Roll 43
POI's:You can make up POI's. In fact, please do. That would take some work off me.
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This list is unfinished.
In 2028, war between the Ross and the Centarui happened like usual. Both empires initially attempted to attack each other's homeworlds instead of major colonies. The Centauri government, to make things horrible for the Ross, built massive walls overlooking the Ross' major landing zone, and affixed howitzers and flak cannons atop its supports.
Seeing the wall's construction, the Ross at first ignored it, executing sieges against the city as per standard procedure.
As the wall expanded sideways, however, the Ross had to travel further and further--while taking fire--in order to move around it.
Eventually, seeing as the Centauri would eventually expand the wall to circle the entire city, the Ross gave up.
They retreated, and began attacking colonies, returning to a more traditional form of warfare.
Today, the bulwark is largely unused, but due to the massive costs involved in removing the thing, the Centauri government has simply let it stand. More recently, junkers have been attempting to cut parts of the wall off to sell as high-quality steel, as well as collecting the rusting howitzers and cannons still in place.
----Gear District----A
launch loop that links Empire City to an orbital network of space elevators, other launch loops, hypersonic trams, cargo drop platforms, and stations. It is
always bustling with cargo, passengers, and even ships being lowered and raised into orbit.
The structure itself has lasted nearly 850 years, having been set up by Centauri engineers 50 years after the
Centauri first landed in the ocean. One of the deflector stations, in fact, is centered around the floating remains of the colony ship.
The launch loop costs 10 credits per ride, with an additional credit for every metric ton of cargo shipped.
(Until I post a writeup on planet Centauri, I'll say here that the
Centauri carried with it a miniature city, complete with state-of-the-art recycling systems, even for the 2090's, when it was started and finished. Upon landing, the ship's engine and hull was dismantled for materials and electronics while the reactor was used to power the first settlement, built on top of the buoyant colony ship.
Centauri Prime was discovered to have little if any ocean currents due to a conveniently large moon that orbited about 1.2 times every Earth-day, eclipsing the sun every night, keeping the planet's surface shielded from the star. Centauri Prime has a very, very long day of 320 days, and a year of 340 days.
Every 14-15 years or so, the planet's lit side becomes its dark side, freezing everything and forcing wildlife to migrate. Centauri cities are usually fitted with artificial heating to protect themselves, or simply built on top of large geothermal vents, like Empire City).
Empire Launch Station has a deflector setup underneath the city plaza. The ring is not very well protected, because it is firstly unknown to most citizens, and secondly there are two main entrances, both of which are locked down unless maintenance is required.
----Steam District----Technically not part of the city, but nonetheless important, the massive lava pit near the city radiates heat which protects the general area from freezing over during a 'dark decade.'
The Empire City Emergency Lava Pit Sealing system consists of a massive tungsten door, powered by massive servos. When activated, it can seal the lava pit in case of volcanic activity. Attempts have actually been made to sabotage the system in the Ross-Centauri war of 2928, but those attempts have since been repaired after a short period of civil panic over the possibility of an eruption.
The lava pit has been stable since its discovery. Owing to the planet's lack of rotation, scientists have guessed that because the planet lacks strong magma currents, no eruptions should occur in the near future.
Surrounded by a high wall, the pit is a common tourist attraction during the 'light decades.' However, during 'dark decades,' the top of the pit cools over.
The pit's industrial use is obviously power. The massive amount of heat in the lava allows factories to pump it from the pit's surface and use it for local power generation. A lava distribution system exists and is run by the Centauri Civil Works Institute, both pumping and distributing lava to nearby factories in order to reduce power costs.
----Spark District----Located in "The Drop Crater"--a crater formed through centuries of cargo drops--Alpha Drop Zone features a nearby recovery and repackaging station designed to retrieve cargo dropped from orbit. The cargo drop process is quite simple, really. You drop cargo off at an orbital drop station, paying 3 credits per disposable shock-absorbing crate, and it is subsequently dropped from orbit. This system has been around for ages, quite literally, and still works today as a simple method of transporting cargo via gravity.
'Poor' in today's terms doesn't quite mean what it did in the modern era. Food is so cheap now that rarely will people lack the money to buy food. Simply due to the massive demand for food, agriculture organizations can provide basic food for free, even.
Luxury food, of course, remains out of reach from the poor. So do many forms of electronics.
However, the residents of Spark District are not useless, unemployed beggars. They often work in scrap fields, ship repair shops, gun stores and ranges, and in some cases, they operate with the black market.
The reactor is essentially what powers the city. It is a huge, massive, colossal, gigantic cylindrical structure measuring two kilometers in height and roughly four hundred in width. At its base is a joint-uranium mine and nuclear lab. While miners toil away mining pitchblende, geothermal power is used to smelt the ore and extract the uranium, then turn it into plutonium by feeding into the reactor's first breeding stage, which is used to power the next stage.
The next stage is a massive fission core. While fusion remains far more efficient than fission, the city's near boundless uranium deposits make it far cheaper to simply use fission for power rather than fusion. The reactor was completed two decades ago and has proven to be a far, far superior source of power than the previously used geothermal vents, which have now been utilized solely for magma powered factories.
The Light's Stead is a large tavern located in the Spark District just outside of the slums, because of this it is frequented by Black Market Dealers, Arms Runners, and Mercenaries of all kinds. Because of this the place has a rule where all weapons are scanned before entrance, and anything fore more then personal defense is not allowed on the grounds.
Any form of government security stays far away from this establishment due to the numerous number of lawbreakers who would attack them on sight. This place is also one for meetings between the Dealers, and their customers as well as a place to make contacts in the Black Market, and Arms Runners.
The Arms Runners are a special criminal organization that works for anyone who wishes to get things where the opposition's resistance is to great for others to get through. They are trained highly in stealth, assassination, and information gathering making them the perfect decision if you want someone to escort your supplies to their destination. Though, because of their unique neutral status in the Criminal Underworld they are extremely cautious, and will never support anyone in the destruction of any small crime group no matter what the reward is.
Events:Caplus decided to buy the AI. Swiping his card, his account was deducted by 1200 credits--quite a hefty sum. He received a biochip in a glass box with a taped instruction manual. The instructions were as follows: 'To utilize: Please purchase a compatible biochip USB adapter for further instructions.'
Ah, the good ol' lowest common denominator. They can't tell lies from... the truth. Caplus needed to come up with better jokes. His existing ones were rather idiotic, to put it generously.
Walking out the door followed by his patriot armor, Caplus took his helmet off and looked for a port in the back. He unclipped and lifted a metal cover, finding three side-by-side biochip ports. Could this mean he could run three AI's at once? What about route a single AI through three chips? That would be perfect, actually.
Suddenly, his mind concocted a sudden idea... an idea that would change the way he would fight--forever. He headed to the construction store to buy some ceramic tiles and raw material, and then headed to the other side of the city via tram. Finally, he entered a corner workshop--paying the entrance fee. His idea had costed him 400 credits by now, but Caplus was certain it would be ridiculously effective.
He formed himself a cone of copper, lined on the outside with insulative ceramic composite tiling. He formed the body out of steel, lining both the outside and the inside with ceramic. Finally, he fashioned two-pronged spike composed of silver--the two halves separated with insulative material, and welded it in such a fashion as to stick out of the front, through a hole in the cone's top, without touching the cone.
[6] He spent the rest of his time attaching it to his glove and adding electrical hardware to link it to his suit's power source, followed by adding a coat of black paint and contours that matched his armor's dark, angular style with blue highlights. He lifted the weapon up and attempted to rout his powers through it... firing a bolt of lightning into the light fixture above him and showering him with broken glass.
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Herros did... something?
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[5]
Amatin decided that the backpack wasn't worth it... being permanently unable to regenerate from even the slightest of wounds? That would absolutely, positively, suck.
Amatin put his pocket computer away... with his left hand. Suddenly, a sting of pain shot through his left arm, again, reminding him about what happened back on the
Aurora. He walked back the way he came, until he found himself in the plaza. He turned toward the steam district--there was a hospital right at the corner of the main road leading into the steam district.
He walked through the double doors, bumping into the Centauri Admiral--Sir Winfield Scott, he remembered.
"Hello there, Graduate Amatin. I see you're clutching your left arm... and the red stains confirm my thoughts. Head over to the doctor, they'll fix you up, no problem." declared the admiral.
(Amatin is now healed, for free)
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Varron sat in the library and meditated. He focused on sensing the changes magic made to his surroundings. Perhaps, then, he could catch on to see what laws of physics were being reqritten, and use that as a conduit to see how the laws of physics are affecting the area around him--in other words, clairvoyance. With clairvoyange he could to so much... he could be blind and still see, he could... gah!
"What was that! That didn't happen before!" he shouted, at the top of his lungs, just before remembering his location. A library.
"Sorry!" he shouted again, louder than the last line, just to make sure everyone knew he was sorry. Then again, that might have just exacerbated the problem of noise...
What Varron had just experienced was a disturbance in his mind by something greater. By observing, primarily, this plane, he had actually experimented a bit with his own gravitational powers to get a feel for it. Through his focus, he managed to puncture microscopic holes through the spacetime continuum in a similar fashion to a black hole. However, his immense focus also caused his powers to fluctuate wildly on a whim, based on his emotional standing. As soon as he discovered he could peer into hyperspace as well as regular space with his nascent clairvoyance, he was surprised.
Varron himself hypothesized that being surprised, his powers just
may have flipped around, creating some kind of antigravity in the process, and punching a hole
upwards through the spacetime fabric. Through
that hole he peered into something else... something indescribable. The only thing he felt looking into this unknown realm aside was an overwhelming influx of information, the complete opposite of what he saw in hyperspace--nothingness.
90% towards basic clairvoyance! (need to be able to do it on demand without meditation)
50% towards antigrav pulse!
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No action for
Milia Errol didn't post. You technically should get two actions next turn, though really without being in the heat of battle you can do as much as you want short of constructing a battleship.
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Kayle purchased some goods and placed them in her storage so that she could weld them on later on, at a workshop, which she did, after attracting a few looks from nearby Centauri--much shorter Centauri, for that matter.
She continued through to the Steam District, where she stopped by at the Militech Building.
She went downstairs to the vending rooms--where shelves stacked with equipment, guns, armor parts, and other objects divided the room. She couldn't help but note that the stairs seemed to continue more, though the security guards insisted that this was the only vending floor.
{Armor}
>NanoSteel™ Electroplate Treatment Kit (Converts steel armor to nanosteel) (+2 defense if so)-500 Credits (irrelevant to you, haha)
>Flash Shielding [8] (Quantum superpositioning and particle physics combined with the finest tungsten carbide shielding medium to bring you a resilient shield that stops small arms fire and energy weaponry without issue!) (Unlimited capacity) (On the other hand, drains power when hit, based on the strength of the hit. Also cannot block fire coming from both sides, only covers a 150 degree arc at once) (REQUIRES POWER) (12 Defense)-700 Credits
>High Density Shielding [10] (While this might not be as resilient as other shields, it makes up for that with unmatched durability!) () (Self-contained power source, uses heated steel for energy, stored in a vaccum.) (Requires steel refill + power outlet to recharge) (400 SP!/1 Defense)-600 Credits
>Industrial Servo System [24] (+2 Strength) (Drains power constantly--unless you stay completely still) (Efficient motors only drain power quickly under sustained use IE during a long sprint. Small actions will not drain the power source too quickly) (REQUIRES POWER)-1000 Credits
>3000a Plasma Cap [4] (Max of 4) (Provides very limited amounts of power) (Must recharge with plasma recharger sphere)
{Weaponry}
>Militech Bazooka MkII [20] (A more ergonomic form of the previous model, otherwise mostly unaltered. It does benefit from accuracy, however. Explosive Damage: 100 + 20 * (D6 + Explosives + Accuracy)) - 800 Credits
>Guided Missile Launcher [30] (Fire and forget! Explosive Damage: 100, 140 to target) - 1400 Credits
>Magazine Rocket Launcher (5/5) [24] (Semi-Automatic rockets make for great fun! Can be used up to three times in one turn, based on a dice roll. Explosive Damage: 60 + 20 * (D6 + Explosives)) - 900 Credits
>Centauri Needler Rifle (20/20) [17] (Though mostly accurate, this has a slow fire rate for an automatic weapon--300RPM. Makes up for this with interchangeable spikes. Piercing Damage: Spike Damage + 4 * (D6 + Accuracy + Ranged Weapons + Special Weapons) - 1000 Credits
>Militech SMG (70/70) [11] (Known for its rapid fire rate, the militech SMG uses low caliber concussive rounds for maximum effect. Damage dealth is somewhat sporatic, as not all bullets will usually hit. Can fire up to 3 times per turn. Ballistic Concussive Damage: 25 + 4 * (D6 + Ranged Combat)) - 900 Credits
>Gatling Laser (200000/300) [50] (Using class 15 energy cells, this heavy energy weapon fires at an unprecedented rate of fire, with well over 40000 pulses per second! It melts through armor with ease, but has a tendency to eat through ammo like absolutely crazy. Thermal Damage: 40 * Heavy Weapons + 80 * (Accuracy - 2)) - 3000 Credits
>Tachyon Bolter [14] (Not requiring energy due to the inexplicable nature of tachyons to emit more energy than they take to form, this bolter fires miniscule bolts of fast-moving tachyons. Tachyon Damage: D6 * 10) - 700 Credits
{Ammo}
>Plasma Recharger Sphere (5/5) [5] - 100 Credits
>Ballistic magazine of any kind - 30 Credits
>Energy cells of any kind - (4* the energy cell class) Credits
>Rockets of any kind - 80 for regular types, 120 for special types (HE, shrapnel, concussive, HEAT)
>10x Piercing Spike [1] (Piercing Damage: 20) - 40 Credits
>5x Explosive Spike [1] (Explosive Damage: 40) - 30 Credits
>5x Finned Spike [1] (PiercingDamage: 24) (Perfect Accuracy) - 25 Credits
>10x Neurotoxin Spike [1] (PiercingDamage: 20 + gauranteed death within 5 turns unless antidote is applied) - 100 Credits
>10x Fragmenting Spike [1] (Damage: 5 instances of 10 Piercing damage, each affected by armor) - 50 Credits
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Jaffar returned to his room, remembering that AI's need a biochip to run correctly. Duh.
He got out his pile of robot parts [3] and managed to extract a biochip from the wrecked brain. He doubled-checked the chip, and noticed a bit of mold already growing on the chip--they needed to be stored correctly, and with the power shut off to the fake brain in the android, the chip was starting to stagnate and mold. But what if running power through the ship killed the mold from the heat and electric current...
[4] He plugged the chip into the port in the back of his tablet, and mounted it. He then pointed the AI data to boot using the chip. All that was left was to start up bootswap aaaand...
"Please wait while loading OS elements: 0.12%"
This will take some time.
[3] Jaffar switched to the other parts. He was particularly interested in the muscles, he noticed that they were quire stretchy themselves. He applied power to one end, and the entire thing immediately contracted and flung itself off the table.
Luckily, the muscles, being artificial, were entirely resistant to biological deterioration.
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Zakroff made his way to the Light's Stead, an old tavern he had frequented in the past. There, he met up with the Arms Runners.
And? Not sure what you were planning to do here. I THINK you want to accept some kind of sidequest but I'm not sure.
"Hello gentlemen," began Zakroff.
"I am in need of inventory."
"Well," responded one of the Arm Runner leaders.
"We have a lot on our hands right now. Our own stock has been dwindling, and we almost had to disband a couple a' times.
I'll tell you what. You're pretty good at combat, right? Go take out one of our competitors... they've set up shop near the toxic dumps. Their base is actually a network of regular homes. They killed the occupants and use their houses to covertly deal and store their stuff.
Anyway, they're a lot more organized than we are, sadly, and they're starting to get bigger, too, you see.
If you can deal them a blow... I can't say we can repay you. But you can keep any of their stock, and that's what you're looking for, no?
Oh, and don't worry about law enforcement. I don't think you should, at least. These guys--we think they're called the 'Peace Mongers'--are totally illegal."