Tyrin Laveros Tyrin took a deep breath at Jeremiah's reaction before steadying up, "Well if he isn't as much a threat as Evans here, then we're all set. I'll get his buddy and he can join us, probably see if his buddy needs any aid."
He wondered whether these Technocrat torture constructs were more tangible than anything else if they were sensed by a psionic, but he was unsure on both fronts.
Head up and diagnose the man's[James'] buddy. Then get on moving! Keep on sensing for that vague wave I felt earlier. Its position and how far it is from us--including its area of control.
You immediately examine the condition of your newest wounded rebel. Not the easiest task while James is still having to carry him. [Medicine 15+1] He isn't a pretty sight. The unconscious man appears to have survived a near proximity detonation. Judging by the ripple bruises across exposed tissue, the man had enough time to throw up a wall before he got hit. He has numerous, mostly minor, surface lacerations, significant bruising across his entire body, and a massive impalation injury to his leg. A bit of psychic probing also reveals a cracked clavicle, three cracked ribs and one broken rib, and mild internal bleeding. The man is clearly a psionic, and he should pull through if he can get baseline medical treatment. Except... The piece of metal in his leg shattered bone, shredded muscle, and ripped apart the nerves before it cauterized itself into place. It would take extraordinarily advanced medical treatment to let him keep the leg, even with a psionic's latent regenerative abilities.
[Passive Empathetics 6+1] The edge of the wave is getting harder and harder to sense as it closes with you. You've lost time making sure that James wasn't a threat, but you're not sure how much time you have left.
Health: 56/79
Stamina: 79/85
Carried weight: 95/150
Attire: Colonist Worksuit, Limbo Medium Body Armor (68/115, 35lbs)
Inv:
Energy Cell x1 (Full)
Artemis Railgun (1/3E, 1/3A, 18lbs)
Kapre Light Rifle (11/15, 16lbs)
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 (9/10, 5lbs)
Satyr Light Pistol (25/25, 4lbs)
Technocrat Tags
Status: New Hensfield, South-east.
---
James Evan"...Do you have anyone who can check up on my wounded friend here?" James kind of doubted it. But... well, he might as well get ready to fight. James decided to check on Iscariot; did he know anything more about this guy than James did?
Take out some gun, and consult Iscariot about the bleakman.
You join the group of Unchained, letting one of their medics take a look at Tarran. The medic talks to himself a little as he works, and it isn't cheery sounding stuff. Right now, though, you need to keep your head in the present. That means consulting the person with the most experience with the Technocracy; yourself. Or at least the splinter of you that got rammed into a technocrat.
[P.Empathetics 12] Your ears start ringing the instant you try to bring Iscariot to mind, the kind of ghost sound that you associate with explosion aftermath and complete silence. The kind of sound which has never happened before when bringing up Iscariot. Iscariot flickers into being beside you, and he literally flickers. It's as if you're just trying to imagine him beside you and only partially succeeding, instead of his usual rock solid presence. "... ... Situation Inside ... ... calm ... ... ... help ... ... ... ... ... foreign ... ... ... changes." His mouth moves when he speaks, but he never looks at you or even changes the position of his gaze. Worse, sound only accompanies his words when his image appears strongest. It doesn't take a genius to figure out that something is going wrong, but you have no idea what that would be. Aside from being incredibly itchy, you feel fine.
Before you have time to ask a question or try to get more information, Iscariot blurs and vanishes from your vision.
Health: 15/88
Stamina: 44/100
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
---
Anna WitheldHave Tyrin or Hickie take a look at the injured man, then take a quick vote on what direction we should run in from the others.
Tyrin checks out James' friend without urging, examining the wounded man with an expression of increasing concern. With that problem actively being handled, you take a moment to make sure that everyone is going to be running in the same direction. [Hidden Roll Not Shown] General opinion is for a southward move into the building ruins. Feuer and his team saw the building get torn apart, and whatever is left of the place should make for valuable cover. A good ambush in the beginning of this fight could win the battle before the presbyter's raw strength becomes an issue. [Stamina 6] (+6 Stamina)
Health: 46/95
Stamina: 40/105
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
.225 Convention magazine (25/25) x1
.220 Gauss Magazine (35/35)
Combat Blade (8lbs)
Jormungandr Assault Rifle (5/35A 65/70E, 16lbs) -Reflex Sight-
Satyr Light Pistol (25/25, 4lbs)
Status: New Hensfield, South-east. MindBar. Exhausted.
---
Damien Smith"Umm... Just Evan. Not 'Evans'. What's got you so worried though, Tin? Does something wicked this way come?" Evan can't resist a small smirk at his own joke. For now, however, he relaxes again, trying to fully fix the damage caused by Anna.
[Soak 1] Speeding the process up only results in more rapid pulses to the massive headache that the damage has already caused. This thing looks like it's going to have to wear off naturally. Which might make fighting a little difficult, [Hidden Roll] or, if played properly with the presbyter....
Health: 79/79
Stamina: 54/85
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)
Status: Hensfield, mindbar, ShatterMind
---
Feuer's Group Anna, Tyrin, Damien, and James follow the Marshal and the rest of his team as they head down south, moving down to take the wrecked colonist structure. The place collapsed partially in the wake of the bombardment; the roof caving down in the middle and the entire south half of the structure sagging noticeably. It would take a bit of effort, but it should be possible to use the caved in section to get to the roof.
With the exception of the collapsed section, most of the building is as Anna and Tyrin left it. The walls are torn and broken, with shining impact craters scarred into every part of the floor that isn't otherwise covered in bodies or debris. Breaches in the east and west walls of the structure provide usable mouse-holes to get outside, and the doors to the south still gape open.
The door in the northeast of the colonist structure, the one that the other colonists fled through, has been popped out of its frame by the partial structural failure and are now jammed open. The opening presented is slim, roughly five inches wide at the top, and an inch less at the bottom. The barricades that the colonists were using are wrecked, but it might be possible to rebuild them into something useful if the time were invested.
'Hickie', Unchained Psionic
Health: 61/65
Stamina: 35/70
Armor: 59/65
Weapon: Kapre Light Rifle (14/15)
Status: Fine, Exhausted.
Unchained Psionic
Health: 59/65
Stamina: 40/70
Armor: 26/65
Weapon: Sleipnir SMG (Dual, 25/25 A, 50/50E. 25/25A, 50/50E) [holstered] ; Jormungandr Assault Rifle (35/35A, 70/70E)
Status: Fine, Exhausted.
'Wigs', Unchained Kineticist
Health: 57/109 (MHD = 40)
Stamina: 114/115
Armor: 71/115
Weapon: Basilisk Pulse Rifle (8/10)
Status: Fine
Marshal Feuer
Health: 126/130
Stamina: 75/135
Armor: 43/100 (Half Cell)
Weapon: Hellhound SMG (30/30)
Status: Fine
---
Ashley Feytry to see who is being attacked, aid Dom
You try and peer around the firing knot of soldiers, [Observation 20] succeeding in getting a good look as one of the marines adjusts his aim. The target is a man dragging another soldier, one with command marks on both shoulder plates. Bullets strike the man doing the dragging, but to very little effect. Each strike tears a hole, but that hole ejects the bullet and pulls itself back together a split second later. You've never seen anything, never even heard of anything, with that kind of a capacity for regeneration.
Dominique appears to be... you don't know what she's doing. It looks like she's staring at her hand as though it were a completely new and foreign object that had spontaneously attached itself to her arm. You want to help her, but you have no idea what she's trying to do, let alone what would help her do it.
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 WakemanPerhaps the tether is two-way; Dom tries to siphon energy from the gibbering man. If that fails and she can't do anything to prevent him from running, she'll just attempt to release the tether and let him go.
[Lots of Hidden Rolls]
You're vaguely aware of the battle still going on around you, but you're finding it difficult to muster any attention or care for anything but the task at hand. Partly because you're too tired, and partly because you're afraid that you'll forget what you're doing if you stop. You don't know why, but some deep, subconscious, part of you is desperate to keep that from happening. [A.Kinetics 15+1] You try to do something with the tether, in an effort to get his bizarre link to make sense. Nothing seems to do anything. Controlling it seems impossible, and any connection generated between you and the gibbering man is inaccessible to you. Without any other option, you attempt to dissolve the tether.
That gets a reaction.
Every muscle in your arm cramps up at once, your fingers contorting and nerves screaming as
something builds up inside your arm. It feels like a newborn sun, stuffed inside the bones of your hand. The feeling is electric, excruciatingly painful, and it gives you a moment of clarity. The last barrage from the HazRec marines has staggered the gibbering man, but he's made it to the doorway. There's an oddly translucent look about him now, enough so that you could swear that you can make out the bones of his skull beneath his maddened face. The energy in your hand is contained, for the moment, but you feel that it would be very bad to hold onto it.The tether still exists, [Hidden Roll] and you're just as unsure of what to do with it.
Health: 95/128
Stamina: 88/120
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), Psyshock