] You hurl yourself away from the three suddenly live grenades, but your reaction is a split second too late. You gain distance, but no guarantee of safety.
[Wight Soak 20-4, 6-4] [James Soak 17, 21] The webbing grenade explodes in a sticky tangle, covering the left side of the cybernetic in rapidly hardening gunk. It never had the time to spread out into its characteristic web, but it is somewhat effective nonetheless. The other two grenades are very different beasts. Both explode in a wave of sound, light, and... something else. You twitch uncontrollably in the wake of the detonation, and every part of your body develops severe pins and needles at the same time. The Technocrat is less fortunate. They might have been tough enough to withstand the first detonation, but the second one causes a grand mal seizure. The Wight collapses, jerking spasmodically and frothing at the mouth.
(James is numbed, No skill/attribute bonuses until a successful soak throw is made)
(Wight is having a massive seizure, must roll soak each round to get out.)
Health: 15/88
Stamina: 29/100
Carried weight: 171/300
Attire: Exarch Dress uniform [8lbs] James' Light Body armor 19/50 (33/50) [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 2/7 -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.
---
Tyrin and Anna"The heavy is loose! Finish him quickly! Tyrin, if you're going to do something special, NOW is the time!" The collective Anna shouted as they prepared one final barrage of attacks. Hopefully this would be the last needed, as they were reaching their limits.
Use Control on the Destroyer and force him to drop his weapon, followed up by Energy Draining some of the surrounding fires with -4 for brakes and unleashing the stored power into a Surge on the Destroyer, no matter if he's under control or not. If I cannot get at least level 3 with the stored energy, supply enough to make up for the cost from my own personal stamina.
"Got it, Anna!" Tyrin replied as his thoughts comprehended her words--whether aural or not--and shifted his grip, adjusting the Broadbeam onto the Destroyer. "Wigs, down!"
Fire at the Destroyer--cautiously targeting the area away from Wigs, preferring a near miss instead of a sure hit that may cause collateral damage.
Anna: 86+6-1= 91
Tyrin: 87+3-3= 87
Marshal Feuer: 28+6-3= 31
Unchained Kineticist: 17+3-3= 17
Unchained Psionic 1: --+6-2= -- (Linked to Anna)
Unchained Psionic 2: --+6-2= -- (Linked to Anna)
Technocrat Destroyer: 18+3-6= 15
Technocrat Sniper: 3+15-4= 14
Technocrat Trooper 2: 65+3-3= 65
Damien Smith: 37+3-9= 31 (better base roll)
Anna attempts to regain control of the Destroyer, [Control (Abi.) 9+2, 11+2, 13+2 Vs 3, 3, 6] [Control (Ski) 11+1] (-10 stamina) once again overwhelming the soldier's mind with her own. With the Technocrat heavy infantryman shackled, Anna's subsidiary minds draw in energy from the nearby fires. [Energy Drain 1-4 (bonus negated)] Something goes very wrong. Energy flows the wrong direction, and the fires brighten and spread, sapping your energy instead of feeding it. (-30 stamina) The collective minds flinch away from the sudden chill in their bones, but continue to pour energy into an attack on the Destroyer. [Surge 22+2, 1 effect, Pain] [Control 12] (-15 stamina) They can feel the pain flood the controlled soldier's mind, and there is a vicious joy bleeding into the link from the subsidiary minds.
Tyrin snaps off a shot at the Destroyer, [Quickshot 20] striking the the soldier solidly. [Destroyer Armor -8, Hp -9. 2 negated] The lack of beam focus reduces the power, but it's still sufficient to burn through the Technocrat's weakened armor.
The remaining trooper tries to put Wigs down, [Quickshot/Firecontrol 9+1, 8, 21, 11 (Kinesthetic dodge!), 10-1] [Wigs IS Activated. 40HP shield] (Wigs Shield -7) but even as wounded as he is, Wigs is far from defenseless. The kineticist throws a shield up to stop the first slug, and dodges the second by a hairbreadth. The trooper sways in place after he fires, a look of blank confusion coming over his face as the remnants of Anna's surge finally cause his brain to hemorrhage. He crumples slowly, dying by degrees as his brain bleeds.
Damien holsters his pistol, unlimbering the long barreled anti-material rifle instead. [Quickshot 4-2-1] The recoil of the heavy weapon takes Damien by surprise, knocking him sideways and sending the sabot wide of the mark.
The Marshal fires a burst from his Hellhound, [Quickshot/FireControl 9, 14, (Overheat)] striking with a single weak beam. The weapon, not designed for combat at this range, overheats rapidly and becomes nothing more than a lightshow after the second shot. (Destroyer Armor -2)
Wigs [Mobility 3] attempts to get to more substantive cover, but his wounds prevent him from moving at a pace other than a crawl.
The sniper [11+1-3] continues to make his way southeast, more slowly now that his adrenaline surge is fading.
Health: 56/79
Stamina: 61/85
Carried weight: 57/150
Attire: Colonist Worksuit, Limbo Medium Body Armor (68/115, 35lbs)
Inv:
Medical Kit (9/10, 5lbs)
First Aid Kit (10/10, 5lbs)
Bandages (4/5, 2lbs)
Combat Knife (1lbs)
ALR Broadbeam (5/10 E, 14lbs, Aimed)
.30 Cal pistol clip (10) x1
Status: New Hensfield, South-east.
Health: 96/95
Stamina: 64/105 (Linked 59/229, 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 (1), Mind Bar
'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: 16
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
Ranges,
Trooper 2: 9
Sharpshooter: 9
Sniper: 17
Destroyer: 7
Damien Smith: 12
'Wigs', Unchained Kineticist
Health: 17/109
Stamina: 81/115
Armor: 3/90 (0/5 charges)
Weapon: Basilisk Pulse Rifle (8/10), Artemis Railgun (1/3E, 1/3A)
Status: Fine
Ranges,
Trooper 2: 2
Sharpshooter: 2
Sniper: 11RI
Destroyer: Melee
Damien Smith: 3
Marshal Feuer
Health: 126/130
Stamina: 37/135
Armor: 43/100 (Full Cell)
Weapon: Hellhound SMG (15/30)
Status: Fine
Ranges,
Trooper 2: 7
Sharpshooter: 6
Sniper: 15
Destroyer: 4
Damien Smith: 9
Technocrat Sniper
Health: 46/77
Stamina: 5/75
Armor: 91/115
Weapon: Manticore Pistol
Status: Fine
Ranges,
Unchained Psionic: 17
Hickie: 16
Wigs: 11
Marshal Feuer: 15
Tyrin Laveros: 15
Anna Witheld: 16
Technocrat Destroyer
Health: 46/105
Stamina: 83/95 (-12, 1)
Armor: 32/150
Weapon: Sol Pulse Laser (50/100)
Status: Fine
Ranges,
Unchained Psionic: 7
Hickie: 6
Wigs: Melee
Marshal Feuer: 4
Tyrin Laveros: 5
Anna Witheld: 5
Health: 79/79
Stamina: 42/85
Carried weight: 105/150
Attire: Technocrat Uniform, Asgard Shield Armor 75/75 (150/150, 35lbs)
Inv:
Hellhound Beam SMG (30/30, 15lbs)
Abassy (6/7, 8lbs)
Laelaps Laser Rifle (12/12, 17lbs)
.50 cal pistol clip (7) x4
Energy Cell (Full) x8
Ichneumon (1/2, 25lbs)
Field Surgery Kit (10/10, 5lbs)
1" sabot rounds (2) x8
Status: Hensfield field, mindbar, ShatterMind (Will -5)