Dominique WakemanDom grimaced and fired the shotgun at the man; not aiming anywhere specifically, just going for a general torso shot in the hopes of stunning or downing him. If this guy could do that, she had no idea what he was capable of.
Should've killed the fucker the second I had the chance. Damn it.
Dominique: 30+3-8 = 25
Alonso/Basilio = ----
Lieutenant Moore: 33+6-4 = 35
HazRec Squad 1: 83+9-4 = 88
HazRec Engineer: 65+3-3 = 65
HezRec Scientist: 51+3-1 = 53
Gibbering Man: 6+5-0 =11
Gunfire blazes in the wake of the Gibbering man's scream. The entire squad of HazRec marines opens fire; four assault rifles opening up at almost point blank range. (
Gibbering Man HP -10, -13, -10, -17, -7, -12, -16, -8, -8, -12, -16, -7, -13, -18. -19, -14, -8, -10, -16.) Near misses send shockwaves of light through the walls, and direct hits paint over them with blood.
The engineer flees to the safety of the squad in the opposite corridor. [Soak 7] [Mobility 6-3] Completely destabilized by the scream, the engineer is able to do little more than make it to correct side of the hallway and hold on.
The Scientist follows, [Soak 17. Two more saves necessary.] shaking through the effects surprisingly well. [mobility 9] He manages, if only just, to make it into the more protected corridor.
Moore [Soak 1] falls to his knees, still clutching his helmet and yelling incoherently into his mic.
The barrage from the HazRec marines has reduced the Gibbering man to a perforated parody of a human being, but, somehow, impossibly, he's still standing. [Soak 19. One more save necessary] You power through your disorientation and fire the Cerico. This bastard was probably already dead, but it didn't hurt to sweep both feet into the grave. [Quickshot 20+1, 8-1] (Gibbering Man Hp -12, -8, -13, -13) You misjudge the kickback slightly, and only the first shell hits, but that's still enough to annihilate a chunk of the unarmored man's chest.
The torn flesh-doll that is all that's left of the Gibbering man shouldn't have been capable of standing- it shouldn't have been capable of living. Yet, it refuses to fall. Its flesh writhes, and you watch in horror as it sheds the first bullet from its skin. [Failed roll not shown] Even as it lunges for the mostly incapacitated lieutenant, the Gibbering man's flesh regenerates. Spent bullets and shotgun pellets fall like rain, and in the space of a breath the Gibbering man is restored from completely shattered to whole. His clothing is tattered, but there isn't even a splash of blood remaining on his skin. [Melee 14+1 Vs Dodge 5-3] The regenerated gibbering man grabs the lieutenant by the shoulders and hauls, running straight back into Dominique. [Growth 12, -97 Health] Massive, painfully misshapen muscles ripple across the gibbering man's body a split second before impact, and he smashes into Dominique with the strength of a young god, [Enhanced Strength 97, no activation] [Brawl 15+7 Vs Soak 2+1] knocking her aside as he flees from the HazRec squad.
Alonso and Basilio both move up to defend you, but are unable to make take a clear shot at the gibbering man from behind the HazRec marines.
(Total Damage dealt to Gibbering man: 427)
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, 14])
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
Status: Disoriented (weak)
---
Ashley FeyCheck the supplies, and Comm Dominique
"I'm having trouble getting through, can you help in any way?"
[Observation 8+1] You appear to have exactly what you thought you had, nothing more. Unfortunate, considering that what you have isn't anything to write home about. If you had some way to contact Dominique, you might be able to convince her to help get you through... [Intuition 20+1] You call up Dom's I.S and ask her to monitor all communications coming on detectable channels, then use that to attempt to get a lock on Dominique.
The I.S replies by telling you that she has been doing this for some time now, and has already isolated Dominique's frequency. "I was designed in part for surveillance," Emily says apologetically. "I cannot help Dominique if I cannot watch her. Dominique is currently holding position, multiple other receivers are near her position. She can receive on both a general and command frequency, but neither frequency is secure."
Your mouth is open to reply when sounds of staccato gunfire reach your ears. The sound is muffled and curiously echoed, but you'd recognize the sounds of a firefight anywhere.
"I'm reading stressed voices, inarticulate screaming, and a great deal of vulgar language and profanity on the general channel," Emily says a moment after you identify the sound. "Dominique appears to in combat. She may be busy, would you still like to send a message?"
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 EvanOh God. Something else was approaching, another psionic... and, if this impression were to judge, a psionic far worse than the machine of speed he had just fought. James was horribly wounded. Tarran was unconscious and doing God only knows how badly. They couldn't fight, there was no chance of it- James'd get slaughtered, and then probably Tarran too. James could only hope he could run. And maybe if he couldn't possibly run the way the bleakman was heading, maybe... he could run in a totally different direction. After all, if he could escape the psionic's attention and radius, maybe he could escape. As such, James slung Tarran over his shoulder and tried to get moving.
Pick up Tarran, get him to the top of the ship, move out of the ship, grab him again, and run perpendicular to the path of the bleakman.
[Enhanced Strength 49, activated] [Strength 9+1+5] You drag Tarran up and out of the Virtue with no small amount of effort, slinging the wounded man over your shoulder as carefully as possible. You have a feeling medical personnel would object to your use of the word 'sling' and 'careful' in the same thought. [Stamina 11, no regen this round] You know the bleakness is coming from the north and heading south, and you know there's a pissed off synthetic to the east, so good reason and sound logic dictate that you should be heading west. Heading west, a simple action entailing dismounting a burning ship with a mostly dead rebel officer slung over your shoulder.
You half slide and half jump off the west side of the ship, [Mobility 10-1][Passive kinetics 14+1] landing solidly, if clumsily, on the other side and start moving at the fastest jog that you can sustain. [Mobility 21] Which, as it turns out, is a pretty decent clip. The proper motivation can work wonders.
You run is halted prematurely, however, by the presence of a colonist structure. There are no doors or windows on your side, and it's made from the same scrapped cruiser components as most of the other colony buildings. The building forces you to either turn to the north; parallel and opposite to the direction of the bleakman, or south; parallel and with the direction of the bleakman. You might find a door to enter the building on either side, and the closest corner is to the south.
Health: 15/88
Stamina: 38/100
Carried weight: 171/300
Attire: Exarch Dress uniform [8lbs] James' Light Body armor 19/50 (35/50) [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)
Irin Combat Shotgun (3/6, 15lbs)
Status: New Hensfield, inside the wreck of the Virtue
---
Anna WitheldRest as best as possible. Think over what we could do to stand up to such a threat.
[Stamina 15+1] (+16 Stamina) You catch your breath while the marshal fills you in, recovering a little of your equilibrium. Even if the presbyter has been wounded to a mere quarter of his capacity, you're going to need every reserve of strength to hold your own.
[Intuition 3] You have a few interesting ideas on how to utilize the presbyter's weaknesses, but you're unable to build off of them. You hope that a few good ideas are enough to even the odds, because that's all you have at the moment.
Health: 46/95
Stamina: 24/105
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. MindBar. Exhausted.
---
Tyrin LaverosTyrin tried to...extend his intuition towards where the colonists fled--he remembered Cid..or probably someone else(?) note a tunnel, and to 'not open it for anyone, even me'.
Finding out where the colonists hid should, at the very least, give you more defensible position. Hopefully it will also come with potential allies and perhaps the ability to avoid the presbyter entirely, but that's probably hoping for a bit much. [P.Empathetics 17+1] You can feel them... South and east, inside the mostly destroyed building, and beneath it. The tunnel that the colonist mentioned probably led to some form of cellar, dug out under the cannibalized colonizer.
You also feel another pair of minds, in a very faint and distorted way, from inside the outermost edge of the field of bleakness. North and east of your current location. One of them is very slightly familiar, the other... You're not sure. He's either a stranger, or the next best thing to one.
Health: 56/79
Stamina: 73/85
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
Field Surgery Kit (10/10, 5lbs)
Status: New Hensfield, South-east.
---
Damien Smith"Hey, wait!" Evan calls out to Tin. "Take this!" He tosses the Field Surgery Kit to him with an underhanded throw.
You toss your surgery kit to the rebel who hadn't wanted to kill you or tear your brain to shreds right off the bat. It's a small gesture, but sometimes the little things matter. Particularly when it comes to building much needed trust. [Soak 21] You focus on repairing the damage to your mind. The unchained psionic did a number on you, a hair's breadth from breaking something important, but the momentary calm allows you to wipe away most of the fog she stuffed in your head. You need to be clear now, clear and sharp.
The coming decision will be interesting.
One of the rebels approaches you shortly into your respite. He looks at you with a mixture of exhaustion and perfectly reasonable suspicion. "Marshal gave you something to do," he says, throwing a first aid kit in your lap. "See that it gets done. We need all hands, regardless of how much blood they have on them."
Health: 79/79
Stamina: 48/85
Carried weight: 80/150
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
First Aid Kit (7/10, 5 lbs)
1" sabot rounds (2) x8
Status: Hensfield field, mindbar, ShatterMind
---
Feuer's Team [Psionic Stamina 22] (Stamina +22) [Wigs Stamina 16] (Stamina 16) The psionic Feuer called Jeremiah trades Hickie back his rifle and lies down as the marshal had suggested. Hickie stays with him for a moment, resting with him and making sure the linkshock is producing no other lasting effects. Both of them look noticeably better after a brief respite. Hickie eventually rises, giving Damien a medical kit as he was instructed before taking inventory of the spoils of the fight.
[Colonist will 6][Diplomacy 13] Despite having numerous bloody wounds, Wigs does a decent job of calming the colonist down. Unfortunately, that's all he seems to have managed. The colonist is pretty far into the shady side of shellshocked. Watching that last fight, with its unabashed display of psionics, seems to have left him mostly non-responsive.
Weapons
Ichneumon Anti-Armor Rifle (0/2)
Sol Pulse Laser (50/100)
Jormungandr Assault Rifle (35/35A 70/70E)
Jormungandr Assault Rifle (5/35A 65/70E)
Kapre Light Rifle (11/15)
Satyr Light Pistol (25/25) x3
Combat Blade
Odei Flechette Pistol (5/5)
Armor
Limbo Medium Armor (8/115)
Limbo Medium Armor (65/115)
Limbo Medium Armor (81/115)
Cocytus Heavy Armor (15/150)
((You can transfer armor plates between armors of the same type at 3/4 efficiency, modified up or down by a mechanics roll.. Between armors of different types this requires a mechanics roll to perform at all, at will at best work at a 3/4ths efficiency.))
Ammo
.220 Gauss clips (35) x3
.30 conventional clips (15) x1
Energy Cells (Full) x2
12mm flechette cartridge (5) x2
Other
Reflex Sight
First Aid Kit
Technocrat Tags
'Hickie', Unchained Psionic
Health: 61/65
Stamina: 22/70
Armor: 59/65
Weapon: Chimera Pistol [15/15]
Status: Fine, Exhausted.
Unchained Psionic
Health: 59/65
Stamina: 20/70
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, Exhausted.
'Wigs', Unchained Kineticist
Health: 17/109
Stamina: 96/115
Armor: 3/90 (0/5 charges)
Weapon: Basilisk Pulse Rifle (8/10), Artemis Railgun (1/3E, 1/3A)
Status: Fine
Marshal Feuer
Health: 126/130
Stamina: 55/135
Armor: 43/100 (Full Cell)
Weapon: Hellhound SMG (15/30)
Status: Fine