Toomas Amk"Let us move quickly."
Take the pistol, and move out with Rob. Hope he's done the job right. Find Murnau, and get things moving once more.
You disarm Rob immediately, not wanting to have the man go insane while still armed. Being shot wouldn't be fatal, but it would be both painful and inconvenient. After you're sure that Rob is under control, you peek your head outside of the access substation and check to make sure that the Abomination hasn't decided to stick around in hope of an easy meal.
Luckily, it hasn't. The floor is covered in a clean layer of wax, the scientist's blood noticeably absent, but there doesn't appear to be anything more hostile than usual about the empty hallway. A security camera swivels to look at you as you leave, a good omen that Rob was at least able to complete his end of the mission. As you head back to the Cellburner section of the station, Rob's behavior is erratic. At times, there is no noticeable change in him. He follows you carefully, his expression showing hints of pain and focus, but is otherwise little different than it was when you started your mission. Other times, brief intervals where his breathing grows labored and he begins to eye the dark corridors you pass with a clear expression of hatred and fear, he becomes noticeably erratic. He mumbles things about needles in his brain, a voice in his dreams, and the armies of imposters that lurk just out of his sight and hide when he turns to look for them. Once, he grabs the back of your jumpsuit as though suddenly blind, letting you lead him while he emits a steady stream of profanity centering around the idea that the walls are murderers.
You try to contact Murnau via your bone mic as soon as you get within range, picking up mostly static until you get inside the part of the military sector that the Cellburners maintain. Naturally, he asks to speak with Rob immediately, which unfortunately coincides with one of Rob's more profane mumbling spells. You don't know what Murnau says, you'd have to be the one touching the mic for that, but Rob begins screaming at the mic within minutes. Eventually, he calms down, not back to a state of sanity, but with enough decorum left to hand you the mic back. [Observation 17] Rob's fits of mania are worsening and quickening rapidly, and his moments of lucidity are slipping. Oddly, now that you're with him during the transitional states of madness, he seems to bond with you and treat you as completely trustworthy.
You tap the mic as soon as it's up against you, and Murnau's growling voice comes in immediately.
"Get Rob over to the air processing station. Avoid everyone. Try to keep him from talking." There aren't a lot of Cellburners, but keeping Rob out of suspicion will take a lot of luck. [Luck 18] Which, thankfully, seems to be something you have in spades. As you open the reinforced door back to the military sector, a faint ringing sound reaches your ears. There isn't a lot of the dry-cake nutrients that the Cellburners were supplemented with during Teras' operation, but what's left is apportioned to the remaining Cellburners once every three days at Church noon. Food, being one of the few comforts available to your kind, should create a decent distraction from Rob's sudden decent into insanity.
[Mobility 12+2] Even with Rob suspecting random inanimate objects of various repulsive crimes and deviancy, you're able to drag him to air processing without a great deal of trouble. Not that dragging one Cellburner that appears to be going mad into the den of Cellburners who are known to be on the shakier leg of sanity is going to be trouble free in and of itself. There is a reason that those still sane avoid this place.
With that reservation in mind, your first reaction to air processing is one of surprise. It's empty. Machines hum with a faint and sickly tune, but nothing else stirs. The machine works and local atmospheric controls adjoined, but both doors are tightly closed. [Observation 17] There are faint depressions in the wax from recent foot traffic, but they follow a straight and purposeful line- not the meandering trail of those whose humanities have slipped. You follow the tracks to the end of air processing, down to the machine works. You push the door open cautiously, trying to keep a firm grip on the temporarily lucid Rob.
The machine works have been converted, though you're not entirely sure into what. The sterile beds supporting unconscious Cellburners and the edged paraphernalia hanging from the walls suggest some form of surgical ward. Computer systems and analyzers suggest a laboratory of some kind. The whitecoated scientist with his hands knuckle deep into the brain of one of the unconscious subjects... that bespeaks the experimental ward from the time when Teras was fully dedicated to testing your kind. Murnau stands beside the scientist, his expression one of carefully masked curiosity and barely controlled anger. Both Murnau and the scientist look up when you enter. The Scientist betrays no emotion as he regards you, but Murnau's face darkens immediately.
"Rob! On the slab, now!" Murnau barks, pointing at one of the tables not occupied by a sleeper.
Rob, still in a relatively sane state, grimaces and acquiesces silently. There's a flicker of fear in his eyes, but you're not sure whether the fear is due to Murnau, or whatever is about to be done to him.
The scientist sighs and leaves the body he's working on, clamping the man's skull into an open state to prevent it from immediately healing back together. "I did warn you," the scientist says in a dry voice, picking up long, straight piece of metal as he approaches Rob, "you cannot 'wean' yourself off treatment." The scientist traces a line across Rob's forehead with the rod, bringing it almost to a rest just above his eyebrow. "There are those I cure, those I cannot help, and those that get caught a little in between. Feeling better is no reason to stop taking your..." The scientist pauses, concentrating on getting the positioning of the rod just right. "Medicine," he finishes, driving the rod through Rob's skull with a single precise stab.
Rob gasps and jerks, the presence of the rod preventing his body from immediately healing the damage. The spasm, however, passes as quickly as it came, and Rob returns to stillness. Drool still trickles out of the corner of his mouth, but rod's precise placement seems to have rendered the Cellburner completely inert.
"Now, he's going to need to settle a little while," the scientist adds when Rob lies still. "I'll begin treatment as soon as you've dealt with your new employee."
Murnau's back stiffens slightly. You had thought that the anger he was hiding was triggered by Rob, but you might have been wrong. You can't fathom why Murnau would allow the scientist to give commands, even indirect ones, but he seems to be enduring the treatment. Even if that sufferance is with ill temper. "Did you succeed?" Murnau asks, his tone remaining level.
---
Dominique Wakeman"Close that door and seal it off however you can! Squad one, cover the north entrance! Squad two, you have the south! Cadet, you stay with the engineers and scientists and keep them safe! Alonso, Basilio, follow me! I'm going to back up Fennec!" Orders given, Dom started hustling to the west...
[Luck 2] The orders are no sooner out of your mouth than the first of Fennec's group becomes visible through the west entrance. Taiya [Empower 8+1] [Control 16+1, -25% cost] sends another surge of energy through the door behind you, closing it with a shower of sparks a scream of protesting metal. [Mechanism Integrity 2] Thin trails of smoke leak from the warped edges of the door, and you don't need to be told that the door's motivators are probably completely blown.
The first of Fennec's group to make it in is an engineer and two scientists, each one being pushed strongly forward by the remnants of a fireteam. Your soldiers, only partially in position, sight in to deal with anything that comes through behind.
There's a short delay before the next group of soldiers comes through, their arrival heralded by a faint golden glow from the open hallway. The freaks come with them. Fennec's three remaining soldiers back up in a controlled retreat, trying to push back the Freak's with control bursts to knees and necks. Fennec himself is the source of the golden light, his armor reinforced by a secondary structure of light- almost identical to the glow that held you in place when you were shuttled to Eridani. His rifle is missing, and he fights with a pistol and a short Arbiter's blades that glows with the same light as his secondary armor.
[Soldier Marksman 2+1,2+1] Neither of your teams prove effective at providing precision support fire, and you're only able to watch as Fennec's two flanking marines are swarmed under by clawed experiments. [Failed roll not shown] Fennec is able to decapitate one attacker and kneecap another, but the damage is done. By the time Fennec and the remaining marine manage to make it to the door into the audience hall, their retreat is anything but ordered. The two literally hurl themselves into the room, Fennec roaring for the Marines to open fire as he and the marine flatten themselves against the floor.
Your six soldiers, suddenly unburdened by the need to shoot around their allies, switch to automatic. Six soldiers trying to take precision shots wasn't enough to stop, or even slow down, the oncoming Freaks. Six soldiers focusing 210+ rounds of high-velocity rifle slugs on a single entrance, that has an effect. The Freaks aren't just momentarily driven back; the entire front rank of them disintegrate into slippery greyish gore. Those that remain, shielded by the falling corpses of their kin, continue surging forwards. If they have any fear of death, they don't show it. You steel yourself to engage the Freaks as they pour through, but something odd happens.
When the first of the Freaks makes it through the hail of rifle and machine gun fire to stand at the room's threshold, it stops, pivots, and runs back the way it came. The remaining Freaks turn back as soon as the leader does, turning and wheeling back on themselves like a flock of starlings.
"Blessed Mother," Fennec whispers as he stands, watching the Cellburners turn back.
"That was... unexpected." [Kinesthesia 9+2] [Failed roll not shown] You're not sure how far the Freak have pulled back. They could be waiting just inside the shadows, or they could have retreated entirely.
Health: 118/128
Stamina: 120/120 (+14)
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: Fine
Individuals
Cadet Taiya
Psionic
Health: 102/102
Stamina: 92/110
Armor: Hy-Brasil CF-HES (100/100)
Primary Weapon: Kekkai CM Pistol+ (6/7 (Detonating Rounds)) (5 cartridges; 1 Det., 2 Stun, 1 Bleed, 2 AP); +Side locked dart launcher (2/3)
Reserve: Arbiter Blade
Status: Fine. Low Morale [-2]
Squad 1
Haz-Rec Marine 1
Health: 100/100
Stamina: 89/100
Armor: Hy-Brasil CF-HES (100/100)
Primary Weapon: Leanashe Assault Rifle+ (15/50) (4 clips); +Underslung dart launcher (3/3)
Reserve: Salamander suppression pistol (30/30) (2 spare canisters);
Status: Fine. Low Morale [-2]
Haz-Rec Marine 2
Health: 100/100
Stamina: 89/100
Armor: Hy-Brasil CF-HES (100/100)
Primary Weapon: Leanashe Assault Rifle+ (15/50) (3 clips); +Underslung dart launcher (2/3)
Reserve: Ifrit Incendiary grenades x3
Status: Fine. Low Morale [-2]
Haz-Rec Marine (Designated Gunner)
Health: 114/114
Stamina: 102/110
Armor: Hy-Brasil CF-HES (100/100)
Primary Weapon: Surma LMG+ (45/90) (2 belts); +Underslung dart launcher (2/3)
Reserve: Blade
Status: Fine. Very Low Morale [-3]
Squad 2
Haz-Rec Marine 3
Health: 100/100
Stamina: 89/100
Armor: Hy-Brasil CF-HES (100/100)
Primary Weapon: Leanashe Assault Rifle+ (15/50) (1 clip); +Underslung dart launcher (2/3)
Reserve: Salamander suppression pistol (30/30) (3 spare canisters);
Status: Fine. Low Morale [-2]
Haz-Rec Marine 4
Health: 100/100
Stamina: 89/100
Armor: Hy-Brasil CF-HES (100/100)
Primary Weapon: Leanashe Assault Rifle+ (8/50) (3 clips); +Underslung dart launcher (3/3)
Reserve: Blade
Status: Fine. Poor Morale [-1]
Haz-Rec Marine (Designated Marksman)
Health: 86/86
Stamina: 77/90
Armor: Hy-Brasil CF-HES (100/100)
Primary Weapon: Artemis Railgun+ (2/3 A, 2/3 E) (3 clips, 3 cells); +Underslung dart launcher (2/3); Short Range Scope.
Reserve: Salamander suppression pistol (30/30) (1 spare canister);
Status: Fine. Low Morale [-2]
Squad 3 (Low-Com)
Tech Engineer 1
Health: 60/60
Stamina: 8/60
Armor: Annwn ACFUS+ (50/50) (Masked)
Primary Weapon: Cerico Shotgun (8/8) (8 shells)
Reserve: None
Status: Fine. Low Morale [-2]
Tools: Mechanical Bypass Kit 5/5
Tech Engineer 2
Health: 60/60
Stamina: 8/60
Armor: Annwn ACFUS+ (50/50) (Masked)
Primary Weapon: Cerico Shotgun (6/8) (8 shells)
Reserve: None
Status: Fine. Poor Morale [-1]
Tools: Mechanical Bypass Kit 5/5
Tech Scientist 1
Health: 50/50
Stamina: 27/50
Armor: Annwn ACFUS+ (50/50) (Masked)
Primary Weapon: Fenrir Energy Pistol (5/7) (2 cells)
Reserve: None
Status: Fine. Average Morale [0 ]
Tools: Universal Interface Kit, Advanced Medical Kit (9/10)
Tech Scientist 2
Health: 42/50 (MHD+25)
Stamina: 27/50
Armor: Annwn ACFUS+ (19/50) (Masked)
Primary Weapon: Fenrir Energy Pistol (5/7) (2 cells)
Reserve: None
Status: Wax Poisoning (Weak). Poor Morale [-1], being used as a shield by Spine Freak.
Tools: Universal Interface Kit, Advanced Medical Kit (10/10)
Alonso & Basilio
Basilio, Combat Carapace
Health: 49/49
Stamina: 55/55
Armor: 129/150
Weapon: Edimmu Assault Rifle (14/20 A 34/40 E)
Status: Fine, Utterly Obedient
Alonso, Combat Carapace
Health: 49/49
Stamina: 55/55
Armor: 132/150
Weapon: Edimmu Assault Rifle (14/20 A 34/40 E)
Status: Fine, Utterly Obedient
---
Ashley FeyLook through the shuttle's supplies, specifically for energy cells, ammo, explosives and tool kits
[observation 15, 22] The shuttle has already been stripped of most all useful components, but you're able to improvise a few things. You recharge a few of your dead energy cells using a trickle feed from the shuttle's reactor, and you replenish some of your bypass kit's using supplies from various, largely unnecessary, parts of the shuttle. Ammunition, unfortunately, is something in rather short supply. There's nothing here for you to fabricate new rounds with, and Dom didn't just leave a stack of mags out for you. [Mechanics 20+2] You are, however, able to make three small, but exceptionally dangerous, explosives. You convince Emily to give you a couple reactor capsules containing an amounts of ClF3, designed to be opened incrementally as the volatile chemical is required. You modify that design, changing the capsules so that they open immediately and fully when triggered, then you slot each one into a bottle of booze from Dom's bar. The booze itself won't add much to the explosion, but the chemical fire generated by the interaction of the ClF3 and the water constituent, not to mention the glass bottle itself, should be... energetic. Theoretically, you should be able to send a signal up to fifty feet to release a capsule, and you can extend your range well beyond that if you have some form of amplifier.
(Two energy cells added. Two charges added to bypass kit. Three remote tri-fluor bombs added.)
Health: 159/159
Charge: 159/159
Carried weight: 118/150
Attire: Plain gray under armor padding. Midguard Hardened Armor (112/140, 60lbs)
Inv:
Garou Repeating Cannon (9/12) (19lbs)
15 MM bonding charges x1 (12)
Ashley's Leanashe Assault Rifle [10/30 18lbs]
4.73 mm Caseless box mags x1
Cirri Light pistol [20/20 4lbs]
Energy cell x4
basic medical supplies [1/5] (5lbs)
Manticore Pistol [9/10 6lbs]
Mechanical Bypass kit 3/5 [3lbs]
Tri-fluor bombs (1lb) x3
---
Anna and Tyrin"FINISH HIM! FINISH HIM NOW!!!!!" The linked duo screams out in fury at the sight of James' death. They were so close to victory, they could almost taste it!
Move both bodies up into a shooting position and open fire with the assault and light rifles! While doing this, energy drain from the surroundings around the Presbyter (no brakes), and put it all into a -1 Neural Feedback, adding 15 energy on top. Then energy drain (no brakes) from the presbyter again and SHATTER MIND!
Anna Withheld: 4+3-3 = 4
Tyrin Laveros: __+3-3 = (Linked)
Hickie: 99+6-3 = 102 (Double Action)
Jeremiah: _+6-2 = - (Totally Unconscious)
Wigs: 49+6-3 = 52
The Presbyter: 50+2-6 = 46
Hickie takes his shot from the roof [quickshot 9-1], but the heavy rifle proves unwieldy at short range. The sabot pierces the earth to the Presbyter's left, but leaves him unharmed.
Wigs, reeling from the loss of another friend, advances to attack despite the lacerations that criss-cross his face and arms. Too exhausted to use psionics, he resorts to the pulse rifle. [Quickshot 17+1-1] [Quickshot 4-2] His first shot hits the Presbyter solidly, the paired pulse burning flesh and boiling blood. (Presbyter HP -13, -19. The Presbyter has been Killed.) The force of expanding plasma is enough to knock the already kneeling presbyter onto his back, seemingly taking the last bit of fight out of the Technocrat.
"Please... You can't," the Presbyter's voice whispers in the minds of the rebels, his presence faint and flickering.
"I am... sorry. I tried to... to help you. You can't keep... fighting." The presbyter's body barely moves as he speaks, his eyes still staring almost sightlessly at the vast and clouded canopy of leaves overhead. His intact arm does twitch, however, moving with feeble purpose to point directly at Anna.
"We both want... want..." the voice ebbs for a moment, growing unfocused and hazy before returning with clarity.
"Want to save the lives of... everyone. You just don't... understand. Please... let me... show you." Anna can sense an invitation in the Presbyter's mind, an intentional openness. He's asking her to experience the last moments of his life, an experience that will be unpleasant even if it isn't a trap. [Hidden Roll] The last few minutes haven't been the best way to get to know someone, but, even before her orientation, Anna was good at reading people. This man would kill her for what he believes in, but he probably also realizes that he's beaten. If he does know something, he might be willing to wager everything on a last ditch effort to convert her with what he perceives as the truth rather than kill her.
((Tyrin, Anna, you may add on 3 Attribute points, two skill points, and one evolution to your characters.))