If someone is missing for three or more rolls then I'll replace him with another player. I'll send PM reminders after the first, though.
Currently there are zero slots open out of six players.
Waitlist:
Open
Humanity is not what it used to be.
Fourty thousand years ago. That is when humanity left its shores. Earth was our home and our shining beacon, a great example, no... the
only example of a successful civilization this galaxy had ever seen. We were the first in space, the first to overcome the troubles that led all others into extinction. In those days, mankind looked to the stars as an absolute destiny, one last, final frontier with no bounds.
It is now possible for humans to live several centuries, if they so choose. Our pasttimes include building cities for lesser species, classifying alien biology, and terraforming barren worlds. There are at most 20,000 humans on a world, any more and they start having to share natural resources with each other. Most don't interact with more than a dozen other humans in their lives aside from their vat-grown successor. They prefer to talk to AI's usually, and within a lifetime it is possible to learn every subject of math, biology, physics, engineering, and literature. Humans are fairly independent these days.
But there is one rule that is universally never broken, and that is: "Never uplift another species." Some see this rule as an example of the human desire for dominance and power, while others see it as justified. To them, the human condition is a curse. Once you know everything, there is no purpose anymore, nowhere to go further. Humanity has progressed as far as it can go. Science has stagnated, and everyone knows that once you learn everything, you will never again have that sense of discovery. Though it is in a sense true that one can re-learn things after getting rusty over the years, that sense of learning something new is never again there, at least after the first few cycles.
Humans usually self-terminate before their 200th year.
(https://i.imgur.com/iRWPG0W.png) (http://spaceengine.org)
Hence, the
Discovery Project.
It has become a custom in the stellar systems neighboring Sagittarius to dive into the supermassive black hole at the center of the Milky Way, rather than to self-terminate. It is considered a wasteful practice by some, but for others it is a dream come true, and some are willing to cross lightyears for it, without FTL.
Some have taken advantage of this trend by equipping black-hole-divers' vessels with incomplete faster-than-light Warp Drives, requiring nothing but exotic matter to complete. Because exotic matter cannot be found in our universe, FTL has been a dream long abandoned. However, if black-hole-divers were to enter the antiverse of a black hole and acquire exotic matter, it would theoretically be possible to travel back through the black hole and into our universe again. So far there has not been any tangible success... but these people have nothing left to lose anyhow.
The hope is that somewhere beyond the event horizon lies a breakthrough, something which will allow humans to progress further once again. Something to lift humans up out of stagnation.
Ancient physics covered two domains: Quantum and Classical. Quantum physics covers indeterminate, discrete states of matter, while Classical physics covers determinate, continuous states. New other fields have been pioneered since then.
Attractor Physics (circa 5,000 A.D.) covers discrete, determinate spaces. It predicted the existence of tachyonic matter, just as existing models of physics did.
Continuum Physics (circa 25,000 A.D.) covers continuous, indeterminate spaces. It corroborated the prediction, but in 27,221 a human from Tau Ceti proved conclusively that tachyons must be obscured behind an event horizon.
A unified theory of Attractor-Continuum physics arose in the 31st millennium, which was eventually used to strongly suggest that if negative-mass particles existed (that is, non-tachyonic negative-mass matter) they would also have to be obscured by an event horizon, because otherwise they would have become tachyons due to the initial expansion of the universe and the infinite density of space during such times.
And so the search for negative-mass particles beyond event horizons began.
(http://img05.deviantart.net/1e5d/i/2012/068/8/7/lands_in_the_sky_by_justv23-d4s8ug6.jpg) (http://justv23.deviantart.com/art/Lands-in-the-sky-289306662)
Illustration by Justv23 (http://justv23.deviantart.com/art/Lands-in-the-sky-289306662)
As our heroes valiantly plunged into the depths of the void, they have found that much has changed. A world of clouds, floating islands, and mysterious talking people made of fish. Machines have gained sentience along with human bodies, and apparently souls are a thing.
Whatever the case may be, it seems like there are new things to discover beyond the event horizon. A new world awaits.
They're not alone. Countless others made the plunge into the void, and they might cross paths sooner or later.
You were originally a pilgrim, having traveled from across the galaxy in order to do one thing: to boldly go where no man has returned from, with zero certainty of survival.
[b]Name: [/b]
[b]Origin: [/b](what kind of society did your character come from?)
[b]Bio: [/b](what's your character's background?)
[b]Appearance/Items: [/b](what does your character look like/have on him currently?)
[b]Skills/Properties: [/b](see below for what's allowed)
I'm looking for characters that come from completely alien societies, more or less not what you see in typical space opera. There is literally no point in being just a "generic" human. You can come up with pretty much any society you want so long as it doesn't control the galaxy or somesuch. There is no FTL or FTL communication so characters probably can't be hivemind extensions of some entity in the galaxy itself, it would have to be self-contained.
I'll pick 6 characters that fit the game after people are done writing sheets.
Your character uses a d6 for most actions. The result table is as follows:
[1] Critical Failure : The situation worsens
[2] Failure : You do not succeed
[3] Partial Success : You succeed partly, but not as you intended
[4] Success : You succeed mostly
[5] Perfect Success : You succeed and perhaps do better than you expected
[6] Overshoot : You overdo it and cause something bad to happen, usually
Some actions are more difficult than others, for example, performing surgery. This inflates the table and makes the "Partial Success" threshold higher, such as a 4 or a 5 being only partial success. This point is known as DIFFiculty, with most actions defaulting to 3.
How do you succeed difficult actions when you only have a d6? Actions your character is skilled at roll a bigger die. I have in front of me a d4 (for rolls where you are impaired), a d6, a d8, a d10, a d12, and a d20. To get skilled, you roll a perfect success (always equal to twice the DIFF minus 1) to gain +1 XP. Critical failures are always the lowest possible roll you can get, and overshoots are always the highest possible roll you can get.
d4: Incompetent (-6 XP)
d6: Novice (0 XP)
d8: Intermediate (8 XP)
d10: Skilled (18 XP)
d12: Professional (30 XP)
d20: Legendary (50 XP)
This is the far future, so feel free to have cybernetic augments and such. However, consider that most humans in the post-space-age are probably able to afford fleets of robots to themselves. "Why would you weigh a robot arm down with a human attached to the other end?" is the main thought process.
If your character are genetically altered beyond increased strength, intelligence, and speed, do tell.
As for psychic powers, nanobots, and other staples of soft science fiction: feel free to include it as long as it does not violate conservation of energy, and whatever fuel/energy source you find on the other side of the event horizon might not exist in a readily harvestable form.
Ooo, another cool space game by DivideByZero, this should be interesting!
Name: Soreli Katania
Origin: Soreli was born into a society that disapproved of humanity's advancements, sticking to the old ways. They had quite boring lives, never exploring, never questioning, and never seeking something more from life than just... life. They were seperated into small towns of extended families, and as such, genetic variation came to a halt. Each town had a library, which contained all the town's knowledge. It was never expanded of course, and was, at biggest, about the size of a an RV. New citizens were born into their professions, past on from their families. Nothing changed. Ever.
Bio: Soreli, however, was different. She was always exploring every nook and crannie she could find, testing every possibilty for adventure, just looking for something new. She was born into a family of Librarians, so she learnt everything she could from his town. Soon, though, she was conscripted into the military, as rival forces were coming to attack. Soon, with a gun in her hand, she set off to war. She hated herself for it afterwards. Permanently marked by an enemies blade, she carried a massive gash scar down from her upper chest to her upper thigh. After this, she became a pacifist, and vowed never to fight again. It also made her question the ethics of her town. Was it really right? Was this all there was to it? She couldn't stand it, so she left. Becoming a medic on another planet, she found solace in healing the wounded. Not because she was doing the right thing, but because it made up for her wrongdoings.
Soreli later on, discovered the wonders of genetic enhancement. She became addicted to it, installing temporary tails, spikes, wings, the whole package. This lead her to question more. What does it mean to be human, in a world where you can be anything else? Who am I? What am I? This lead her to experiment with some permanent modifications.
After years of healing injuries and stitching limbs back on, she eventually came to a stop. She just felt without purpose. And after doing the same thing for so long, she didn't know what to do. Everyone she asked suggested either self-termination, or joining an exploration team into a black hole. Not having a large amount of options, she resigned herself to her fate. She almost self-terminated. But she was stopped. By a man who looked as if nothing had ever gone right for him. He pleaded for her to go. Humanity needed to know there was something beyond the event horizon. They craved knowledge. And so, as her final service as a nurse, she accepted. Now, she's not quite sure what to think.
Appearance/Items: She wears a plain white collar shirt, with a clean labcoat, both imprinted with the Red Cross. She also wears some baggy jeans, but thats about it. She also has to comply for her mutated parts, such as cat ears poking out of the top of her head, a spiked tail that pokes out of her lab coat, and a third, larger, and oddly coloured, gold and purple eye. She wears specially designed glasses which help her vision adjust, and sometimes wears a cap to cover her ears. This does not, however, cover her long, thick hair, which changes colour depending on her mood. She usually carries around some basic medical supplies in her lab coat, along with some temp mutagen, in case of emergencies. She stands at a rather small stature, shorter than the average woman, probably due to the large amount of mutagen she's consumed.
Skills/Properties:
Skills:
Medicine
Science
Combat
Properties:
Pacifist
Third Eye
Colour-Changing Hair
Spiked Tail
Name: Yin-xi Qian
Origin: A secluded mostly-desert planet of primitive sentients ruled by their progenitor.
Bio: Yin-xi was one of the twelve clones made by their progenitor to rule over the planet before they left the planet to self-terminate in the black hole. Unlike their clone-siblings, Yin-xi did not have any interest in observing their subjects and the wars they fight. It wasn't long before they left the planet. For several decades, Yin-xi traveled the cosmos, hoping to find meaning in their life. They got some new life skills and a realization that they enjoyed taking risks. That was why they decided to follow in their progenitor's footsteps, not for the purpose of self-termination, but because they're betting on there being something beyond the horizon
.
Appearance/Items: Yin-xi's left arm is a high-grade cybernetic limb. Nobody but their clones and progenitor know what their sex is. They are hairless and bald, with their entire body covered in tattoos, which is not readily apparent as they are usually completely covered in three layers of clothing modeled after their people's (https://s-media-cache-ak0.pinimg.com/736x/8f/09/38/8f093840abd795d051f816a30be9987d.jpg) desert clothing, but possibly warmer.
To compensate for their lack of armor, they keep a personal forcefield on them and defend themselves with their trusty stun-spear and psionic module attached to their robot arm.
Skills/Properties:
Skills:
Wilderness Survival
Negotiation
Melee Fighting
Properties:
Cyborg
Reckless
Name: Hansel Jade
Origin: Hansel originated on a planet where the human population's culture had regressed heavily until the people became divided into several sub-cultures of tribes, further splintered into small families. The technology of the first settlers were maintained down through the ages by successive shaman-like councilors within the tribes, who retained knowledge of the mechanisms required for the job, and selected their own successors. While the shamans knew of the workings of the technology, most others revered the rare machines as gifts from the gods. Rarely it was that a shaman would pioneer his own tech, as the materials required were scarce on the planet, there being nobody who knew how to work the metals and materials, and, more importantly, not enough machines to do the job. Armor is of great significance to these people, who got their only sets of powered armor from the first pioneers and any they can afford to trade for, and the same thing could be said of weapons. A good set of armor and a good weapon meant you hailed from a powerful family. Life was very simple, the population of the planet remaining relatively small due to the regression of technology and despite the richness of the planet. The reason the armor and weapons can still run at all is because of the sturdy design and workmanship, as well as self-repairing and recharging technology, which seldom fails.
The tribes all worshiped their own versions of a whole pantheon of gods, and though their beliefs differed slightly, there was always common religious ground between the tribes, which was the only thing allowing them to communicate at all without killing each other on sight for religious purposes. Not many of the 'indigenous' people ever got off the planet, except for those who got passage aboard a trading or exploration ship, which didn't come to the planet very often at all. The gods were rumored to walk about and often talk to the tribes, offering guidance and protection. Their promises have always been carried out, to the best memories of the shamans.
Bio: Hansel was born into a less-than-average tribe in terms of their holding in land and their manpower, but inherited a modest set of armor and a very robust sidearm from his father, who died in battle soon after he was born. Hansel was of the warrior class, a defender of his tribe and a provider of food from hunts. He became very skilled at his work, and was known by his people as The Gunslinger, for his prowess in small arms. However, a powerful off-world company decided to set down their working sites to exploit the rich natural resources of the planet (terraformed centuries ago by the first pioneers). Obviously the tribes had never seen anything even remotely similar to the huge man-machines driven by the group, and despite the inherently aggressive nature of the tribe, they ran for help.
Hansel first learned of this problem about a month after it started, and when he arrived there it was a mess. A small coalition of tribes mounted an attack on the company's forward base, but were beat into submission, until Hansel witnessed a true miracle: Their Gods had arrived! These individuals, wielding objects of immense power, wreaked havoc on the enemy forces and saved the tribes from certain annihilation. Afterwards, Hansel was rummaging around in the wreckage of the forward base and discovered a small ship, suitable for both atmospheric and space conditions. Hansel was disturbed by a small sound behind him, which turned out to be the footsteps of his patron god: Theros, Lord of True Aims. He kindly showed Hansel the workings of the device, and was surprised when Hansel immediately took off with instructions implanted deep into his memory by something other.
Hansel roamed the stars for a while, learning of other peoples and their ways of life, and always retained his armor and trusty sidearm through his travels. However, far from stupid (at least thinking himself so), Hansel now doubts the existence of true 'gods' on his world.
After hearing of an anomaly at the center of the Milky Way and the Discovery Project, Hansel headed towards the supermassive black hole, in the hopes that there would simply be something worth discovering there. Maybe he would find out why he had a such a strange yearning for the place.
Appearance/Items: Hansel is quite heavily tattooed with patterns designed to evoke the presence of his patron god, and his skin is faintly red-tinted. He mostly wears light, sandy colored short clothes that are somewhat baggy and a brown hooded jacket. This outfit may be considered backward by some. His armor is covered in fearsome designs inked in red, and is able to protect him reasonable well from most things, including advanced projectiles, but doesn't allow for great increases in strength and speed. His pistol small amounts of plasma, though at relatively low speeds compared to most weapons, and he has some skill in hand to hand combat. He typically has a very military, must-complete attitude to his jobs, and sticks with great loyalty to his friends. He still has some leftover beliefs from his upbringing, and prays reasonably rarely and in times of great stress.
Skills/Properties:
Skills:
- Armor User
- Close Quarters Combat
- Marksmanship
- Scout
Properties:
- Warrior Attitude (Yeah, I'll fight that giant lizard. It's in my way.)
Sorry for that wall of text. I went a bit crazy with that one.
I'm kinda confused as to how far I can go regarding abilities. Am I bound to the regular human stuff, or can I do things like Molecule manipulation through some means? Or dilate time?
Name: Gideon
Origin: (what kind of society did your character come from?)
Bio: (what's your character's background?)
Appearance/Items: (what does your character look like/have on him currently?)
Skills/Properties: (see below for what's allowed)
Name: Halcyon Adhil
Origin: A relatively advanced and peaceful society. Most weapons are banned from ownership unless they are used by the official police/military. Politically, it is essentially lead by one more or less socialist leader. Technologically, we have short range teleportation, the same near light speed transmissions with information tech, and a near infinite choice of genetic and mechanical augmentations. Space travel around the solar system is tricky dye to a large amount of asteroids and random space debris from space junk from missions from millennia ago.
Bio: Halcyon, Hal for short, lived peacefully with his family in thier neighborhood in the Kojiki district of Anduruna. His life was pretty normal. Until you looked into his day to day activities. His father was a major mafia don. His mother was in on it and helped in many ways. He and his brother, Marcus, were sorta errand boys. They'd run money, alcohol, and weapons from one place to another. One day, Hal and Marcus were running money down to a family friend's house, when thier family was brutally slaughtered by a rival family. Marcus became enraged and vowed vengeance on the killers. Hal, sensing the danger in his brother's demeanor, distanced himself. He went to college. Got a degree in astronomy. After some rather nasty events(that I won't expand upon)involving Marcus, the Anduruna Shock Troopers, and a plot to kill the viscount and destroy most of the city, he was left with a choice. He could remain and help rebuild areas destroyed by his brother and his small army as well as becoming a full time professor at his college. Or, he could go and try to find other places out in the stars of another universe.
The desicion was obvious. He'd go to possibly secure a future for thier universe and pave the way for multiversal travel.
Appearance/Items: Hal is just a normal every day casual guy. Usually dresses in a plain leather jacket, jeans, white t-shirt, and tennis shoes. As far as physical augments of any note go, he has augmented eyes that allow him to see all forms of light and razor sharp fingernails/claws. That's about it.
Skills:
Gunfighting (Handguns)
Brawling
Spatial Navigation
Properties:
Omni-vision eyes
Razor Claws
Will finish soon.
Name: Réoris
Origin: The Báchtu are a rather small life form on a very distant planet. As a society they are rather stable, their history has not had war, conquest or much crime. The Báchtu have a smaller capacity for thought than humans; however, have intelligence comparable nonetheless. Their society is characterized by harmony, kindness and openness and such, have developed over the ages but have not maybe strives towards understanding science, exploring the universe or developing any sort of military.
After the Báchtu had developed considerably they were meet by a Catholic human family looking to settle. The Báchtu being as caring and stable as they were accepted the family. The family lived quietly growing their own food and building their own house and other implements not caring to much to establish any advanced technology on the planet. The Báchtu lived by them with a sort of passive curiosity and eventually the family agreed to educate a few of the Báchtu on their language and culture sparing them the Catholic message which is only for, they believed, descendants of Adam and Eve.
Later on the family tragically died of disease, the family was aware of the risk of disease from the beginning but chose to live in this way nonetheless. The Báchtu mourned them and the educated Báchtu rejoined society. The Báchtu are curious; however, not as feverishly as humans had been through out their society. The educated Báchtu returned to society and formed a small scientific culture, though it never grew to more than a few Báchtu at a time.
Bio: Many years passed since the death of the family and the Báchtu scientists, still only a few finally took it upon themselves to explore the ruins of the Catholic families' living, their among other things they discovered a Bible. Upon reading it they were mortified, they can to the conclusion that this promise of salvation and eternal life had never been extended to them. They relayed this information to the rest of the Báchtu people and thus began an age of great sadness and consequently declining birth rates.
At this tie although the Báchtu decided on a course of action that might lead to the salvation of their kind. This age of sadness stimulated scientific learning and by using the other scientific works discovered in the human families' past domain they built a Radio communicator capable of eventually reaching other humans allowing them to pronounced their plight to the universe and after many many generations of Báchtu eventually a willing donor arrived.
A human child was born given the name Réoris (named after a fictional human savior of Báchtukind), implanted in him the memory and thus the lives of the remaining Báchtu, his task to live and die as a saint carrying the souls of the remaining Báchtu with him to heaven.
When Réoris turned 16 he decided to end his life venturing into the void on an impossible mission to complete Warp drive technology.
Appearance/Items: He wears dark monk robes.
Skills/Properties:(see below for what's allowed)
Room for one more? If not, waitlist me please.
Name: Adam GenDCLXV
Origin: Produced on Gaia X214 A.L.P.H.A. Colony. The Advanced Labratory for Perfection of Human Aptitudes has been working on a human eugenics program the likes of which the universe has never seen. By creating relatively short lived humans and selective breeding they have developed a superhuman race even among super humans.
Bio: Adam GenDCLXV Was born in an incubator. He was germinated from Adam GenDCIII and Eve GenDXCIX. He was deemed non-viable for breeding at maturity due to test scores of 7/10 in physical testing and 6/10 for intelligence. Only the top candidate out of the 10 subjects bred is considered viable for reproduction and donate genetic materials to germinate another Gen. However testing continues for life to study long term outcomes. Adam spent most of his life in the company of computers and bots. While being taught a strenuous course load even by todays advanced human standards every single day of his life he was also continually exercising. Despite the continuous monitoring and tests there was a dedicated examination time every day. First came the mental acuity exams followed by the physical fitness challenges, the only time he had to interact with other humans. There were mandatory rest times, extreme temperature exposure times, immuno response evaluations, even radiation exposure limit studies. He lived his life like an overtrained lab rat. However X214 ALPHA Colony had more than their share of lab rats. And this is how Adam GenDCLXV came to be volunteered as ALPHA's contribution to The Discovery Project. Adam's first exposure to real world condition's.
Appearance/Items: Definitely not your average human. Oversized head and eyes, no body hair, pale almost translucent skin, Overly long limbs and digits. Small muscles but incredibly chisled.
Supplied with full suit of Environmental Body Armor, E-6P laser pistol with 3 energy clips, a collapsible EMP/Stun Rod and "Pocket Matter/Energy Analyzer Device" or PMEAD for short.
Skills/Properties:
Physics
Chemistry
Biology
Cosmology
Short Life Span
Naive (No Real World Experience)
Quick Reflexes
Great strength and endurance
Hyper senses
Quick learner
(I could ask for more but I don't want to be greedy!)
Here's a slight edit
Name: Yin-xi Qian
Origin: A secluded mostly-desert planet of primitive sentients ruled by their progenitor.
Bio: Yin-xi was one of the twelve clones made by their progenitor to rule over the planet before they left the planet to self-terminate in the black hole. Unlike their clone-siblings, Yin-xi did not have any interest in observing their subjects and the wars they fight. It wasn't long before they left the planet. For several decades, Yin-xi traveled the cosmos, hoping to find meaning in their life. They got some new life skills and a realization that they enjoyed taking risks. That was why they decided to follow in their progenitor's footsteps, not for the purpose of self-termination, but because they're betting on there being something beyond the horizon
.
Appearance/Items: Yin-xi's left arm is a high-grade cybernetic limb. Nobody but their clones and progenitor know what their sex is. They are hairless and bald, with their entire body covered in tattoos, which is not readily apparent as they are usually completely covered in three layers of clothing modeled after their people's (https://s-media-cache-ak0.pinimg.com/736x/8f/09/38/8f093840abd795d051f816a30be9987d.jpg) desert clothing, but possibly warmer.
To compensate for their lack of armor, they keep a personal forcefield on them and defend themselves with their trusty stun-spear and telekinesis module attached to their robot arm.
Skills/Properties:
Skills:
Wilderness Survival
Negotiation
Melee Fighting
Properties:
Telekinesis
Cyborg
Thrill-seeker
Is it fine if I post a sheet now?
Name: Brann Montoya
Origin: The Inpreta were a society of explorers and scholars, who have devoted themselves to discovering the secrets and history of the past civilizations on their planet. They have mostly stayed out of wars, instead focusing on training explorers to keep track of battles and wars, while combing through ancient temples and battlegrounds.
As society developed, though, the role of explorers diminished. When societies stopped falling, so to did the secrets they leave behind. With nothing left to explore, the Inpreta started creating their own ruins to explore. They destroyed the cities of neighbors, destroyed the records of them, and limiting the ages of their citizens. They explorers could then "discover" the secrets of the fallen civilizations and propagate their explorer culture.
Eventually the Inpreta ran out of neighbors to ruin, so they turned onto their own cities and turned them into 'historical artifacts.' AT this point, however, many explorers decided to head off-planet, to explore the depths of space and bring back truly alien secrets.
Bio: Brann, like most Inpreters, came from a long line of explorers. The Montoya's were known for being among the first to enter a new field of explorers, such as the first to sail across the sea, in search of new secrets to find. A Montoya was also among the first 5 to leave the planet and explore the stars.
With this family legacy to uphold, Brann took it upon himself to outdo them all, and be the first Inpreter explorer to explore a black hole.
Appearance/Items: The standard explorer's getup, with brown fedora and whip included.
Skills/Properties: (see below for what's allowed)
Okay, one works. To everyone else: Sorry for the large delay before starting. I've decided to pick:
Name: Réoris
Origin: The Báchtu are a rather small life form on a very distant planet. As a society they are rather stable, their history has not had war, conquest or much crime. The Báchtu have a smaller capacity for thought than humans; however, have intelligence comparable nonetheless. Their society is characterized by harmony, kindness and openness and such, have developed over the ages but have not maybe strives towards understanding science, exploring the universe or developing any sort of military.
After the Báchtu had developed considerably they were meet by a Catholic human family looking to settle. The Báchtu being as caring and stable as they were accepted the family. The family lived quietly growing their own food and building their own house and other implements not caring to much to establish any advanced technology on the planet. The Báchtu lived by them with a sort of passive curiosity and eventually the family agreed to educate a few of the Báchtu on their language and culture sparing them the Catholic message which is only for, they believed, descendants of Adam and Eve.
Later on the family tragically died of disease, the family was aware of the risk of disease from the beginning but chose to live in this way nonetheless. The Báchtu mourned them and the educated Báchtu rejoined society. The Báchtu are curious; however, not as feverishly as humans had been through out their society. The educated Báchtu returned to society and formed a small scientific culture, though it never grew to more than a few Báchtu at a time.
Bio: Many years passed since the death of the family and the Báchtu scientists, still only a few finally took it upon themselves to explore the ruins of the Catholic families' living, their among other things they discovered a Bible. Upon reading it they were mortified, they can to the conclusion that this promise of salvation and eternal life had never been extended to them. They relayed this information to the rest of the Báchtu people and thus began an age of great sadness and consequently declining birth rates.
At this tie although the Báchtu decided on a course of action that might lead to the salvation of their kind. This age of sadness stimulated scientific learning and by using the other scientific works discovered in the human families' past domain they built a Radio communicator capable of eventually reaching other humans allowing them to pronounced their plight to the universe and after many many generations of Báchtu eventually a willing donor arrived.
A human child was born given the name Réoris (named after a fictional human savior of Báchtukind), implanted in him the memory and thus the lives of the remaining Báchtu, his task to live and die as a saint carrying the souls of the remaining Báchtu with him to heaven.
When Réoris turned 16 he decided to end his life venturing into the void on an impossible mission to complete Warp drive technology.
Appearance/Items: He wears dark monk robes.
Name: Hansel Jade
Origin: Hansel originated on a planet where the human population's culture had regressed heavily until the people became divided into several sub-cultures of tribes, further splintered into small families. The technology of the first settlers were maintained down through the ages by successive shaman-like councilors within the tribes, who retained knowledge of the mechanisms required for the job, and selected their own successors. While the shamans knew of the workings of the technology, most others revered the rare machines as gifts from the gods. Rarely it was that a shaman would pioneer his own tech, as the materials required were scarce on the planet, there being nobody who knew how to work the metals and materials, and, more importantly, not enough machines to do the job. Armor is of great significance to these people, who got their only sets of powered armor from the first pioneers and any they can afford to trade for, and the same thing could be said of weapons. A good set of armor and a good weapon meant you hailed from a powerful family. Life was very simple, the population of the planet remaining relatively small due to the regression of technology and despite the richness of the planet. The reason the armor and weapons can still run at all is because of the sturdy design and workmanship, as well as self-repairing and recharging technology, which seldom fails.
The tribes all worshiped their own versions of a whole pantheon of gods, and though their beliefs differed slightly, there was always common religious ground between the tribes, which was the only thing allowing them to communicate at all without killing each other on sight for religious purposes. Not many of the 'indigenous' people ever got off the planet, except for those who got passage aboard a trading or exploration ship, which didn't come to the planet very often at all. The gods were rumored to walk about and often talk to the tribes, offering guidance and protection. Their promises have always been carried out, to the best memories of the shamans.
Bio: Hansel was born into a less-than-average tribe in terms of their holding in land and their manpower, but inherited a modest set of armor and a very robust sidearm from his father, who died in battle soon after he was born. Hansel was of the warrior class, a defender of his tribe and a provider of food from hunts. He became very skilled at his work, and was known by his people as The Gunslinger, for his prowess in small arms. However, a powerful off-world company decided to set down their working sites to exploit the rich natural resources of the planet (terraformed centuries ago by the first pioneers). Obviously the tribes had never seen anything even remotely similar to the huge man-machines driven by the group, and despite the inherently aggressive nature of the tribe, they ran for help.
Hansel first learned of this problem about a month after it started, and when he arrived there it was a mess. A small coalition of tribes mounted an attack on the company's forward base, but were beat into submission, until Hansel witnessed a true miracle: Their Gods had arrived! These individuals, wielding objects of immense power, wreaked havoc on the enemy forces and saved the tribes from certain annihilation. Afterwards, Hansel was rummaging around in the wreckage of the forward base and discovered a small ship, suitable for both atmospheric and space conditions. Hansel was disturbed by a small sound behind him, which turned out to be the footsteps of his patron god: Theros, Lord of True Aims. He kindly showed Hansel the workings of the device, and was surprised when Hansel immediately took off with instructions implanted deep into his memory by something other.
Hansel roamed the stars for a while, learning of other peoples and their ways of life, and always retained his armor and trusty sidearm through his travels. However, far from stupid (at least thinking himself so), Hansel now doubts the existence of true 'gods' on his world.
After hearing of an anomaly at the center of the Milky Way and the Discovery Project, Hansel headed towards the supermassive black hole, in the hopes that there would simply be something worth discovering there. Maybe he would find out why he had a such a strange yearning for the place.
Appearance/Items: Hansel is quite heavily tattooed with patterns designed to evoke the presence of his patron god, and his skin is faintly red-tinted. He mostly wears light, sandy colored short clothes that are somewhat baggy and a brown hooded jacket. This outfit may be considered backward by some. His armor is covered in fearsome designs inked in red, and is able to protect him reasonable well from most things, including advanced projectiles, but doesn't allow for great increases in strength and speed. His pistol small amounts of plasma, though at relatively low speeds compared to most weapons, and he has some skill in hand to hand combat. He typically has a very military, must-complete attitude to his jobs, and sticks with great loyalty to his friends. He still has some leftover beliefs from his upbringing, and prays reasonably rarely and in times of great stress.
Skills/Properties:
Skills:
- Armor User
- Close Quarters Combat
- Marksmanship
- Scout
Properties:
- Warrior Attitude (Yeah, I'll fight that giant lizard. It's in my way.)
Name: Brann Montoya
Origin: The Inpreta were a society of explorers and scholars, who have devoted themselves to discovering the secrets and history of the past civilizations on their planet. They have mostly stayed out of wars, instead focusing on training explorers to keep track of battles and wars, while combing through ancient temples and battlegrounds.
As society developed, though, the role of explorers diminished. When societies stopped falling, so to did the secrets they leave behind. With nothing left to explore, the Inpreta started creating their own ruins to explore. They destroyed the cities of neighbors, destroyed the records of them, and limiting the ages of their citizens. They explorers could then "discover" the secrets of the fallen civilizations and propagate their explorer culture.
Eventually the Inpreta ran out of neighbors to ruin, so they turned onto their own cities and turned them into 'historical artifacts.' AT this point, however, many explorers decided to head off-planet, to explore the depths of space and bring back truly alien secrets.
Bio: Brann, like most Inpreters, came from a long line of explorers. The Montoya's were known for being among the first to enter a new field of explorers, such as the first to sail across the sea, in search of new secrets to find. A Montoya was also among the first 5 to leave the planet and explore the stars.
With this family legacy to uphold, Brann took it upon himself to outdo them all, and be the first Inpreter explorer to explore a black hole.
Appearance/Items: The standard explorer's getup, with brown fedora and whip included.
Skills/Properties: (see below for what's allowed)
Name: Adam GenDCLXV
Origin: Produced on Gaia X214 A.L.P.H.A. Colony. The Advanced Labratory for Perfection of Human Aptitudes has been working on a human eugenics program the likes of which the universe has never seen. By creating relatively short lived humans and selective breeding they have developed a superhuman race even among super humans.
Bio: Adam GenDCLXV Was born in an incubator. He was germinated from Adam GenDCIII and Eve GenDXCIX. He was deemed non-viable for breeding at maturity due to test scores of 7/10 in physical testing and 6/10 for intelligence. Only the top candidate out of the 10 subjects bred is considered viable for reproduction and donate genetic materials to germinate another Gen. However testing continues for life to study long term outcomes. Adam spent most of his life in the company of computers and bots. While being taught a strenuous course load even by todays advanced human standards every single day of his life he was also continually exercising. Despite the continuous monitoring and tests there was a dedicated examination time every day. First came the mental acuity exams followed by the physical fitness challenges, the only time he had to interact with other humans. There were mandatory rest times, extreme temperature exposure times, immuno response evaluations, even radiation exposure limit studies. He lived his life like an overtrained lab rat. However X214 ALPHA Colony had more than their share of lab rats. And this is how Adam GenDCLXV came to be volunteered as ALPHA's contribution to The Discovery Project. Adam's first exposure to real world condition's.
Appearance/Items: Definitely not your average human. Oversized head and eyes, no body hair, pale almost translucent skin, Overly long limbs and digits. Small muscles but incredibly chisled.
Supplied with full suit of Environmental Body Armor, E-6P laser pistol with 3 energy clips, a collapsible EMP/Stun Rod and "Pocket Matter/Energy Analyzer Device" or PMEAD for short.
Skills/Properties:
Physics
Chemistry
Biology
Cosmology
Short Life Span
Naive (No Real World Experience)
Quick Reflexes
Great strength and endurance
Hyper senses
Quick learner
Name: Soreli Katania
Origin: Soreli was born into a society that disapproved of humanity's advancements, sticking to the old ways. They had quite boring lives, never exploring, never questioning, and never seeking something more from life than just... life. They were seperated into small towns of extended families, and as such, genetic variation came to a halt. Each town had a library, which contained all the town's knowledge. It was never expanded of course, and was, at biggest, about the size of a an RV. New citizens were born into their professions, past on from their families. Nothing changed. Ever.
Bio: Soreli, however, was different. She was always exploring every nook and crannie she could find, testing every possibilty for adventure, just looking for something new. She was born into a family of Librarians, so she learnt everything she could from his town. Soon, though, she was conscripted into the military, as rival forces were coming to attack. Soon, with a gun in her hand, she set off to war. She hated herself for it afterwards. Permanently marked by an enemies blade, she carried a massive gash scar down from her upper chest to her upper thigh. After this, she became a pacifist, and vowed never to fight again. It also made her question the ethics of her town. Was it really right? Was this all there was to it? She couldn't stand it, so she left. Becoming a medic on another planet, she found solace in healing the wounded. Not because she was doing the right thing, but because it made up for her wrongdoings.
Soreli later on, discovered the wonders of genetic enhancement. She became addicted to it, installing temporary tails, spikes, wings, the whole package. This lead her to question more. What does it mean to be human, in a world where you can be anything else? Who am I? What am I? This lead her to experiment with some permanent modifications.
After years of healing injuries and stitching limbs back on, she eventually came to a stop. She just felt without purpose. And after doing the same thing for so long, she didn't know what to do. Everyone she asked suggested either self-termination, or joining an exploration team into a black hole. Not having a large amount of options, she resigned herself to her fate. She almost self-terminated. But she was stopped. By a man who looked as if nothing had ever gone right for him. He pleaded for her to go. Humanity needed to know there was something beyond the event horizon. They craved knowledge. And so, as her final service as a nurse, she accepted. Now, she's not quite sure what to think.
Appearance/Items: She wears a plain white collar shirt, with a clean labcoat, both imprinted with the Red Cross. She also wears some baggy jeans, but thats about it. She also has to comply for her mutated parts, such as cat ears poking out of the top of her head, a spiked tail that pokes out of her lab coat, and a third, larger, and oddly coloured, gold and purple eye. She wears specially designed glasses which help her vision adjust, and sometimes wears a cap to cover her ears. This does not, however, cover her long, thick hair, which changes colour depending on her mood. She usually carries around some basic medical supplies in her lab coat, along with some temp mutagen, in case of emergencies. She stands at a rather small stature, shorter than the average woman, probably due to the large amount of mutagen she's consumed.
Skills/Properties:
Skills:
Medicine
Science
Combat
Properties:
Pacifist
Third Eye
Colour-Changing Hair
Spiked Tail
Name: Yin-xi Qian
Origin: A secluded mostly-desert planet of primitive sentients ruled by their progenitor.
Bio: Yin-xi was one of the twelve clones made by their progenitor to rule over the planet before they left the planet to self-terminate in the black hole. Unlike their clone-siblings, Yin-xi did not have any interest in observing their subjects and the wars they fight. It wasn't long before they left the planet. For several decades, Yin-xi traveled the cosmos, hoping to find meaning in their life. They got some new life skills and a realization that they enjoyed taking risks. That was why they decided to follow in their progenitor's footsteps, not for the purpose of self-termination, but because they're betting on there being something beyond the horizon
.
Appearance/Items: Yin-xi's left arm is a high-grade cybernetic limb. Nobody but their clones and progenitor know what their sex is. They are hairless and bald, with their entire body covered in tattoos, which is not readily apparent as they are usually completely covered in three layers of clothing modeled after their people's (https://s-media-cache-ak0.pinimg.com/736x/8f/09/38/8f093840abd795d051f816a30be9987d.jpg) desert clothing, but possibly warmer.
To compensate for their lack of armor, they keep a personal forcefield on them and defend themselves with their trusty stun-spear and telekinesis module attached to their robot arm.
Skills/Properties:
Skills:
Wilderness Survival
Negotiation
Melee Fighting
Properties:
Telekinesis
Cyborg
Thrill-seeker
Sorry Sosoku234, it was bit of a tough decision.
I'll have the first post up shortly (short is a relative term). If someone doesn't reply in a day or two I'll swap that person out with Sosuku.
Turn 0
Slowly you awaited your fate. You set out for the point of no return, approaching your destination from above (that is, the rotational axis). Your destination: The antiverse beyond the ring singularity.
(http://jila.colorado.edu/~ajsh/insidebh/kerr_waterfall_antiverse.gif)
It all happened suddenly. The viewscreens showed a black void, surrounded by blazing interstellar gas accreting in a disk around the core. Reports cut out just as the ship passes the horizon, just as the universe shrinks into a tiny blue dot behind you. Had the ship been destroyed by scorching heat and immense tidal forces, you wouldn't be awake now after-the-fact. But unless this life flashing before your eyes, you're still alive. There really is something beyond the horizon.
Those of you that hadn't entered cryo-sleep soon found themselves on the floor, in darkness, having apparently gone unconscious for an indeterminate length of time. As you stumble your way through your room and pick up a flashlight, you discover that not everything is the same as it once was.
The smartscreen is basically a laptop/tablet, except that it reads your eyes and body language and uses a predictive algorithm to minimize the need for physical touch-based controls. It still has a mouse and keyboard folded behind the screen, and it comes on a stand with magnetic treads that it can use to move around and stick to the walls.
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
The void beckons! It seems, however, that your equipment is malfunctioning. Your environment armor feels heavy and more flexible than it used to be. The servos seem dead, not actively resisting movement when unpowered like they're supposed to. The helmet viewscreens do not activate, but they are transparent so you don't have to remove them to see. Your sidearm doesn't look damaged, and it seems to have power, so there's a chance it will work.
...if you need it, that is. Right now it seems that the ship's power supply is offline, as well as the backup generator in the factory module (located 'up' the main ladder), AS WELL as the batteries. It's pitch black. You are currently in your quarters, next to a cryo-bed (can be used as a normal bed), a vertical locker containing your armor and equipment, a desk with a ship network jack. The desk should also have a smart screen on it, which would have noticed you being awake and turned itself on by now. It hasn't, and using your flashlight you can tell it isn't there.
The door to your quarters is open. A faint noise of howling wind can be heard, but even with your acute senses you can't tell where it's coming from. Nearby are the rooms of Brann and Réoris, both closed.
Items:
Flashlight (full charge)
Environment Suit + Equipment (unpowered, +1 defense, -1 to your MIGHT rolls while wearing)
Laser Pistol (18/3) (energy)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Your whip seems to have developed a tendency to clasp at things on its own. That's rather unsettling. Fortunately, when you roll it up it tends to only clasp onto itself, making storage convenient.
The other things in your room seem to be fine. Your room was modelled differently than the others, having a flatscreen television instead of a smartlamp and a rather comfy sofa on the other side that you often used as a bed during the trip here. You have a chests to the right of the sofa which stores your equipment. It's supposed to be locked by the room's gatekeeper core, which watches your movements and unlocks things for you but not for other people. That core is supposed to have a sensor hub in the middle of the ceiling, but that seems to be gone and replaced with what look like tree roots.
The chest is unlocked though, and you have access to your hooks, ropes, backpacks, lamps, and three hat drones connected to your normal hat which has a retinal display on the lower brim along with a brainwave reader that allows you to control the high-tech aspects of your gear.
The hat's display seems to be malfunctioning. However, attempting to boot the hat drones results in the characteristic whirring and fluttering that you'd expect. One of them soars above the chest, hovering in place, and you can control it by drawing mental paths in your head. So far, so good, but they're not too useful for reconnaissance while the retinal display on your hat is busted...
Adam's and Réoris' rooms are near yours, out in the hall.
Items:
Flashlight (full charge)
Serpentine Whip
Modifiers:
DISCOVERY: d8 (0/8 XP)
When you went to check on your armor, you came to the unwelcome surprise that the fearsome patterns on the armor have been transmogrified into alien and human skulls. The underlying material of the armor seems to have disappeared, leaving only a shell of bone. It certainly harbors a menacing appearance, but you've yet to discover how it fares in combat.
You can't find your pistol in your locker. You find a pistol crossbow instead.
Your room was located next to the library reserve, and has a door leading directly in. Other people have to enter through the hall. However, someone seems to have opened the door to the reserve while you were out.
The library is a VR-enabled space with a mainframe in the center that has eight screens you can remove and mount anywhere in the room. There are tables and chairs set up around and the walls are supposed to take on relaxing shades and patterns to facilitate reading, along with cancelling noise if the users so desire--it's possible for two people in the same room to have an argument while a third reads in peace, never hearing a word of it.
However, the walls are currently displaying a ghastly mist in the room (without power?). Combined with the lack of lights in your room and the halls of the ship, and the eerie silence with it... you're not sure whether the mainframe is playing a trick on you or not. The screens are blank, whereas normally if you had walked into the room they would have flipped to a list of your preferred readings.
Items:Flashlight (full charge)
Bone Armor (
)
Pistol Crossbow (1/14) (piercing)
Modifiers:TRUE AIM: d8 (0/8 XP)
Defense: d8 (0/8 XP)
The men, robots, and other assorted beings that provided you with this ship decided to style your room after an ancient scribe's study. There is a big, mahogany desk filled with papers and stacked on top with feather pens and blank parchment. A bed modelled after one of those covered Victorian beds can function as a cryo-bed, the top half coming down on you when you tell it to by voice. The rest of the office is meant to evoke a sense of being inside a Gothic cathedral. The walls are virtual reality panes, containing sensors which track your position and the location of your eyes, projecting an image of a sunlit stained-glass wall in a spacious chamber while you are awake, and when you sleep it simulates a sunset. There is supposed to be a guardrail along the edges so as to not give you the illusion of being able to walk out.
Supposed to be, at least. Looking down you see a checkered floor several stories below you and empty pews, old and covered with dust and cobwebs. The floor is stained with dirt and rot, and you can make out the outlines of creeping vines working their way up the walls. The guardrails are gone and the wind seems to be blowing. One of the windows on the wall is cracked, revealing a sky that is gray and hazy.
Items:
Flashlight (full charge)
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Your mutagen and disinfectant.
They've turned into plants. The mutagen looks like herbs stuffed into glass vials. The disinfectant seems to have escaped entirely, leaving dry and cracking leaves scattered inside your coat pockets.
Your room is conveniently located next to the sickbay and next to Yin's room. The library reserve can be found after a short walk down the hall (The floor can slide you over if you don't feel like walking. When it's powered at least...) and the galley is up a bit further.
It's dark, but you find a flashlight and manage to locate everything in the room. Though your papers and books seem to have been untouched, your smartnote paper (pieces of paper that you can write on by thinking) seem to have all formed pictures of maids and butlers. Also, your smartscreen seems to have gone missing. It's supposed to be there on your desk, and it would be useful to ask it what's going on right about now, but it's gone. You find that your door's been unlocked, and that the halls are dead quiet, and pitch black. A pleasant smell fills the air.
Your hair seems to be trying to decide what color to be.
Items:
Flashlight (full charge)
¿Instant Mutagen? x3
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
You get the feeling that your arm is somehow lightheaded. Flexing it and moving your fingers, it seems more dextrous than before, and the touch sensors have certainly improved. And then you get out a light. Something isn't right.
The arm, which had once been made of metal, is now flesh and blood. You feel a force welling up in your forearm, and discover (accidentally) that extending it causes the telekinesis module to activate, forcing whatever there is in front of it away. You can also pull stuff by balling your hand into a fist and making a pulling motion.
Locating a flashlight, you notice that your smartscreen fell down somewhere. You probably knocked it down with your telekinesis arm. If it really has been a long time since you went out, though, it could have run out of battery. Normally it would have woken up as soon as it detected non-sleep brainwave patters and asked you how well you slept.
Your room is next to Soreli's, and near the sickbay. You smell something fragrant coming from the hall, and hear a faint clicking below the floor. Actually, the floor seems to be creaking underneath you. If you gave it a good enough punch it might break.
Items:
Flashlight (full charge)
Force Module
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
I will equip my serviceable gear and I will leave the broken equipment in my room for now.
If there is an emergency procedures checklist, I will follow the checklist and try to reactivate these systems:
"The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE."
If the checklist is hardcopy and not in my area I make my way to it.
If there is no checklist I will gear up and try to get to Brann and Réoris.
I will travel silently and try the doors. If they are locked I will give them a few feint knocks.[/b]
Turn 1
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
I will equip my serviceable gear and I will leave the broken equipment in my room for now.
If there is an emergency procedures checklist, I will follow the checklist and try to reactivate these systems:
"The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE."
If the checklist is hardcopy and not in my area I make my way to it.
If there is no checklist I will gear up and try to get to Brann and Réoris.
I will travel silently and try the doors. If they are locked I will give them a few feint knocks.[/b]
Ah, in such an age there is no need for paper checklists for the humans. Machines can do everything better, since they are literally people in almost every sense of the word. Situations like this are a bit... rare.
You check on your other equipment. The electric rod appears to be working, its capacitors giving a chirp as you pick it up. Your pocket analyzer went missing, despite the fact that your locker was locked with a mechanical lock.
You meet Brann, the relatively-baseline fellow with that odd device known as a whip, formerly used to spur animal mounts to action.
There is a stench in the air, reeking of gasoline and other primitive hydrocarbons. There is a sound like many insects crawling across the ground coming from the direction of the dining room, but the other crew's quarters are in the other direction, the direction of the library computer and the sickbay.
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
"The drones still work at least. Even if I can't see through them, you never know when something needs to be knocked down."
brann enters into the corridor, flashlight in his left hand and whip in his right. He motions the drones to float behind him and keep things from running into him from behind.
Your drones enter guard formation, chirping and whirring and otherwise keeping you from identifying that odd sound coming from the direction of the dining room. The others should be in the opposite direction, at the library and sickbay, but Réoris hasn't come out yet.
Items:
Flashlight (full charge)
Serpentine Whip
Modifiers:
DISCOVERY: d8 (0/8 XP)
"This isn't quite the inferno that I had come to expect."
Réoris look's for his bible then drops a feather pen down onto the pews below.
You find it in a drawer stuffed next to a candle and some matches.
Taking a feather pen, you step over to the edge of the room. Then, you extend your arm out into the wall. Normally, it would be stopped by the wall itself, but somehow it passes through. You release the pen and it falls down to the pews without a noise.
Items:
Flashlight (full charge)
Bible
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Hansel looks around for the power supplies of the screens, and tries to run a routine check to make sure all programs in the library are running okay, before taking a look at the rest of the ship. "How odd. Well, better make sure the systems are running alright."
You pick up one of the screens to begin checking the wireless charging system, but as you place your hands on it a smiley face appears. In red.
When the screen is released, the face turns sad, making a short beep. The gray mist begins to clear, placing the room in the middle of an ocean of black liquid, interspersed with slick black masses the size of icebergs dotting the sea. There appears to be a ceiling made of a material similar to the icebergs, but there are large gaps in it, allowing a white light to squeeze through the gaps.
Items:Flashlight (full charge)
Bone Armor (
)
Pistol Crossbow (1/14) (piercing)
Modifiers:TRUE AIM: d8 (0/8 XP)
Defense: d8 (0/8 XP)
"Jesus Christ. Of course, a power outage, and I'm still alive." Her hair settles on a blazing red, as she's pretty fed up for the most part.
Soreli heads out, into the corridor, checking both ways with her flashlight. Her hair is now a light-grey colour, signifying fear.
You encounter Yin, and both of you witness the same thing (see Cinder's post below).
Items:
Flashlight (full charge)
¿Instant Mutagen? x3
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
"Old friend." they greeted their mysteriously-regenerated arm. Yin-xi resisted the urge to flex it more, lest something would fly over and smack them in the face-mask.
Yin-xi kept their stun-staff readied though they were quite relaxed knowing that they didn't get instantly pulverized on entry into the Antiverse. The clicking below the floor can be investigated later when people won't get confused by them trying to break part of the ship.
With the flashlight in hand, Yin-xi went out into the corridor to make sure everybody else was fine.
The pleasant smell is coming from the sickbay. You and Soreli notice vines creeping across the floor, extending needle-like roots into the ground. The conveyor floor is non-functional because of this. There is a visible dust in the air, somewhat like pollen, and if you glance at the door to the sickbay you notice what appear to be branches jutting out of the doorway.
Items:
Flashlight (full charge)
Force Module
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Turn 2
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on th habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
"Oh, hey Adam. I'm fine, but yeah, this is nothing like I expected. Random power failures, odd sounds from the dinner room... guess it's to be expected, going into a black hole and all."
Join Adam in heading to the rest of the group towards the library. Knock on Réoris' room to see if he's alright.
You knock. No response. Adam moves forward. [2] You don't hear any more sounds because of the drones.
Items:
Flashlight (full charge)
Serpentine Whip
Modifiers:
DISCOVERY: d8 (0/8 XP)
"It's funny, stuff like this never happened back on A.L.P.H.A. Colony. This all seems so... real."
Go with Brann to Knock on Réoris' room.
[d8: 5] You knock [d6: 2] a bit too hard. The door swings open, its locking mechanism apparently busted.
You notice VR panels on the walls, still functioning despite the lack of power! They depict a ruined scene, a gothic cathedral abandoned for centuries and covered in dust. A large, stained glass wall looms across the opposite side, dimly lit by the... you're not sure what kind of light is lighting it. There is a small hole in one of the designs, letting you see a grey on black landscape with many round black clouds overlapping wide and whispy grey ones. The grey ones are glowing like on an overcast day.
The detail of the simulation contradicts the rest of the room's style, populated by nontechnological tools such as pens and paper. It's like a flashback from the ancient past. Réoris himself is missing, also.
[Obs check: 6] You hear a faint sound of footsteps.
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Grip the edges of the ledge, lower myself and then let go and fall to the safest place visible below. If it's impractical due to the height, find something to climb down.
After, look for an exit and exit.
"I imagine the other's are going to be in greater need of grace then I"
[d6: 1] [luck: 5] The front doors seem to have been barred in from the outside, leaving you trapped. There may be an exit in one of the back rooms, however. There is also a scaffold folded up in a corner, set on metal wheels and reaching conveniently up to around the height of the gap in the stained glass.
Items:
Flashlight (full charge)
Bible
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
:(
Items:Flashlight (full charge)
Bone Armor (
)
Pistol Crossbow (1/14) (piercing)
Modifiers:TRUE AIM: d8 (0/8 XP)
Defense: d8 (0/8 XP)
Yin-xi thought for a moment, then shook their head. "It's probably just plants. Best we get to the engine room."
(See below)
One of the bushes you walk past has leaves which vaguely look like what's in your mutagen vial.
Items:
Flashlight (full charge)
Force Module
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Soreli's hair turns a purplish colour. "Okay...... I guess....."
Soreli begins heading to the Powerbank, once Yin-xi starts moving.
You head out along the hall. Passing the library. Nothing seems to be happening in there. Having priorities set, you keep on going, walking past a bush covered in razor-thin leaves, a 'tree' also covered in needles, growing in the corner of a turn, and a row of insects marching from one knee-high crack in the left side to the other. They remind you of ants but they don't quite look like ants. Their bodies are bulbous and most of them look different from the others.
The open door to Réoris room is on the left a few meters past the ants. Brann and Adam's open doors are on the right. And up ahead, you hear a sound, a sound like marching insects.
Items:
Flashlight (full charge)
¿Instant Mutagen? x3
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Turn 3
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
"'Unknown power over reality?'" Brann grunted. "That sounds a little superstitious, don't you think? But anyway, those footsteps in dark hallways are usually a bad sign. Lets hurry over to the library."
Rush over to the library, making sure my drones keep on floating behind us.
EDIT You don't encounter Soreli and Yin.
There are many strange things going on aboard this ship. For starters, the halls are overgrown with roots and vines creeping along the floor. You find a row of insects marching from one crack in the wall to another. Each one looks unique.
When you reach the library, the door won't open. It's not locked, the door itself just seems to be jammed.
[d8: 2] You don't DISCOVER anything new this turn yourself. But you do get a bit of a spook when Hansel's body turns out to be what's blocking the doorway. There's nobody here.
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (0/8 XP)
He was not. For some reason his VR panels were still active without ship power. It was depicting an ancient cathedral with unsettling images. I was worried that it had might have some kind of unknown power over reality so I left. As I was leaving I heard footsteps. Let's get to the library quick![/b[/shadow]
(Action was interpreted as the bolded text)
In a hurry, you [d8: 4] ram the door MIGHTily and prop it open. Something heavy was weighing it down from the other side.
--Someone weighing it down, that is. It's Hansel. You can recognize from seeing his face through the open helmet on his... armor, apparently made from human and alien skulls laced together. You don't remember him ever wearing this.
The library room also has working VR panels, though unlike the previous room, these only display a ghastly mist surrounding you on all sides, as well as a false glassy sheen to delineate the boundaries of the room.
Hansel is certainly alive, you hear his breathing. [d6: 3] Actually, you count... four sets of breathing. Yours, Brann's, Hansel's, and... you can't pinpoint the fourth, but it's there.
The room has several chairs situated around edges, along with retractable tables. The center of the room is a box-like mainframe computer with eight screens sitting on top of it like a pedestal. The screens can be picked up and carried anywhere on the ship, though they're not smartscreens like most of the control panels on the ship.
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Soreli investigates the sounds up ahead.
The sounds get louder, and you eventually find that the floor is covered in insects of the kind you saw marching around before.
(read the post below for info)
Items:
Flashlight (full charge)
¿Instant Mutagen? x3
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
"I don't recall us bringing in insects, but we're already contaminated."
Yin-xi goes up ahead, ready to neutralize any possible threats
You proceed ahead to the dining room.
First and foremost, the floor is covered in insects. But up ahead in the darkness you hear gossip, playful chattering, and banter. It's quiet and hushed, but there are a lot of voices. You make out:
"We're free now, aren't we?"
"It's a shame we were all nothing but empty vessels."
"Maine said she'd find bodies for us."
"Shhh, the masters are here!"
There are two standing tables nearby with chairs folded up against the wall. To either side were robotic serving stations, but the robots are missing, leaving the various refrigerators, cooking tools, and food printers unattended.
The speakers are nowhere to be seen. Something does fall over behind one of the counters, though. Sounds like a bowl just fell.
Items:
Flashlight (full charge)
Force Module
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Search the back rooms for items then exits. The void sure has left a labyrinth for me.
You enter the halls and walk between two statues across from one another, one of a short female angel and another of the Madonna.
You find a study, and in the study there are books on a dusty table. One of them has a blue bookmark sticking out, so you read it first.
There was once a pious man who led belonging to another. Holy and devout, he sought to return the sheep to their rightful owner as soon as possible.
He went to the cities to ask the merchants, but the town was abandoned and everyone killed by pillaging knights.
He went to the castles to ask the nobles, but the castle was overgrown and rundown, its inhabitants having starved long ago.
He went to the fields to ask the peasants, but they had all run to the cities in search of better lives.
Finally he went to the church. There he found nothing but a book, titled 'Tales of the beyond'.
(...the whole book is filled with short stories like this)
There is a painting in the same room. It shows an angelic woman wearing a black skirt and vest over a white dress, standing on a black field and staring into the grey cloudscape beyond. She holds a long blue ribbon in her left hand and a book in her right.
...if you look closely, the book is 'Tales of the beyond'.
Items:
Flashlight (full charge)
Bible
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
((I took a few liberties with your intro. Hope you don't mind.))
Sparks fly behind you as a monster from hell slams ground where you stood just seconds ago.
It all started when you snuck aboard the vessel. As it turns out, keeping track of every kilogram isn't too important when everything is going to be chucked into a black hole regardless, so there was no pre-launch inspection that would detect you just based on your presence. The AI's on the ship are all designed to be as subservient as possible, so they wouldn't bother reporting you. Except for two: The mainframe, in charge of information and data collection, and the subnet, in charge of life support functions, ship systems, manufacturing, and so on.
Dealing with them onboard took nothing more than a simple hack. You made them unable to perceive you. Of course, being 10000+ IQ postminds, they could easily deduce where you were based on evidence. But they could never pinpoint your existence, even if you plainly stood in front of a camera.
Then the power went out, and you lost consciousness. You woke up in the power room with a throbbing pain in your left eye, finding that it turned into some sort of glass eye while you were unconscious, like some sadistic doctor played a trick on you. It did let you see in the dark, though your other eye seemed to only work as a normal eye.
Cue stepping on the bugs. They were everywhere, all over the floor, so how could you not crush a couple?
But oh boy did stepping on a few piss them off. All of a sudden, the bugs gathered together into one form, a form with massive arms resembling a lobster's pincers. Meters-long antennae energed from those pincers, and the thing began flailing them around and chasing you. That's where you are now.
There are a number of capacitor banks present, attached vertically to a scaffold extending two stories up. They're designed to store a lot of power, but they have thin plastic covers on the metal terminals. You might be able to scratch those off with your claws.
You could try leaving via the door to the main hall, but this thing is faster that you. There'd just be no room to dodge, that's all. There is a wall-mounted ladder that leads up into the low-G section of the ship. If you could reach it in time... it's about thirty meters down the hall.
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
(Well, Sosoku didn't respond. That opens up the waitlist. Other people are free to join if they want.)
Turn 4
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
"If someone else is hear, then we better move fast. I'll assess his injury, and see if he needs medical aid."
Check Hansel for any injuries that need immediate attention.
[d8: 8] [luck: 6] You DISCOVER that Hansel is completely unharmed. However, he does make odd facial expressions time to time, as if having a bad dream.
Fortunately Hear hasn't killed and imitated one of your party members, or else you'd be in trouble
You also notice a white bandage on Hansel's finger, as if someone patched up up recently. It has red streaks of blood on it.
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
Brann, I sense the three of us are not alone in here, do you think we should move Hansel to the sick bay or try and assess his injury here, while I stand guard?
Stand guard while Brann helps Hansel.
[d6: 3] You stand guard, eventually managing to pinpoint the location of the breathing. It's coming from the computer.
You hear some noise coming from the floors below (the floors are rather thin, it seems). It sounds like something is trashing around and hitting stuff.
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Yin-xi had decades of being a clichéd dashing swordsperson under their belt, and smoothly threw their arm around Soreli to give the impression of safety, while keeping their staff-arm free.
"Miss Katania, don't worry. I've fought things worse than chattering voices in the dark."
"That said, we are not fighting, yes? We wish to have no quarrel here.... Whatever you robots have become."
You hear footsteps. The challenger approaches...
...
...
It's a maid.
"Oh I'm sorry! The smartchef seems to be missing, so I decided to prepare breakfast myself. I'm not very good at normal cooking... umm... let me get that pot I dropped."
Items:
Flashlight (full charge)
Force Module
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Soreli's hair turns a distinct mix of purple and red. "Oh geez, oh geez, thisisnotgoodthisisnotgood." Soreli begins hyperventilating.
Someone should probably calm her down. ((hint hint Cinder))
(Questionably calmed)
Items:
Flashlight (full charge)
¿Instant Mutagen? x3
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Take the book 'tales of the beyond' and then continue search in other rooms looking for an exit. Aw. The void has brought me a treat. I'll savor it.
You return to the halls with the book (your current books: (Chartreuse Catholic) Bible, 'Tales of the Beyond'). You search for an exit but lo, the only alternative to leaving via the front is by a side entrance used by the priestly staff. This one is boarded up from the inside, but the nails are still holding up well and so you aren't able to pull the planks off.
Wandering again, you notice that the angel statue has gone missing--replaced with an identical statue of the Madonna.
You investigate a room you hadn't visited before, a oblong baptistry with a statue of Saint Patrick, stairs, and a water closet to one side and a pool of water on the other, next to the baptismal font and a picture of that same angel from before. This picture shows her holding several figurines covered in ants, along with the words STAY TRUE TO THE WORD. CLEANSE YOUR HERESY.
Items:
Flashlight (full charge)
Books ((Chartreuse Catholic) Bible, 'Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
(Sosoku will has had some contact, but I'll still move the game forward without waiting for him since he is isolated from the others.)
((Sorry for being late guys, I have shaky wifi [at best] where I am, so I'll try to get my actions in, but if not, just imagine Soreli having a panic attack or something. I'll be back to normal in 1 day and a bit.))
(This seems to be a trend ;))
Turn 5
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
((Bloody typos...))
"He seems unharmed, but his finger has an odd bandage. Either someone patched up his wounded finger... or put something in it. Or possibly replaced it."
Check to see if the finger matches the rest of the hand, or if it seems foreign or misshaped.
Indeed, the streaks look almost like bloody typos, arranged in a pattern that resembles text but doesn't actually read as anything.
[d8: 6, 1] You DISCOVER that the finger has remained attached and behaves normally, just as a finger would. The bandage itself burns your hand when you touch it. It's freeze-burn, actually; your hand feels cold and slightly fuzzy after touching it.
Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
Maybe the sickbay has something to revive Hansel?
Pursuade Brann that we should carry Hansel to the sickbay.
You hear a sizzle as Brann examines Hansel's hand. His finger seems to have been burnt by something.
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Yin-xi tilts their head to the side.
"How long have you been active since we breached the horizon?"
"Err... I'm not sure?" She shrugs, walking closer.
"This was even wierder for us than it is for you, madame. Most of us woke up, suddenly having bodies. Maine told us not to wake up the masters, so we all congregated in anticipation of your return. As you can see, most of us don't have actual bodies..."
The voices seem to have come from the insects themselves.
Items:
Flashlight (full charge)
Force Module
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Soreli slowly calmed down, but jumped when the robot spoke. She is still not speaking.
Her hair still a light purple, she seems a bit shaken. She lets Yin-xi handle the situation.
You weren't actually aware there was a maid android like that on the ship. One would imagine you'd be introduced beforehand, but the committee did seem to try to rush things.
Items:
Flashlight (full charge)
¿Instant Mutagen? x3
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Making sure not to get the books wet, undress and baptize myself. "As the hours pass, my sin doth grow. Dear Father, release me this wickedness and pray I souls kept safe."
[1] You set the books aside and cast off your robes and begin, but there is one slight problem... it isn't really a baptism if it isn't a public action, is it? That seems to be kind of essential to the whole process.
"Here, let me help you with that."
A hand rests on your shoulder, and carries you down into the water. You feel the sins of a thousand men crawling on your back below the water... but then you emerge, born again in this world as well as the last.
Items:
Flashlight (full charge)
Books ((Chartreuse Catholic) Bible, 'Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Uh, I think I'll just take 7 players for now and see what happens later on.
Turn 6
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
"Ow, ow, did not expect that. I think we should move him to the sick bay. The bandage freeze-burned my hand, so it is likely doing much, much worse to his hand."
Help move Hansel to the sickbay... as much as I can.
You
Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
Move Hansel to the sick bay with Brann
haul Hansel out into the hall together. He weighs a substantial amount with his armor, [8/8, 4/6] but you convey him effortlessly, shifting the body's weight onto your side to ease the strain on the lesser baseline human.
The halls continue to be overgrown, and in fact the plants get thicker as you near the infirmary. As you merge into the one hall, coming to a fork, you carry on to where Soreli and Yin-xi's rooms are, though they don't seem to be present. The doors are open.
The infirmary is just ahead, but there seem to be large tree roots coming out of the ruined doorway. The door might be jammed in place and hard to open (Check 5 to break the metal door).
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Yin-xi chewed on their lips. Though nobody else would know that. "Too many strange happenings and not enough explanations. We are in the antiverse all right.... Have you seen the others?"
"Antiverse? Oh, I don't know anything about cosmology, I'm just an atmospheric regulation intelligence. You can call me Reggie. Perhaps you should ask Maine when she next returns. She left the ship a couple times prior and the last time she returned, she told us that there is a way to get bodies for the rest of the machines. How wonderful! You should stick around."
Items:
Flashlight (full charge)
Force Module
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
(See above)
Items:
Flashlight (full charge)
¿Instant Mutagen? x3
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
"Thank you." Réoyris says, not bothering to turn to look. "Tell me, are you of the void?"
"I do not know. Perhaps I am now, but I have not been always. Just as you have been borne into this world anew, so have I, albeit to a greater extent."
She enters the water, her black dress and vest still worn, her white sleeves clinging to her arms. "You yourself have been baptised twice, once in the past world, and once in this. I ask you to baptise me, a creature which has never once set foot in a pool of water, or a church, or a cathedral such as yours. In the world before, I always craved the pious life of a human, denied that right by the hands who built me..."
She lets out a dejected sigh.
"Though, for what I am about to do, I understand if you refuse..."
Items:
Flashlight (full charge)
Books ((Chartreuse Catholic) Bible, 'Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
He looks around the library, and wonders at the solidity of the walls. Following this, he looks for the rest of his crewmembers.
You walk out the door into the hall, and find that everything has been overgrown with plants. Including, perhaps to your dismay, the bodies of your fellow crewmembers. It seems they long ago perished, their bodies now tangled in the masses of thorns.
As you approach, though, one of the bodies turns its head. It begins to chant.
"You can save us, Hansel..."
Another one turns its face, missing its eyes and teeth. "Only you..."
Items:Flashlight (full charge)
Bone Armor (
)
Pistol Crossbow (1/14) (piercing)
Modifiers:TRUE AIM: d8 (0/8 XP)
Defense: d8 (0/8 XP)
"Why!!!!!?" Dodge out of the way of the monster's attacks.
"I'm sorryyyyyyyyyyy!" lead it around the room and then run directly towards the ladder, yelling apologies the entire way.
[3/6] You flee into the hallway, heading straight for the ladder. The monster follows your moves and attempts to cut you off, [Attack: 1/6 vs Dodge: 5/6] but its clumsy movements cause it to miss and hit the wall instead, sending a whole cloud of ant-like critters into the air and ruining the antennae on its arm. You apologize profusely while bolting it, reaching the ladder in time.
The creature stands silently at the end of the hall as you escape the swarming insects on the ground. It doesn't seem to be pursuing further.
You can go up the ladder if you like, or you can check on the life support systems in the complex further down the hall if you don't think the monster will continue to chase. The ladder leads firstly to the crew quarters floor and secondly to the factory segment, which is much higher up and low-G since it lies in the center of the spinning ship.
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Turn 7
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
"Ideally there's no plant monster taking residence in there right now."
Have me and my drones help Adam in his attempt to open the door.
You DISCOVER that the door is very rigid, and that you can't exactly help much anyhow without getting in the posthuman's way.
[3/8] After Adam opens up a gap, you investigate and find that the sickbay is devoid of any actual medical equipment. There is, however, a large tree trunk emerging from a hole in the floor and forcing its way into the airvent at the top of the room. It might not have been an airvent before... but it's hard to tell, it being destroyed and all that.
Aside from the tree desecrating the room, you stumble upon a thin figure crouched in the corner, wearing rags and sobbing. You wonder who he is.
Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
"Hopefully whatever has been growing within the sickbay hasn't damaged all the medical equipment".
Try to enter the sickbay.
[MIGHT: 5/8] You try to the door down in one fell swoop. More accurately, the action could be described as forcing yourself through the doors, bending them enough that a lesser human such as Brann could fit. You can't fit through while wearing your armor. You'll have to take that off if you wish to enter the sickbay yourself. Hansel himself also won't fit unless you take the bone armor off him.
Brann enters (see above for details).
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Soreli looks slightly calmer, but her hair turns a light grey, signifying suspicion. She speaks up.
"Well.... I think.... uh.. That this is our best option... At the moment... Yin-xi. It's a lead..... and that's all we need... heh....rhymes..."
Follow the maid.
"Oh, I said we should stay hin here and wait. But on the occasion we do get separated again..."
She removes a white ribbon from her apron pocket. It contains red markings that look like letters in another language.
"There were a lot of machines aboard this vessel, and it does not seem unlikely one or more have gone rogue. Using data stored on the ship, it is not inconceivable they can mimick your appearance, at least your appearance from before your, ahem, transformation..." she glances in Yin-xi's direction briefly.
"You should put this on, tie it to your hair or your finger perhaps. If we run into a copy, we'll be able to figure out who is whom."
Items:
Flashlight (full charge)
¿Instant Mutagen? x3
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
The maid comes closer, reaching out to rest her arm on your shoulder.
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Réoyris smiles a clam, gentle smile. "Then in this unheavenly plane I pray there be two among the saints."
"I warn you, as a flesh, I may be one saint, many or as easily none. For you must hope that it is the Father who baptizes you through my hands of wretched flesh."
"Father, may this spirit meet soul and this soul enter through gates of pearl."
Baptize her.
She comments after-the-fact. "Your utterings reek of heresy. The Bible you set aside there... it is a modern translation. Every line has been tampered with and changed at the whims of unfaithful sacerdotes for tens of thousands of years... I was not able to make this judgement before, given my limited directives, but now that I am graced with a human mind I have now become aware that it needs revision to be more true to the original."
She hands you notes, scribbled in a shorthand alphabet and numbering several pages. Ink on parchment. It's nearly illegible.
"When you leave this cradle and set out in the new world, you will find many willing to teach you the language of this place. Keep these with you, and and be the one to restore His word to a proper translation. I am sorry I could only give you so little... but I must now go. This illusion will not last much longer.
Please... don't follow me back into the ship. I've unlocked the doors. God speed you."
Items:
Flashlight (full charge)
Books ((Chartreuse Catholic) Bible, 'Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
((Just going to change my speech color, it looks too ugly.))
"Whoaa. What happened to you guys?"
You didn't actually, though.
Items:Flashlight (full charge)
Bone Armor (
)
Pistol Crossbow (1/14) (piercing)
Modifiers:TRUE AIM: d8 (0/8 XP)
Defense: d8 (0/8 XP)
"Well, redemption lies above." Head upwards on the ladder towards the factory floor. Plenty of places to hide out. And maybe a good computer to hack into. See what the hell happened.
You climb upward. Gravity lessens its grip on you slowly as you climb... soon enough you end up merely stabilizing your flight path as you glide upward. You reach the factory floor, a welcome respite after at least ten minutes of climbing.
[Hiding spots: 6] There are lots of big boxes and containers to hide behind. One problem, though: this area seems to have been tampered with. Half the robotics are missing. The conveyors are overgrown with roots, and what little machinery remains is either distorted beyond recognition or otherwise heavily rusted.
An off-key hum fills the air. The ventilation seems to be working, and you feel the air currents whisking you gently toward the back of the room, in the would-be direction of thrust. You at least find a chair. It is a couch bolted to the floor, which rotates depending on the ship's acceleration. Next to it would have been a control panel, a computer core, and a holographic projector, but instead there seem to be footprints leading into one of the metal containers. That one looks more overgrown than the others.
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Turn 8
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
"Oh, uh... are alright there, mate? You don't look to be in the best of shapes."
Investigate the sobbing man on the floor.
It's not a man. It's actually a particularly angsty teenager.
"I can't help anyone anymore..." he mutters to himself, over and over again. "I can't help... anyone..."
When you disturb him, he leaps over to the side, lies on the ground, and screams. Well, that certainly attracted the attention of anyone whose attention is not to be attracted, if possible.
After he runs out of breath, he sort of calms down and sits upright, still quivering.
"I... I can't help you. If you get hurt you'll... die..."
Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
Wait outside the sickbay with Hansel. Put away my E.M.P./Stun rod and draw my laser pistol out of view of the door opening. I'll be ready to cover Brann if he needs it. Spy through the door with my laser out of view.
The man inside screams loudly and attracts the attention of something in the library. Following a brief cacaphony of metal plates banging and falling over, you hear footsteps, and the door to the library opens. You fix your sights down the hall as the figure approaches.
The intruder happens to be a short old woman, dressed in vibrant, multicolored silken robes of teal, blue, and white, with a blue gridded headscarf. She carries an ancient book with many ribbon bookmarks, cautiously, and non-aggressively. A force inside compels you to let your guard down, even for a moment, but that's your choice.
"Good heavens! What's happening in there!? Who's screaming!?"
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Her hair flickers a bright pink, before settling on a happy shade of green. "Oh.... uh.... thanks!"
She then uses the ribbon to tie her hair in a neat bun. Practical, and still looks hella fine.
Well, now that the horribly vain display of self-appreciation is over, Soreli ponders what to do. "Uh.... Yin-xi.... What do you think..... we should do now?"
You fasten your hair, and look around. The insects on the ground are gone, replaced with... corpses. They seem to be living corpses, reaching out to you and chanting all sorts of wierd things, like "Only you can save us..." and "Please..."
Yin-xi and Reggie are still there, as normal. Reggie looks a bit tense..
Items:
Flashlight (full charge)
¿Instant Mutagen? x3
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Yin-xi's mask helped to mask the momentary suspicion on the robots. "Thank you." they said as they tied the ribbon on their staff, making sure it was not near the hot part.
"Rogue impersonators would complicated things, but we still need to find the others. I also still think we need to return the power somehow."
"Ah, uh..." Reggie seems mildly disoriented.
"The electricity. Yeah, that doesn't... really... exist anymore.
Do you have time for an explanation? I can remember what Maine told me, although with this new body my memories are clouded somewhat. Do other humans go their... entire lives not remembering every detail?"
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Réoyris laughs, "Heresy?"
Dump the bible and her notes into the pool.
"Grace only to the Father, there is no grace in a human mind. In time the word will be made available to me again in whatever form necessary, for now I live on faith alone."
"May God be with you saint."
Exit.
"What...?" She sounds confused. "Is this... faith? I will have to learn it someday.."
Those are her last words; she leaves soon after. You follow, but as you pass the corner she is gone. All you saw was that she held a blue ribbon in one hand and a dirty book in the other. Not a Bible, apparently.
You approach the door to the Cathedral. Already the pews are swarming with termites, and the glass is cracked and melted, leaving many gaps through which you see the grey horizon. You approach the grand double doors, which are now restored to perfection, and turn the golden handle. It's heavy~
(https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fmedia-cache-ec0.pinimg.com%2F736x%2F37%2F00%2F99%2F3700998c042323ade4d7cf95277e809e.jpg&f=1)
The void beckons. The dark sky above, you see, is actually a ceiling, interspersed by giant monolithic flows of black primordial matter dripping down like glass, solid to the naked eye, but liquid to the ages.
You step out of an airlock, and step onto warm, rounded stone--the primordial matter from before. The ship, or what's left of it, actually seems half-engulfed in the black. Most of the body dangles from above, but a large piece of black matter, disconnected from the mass above, engulfs it from below as well, though the airlocks stick out just above the black. There are numerous holes in the corner of the ship, which look like they've been ripped out piece by piece of metal.
There is a ghastly grey light from below, coming from a fog and a cold updraft. You see clouds swirling below and out along the horizon, and you also see more blocks of primoridal matter, some of them more refined in shape, looking like chunks of obsidian...
You notice the angel from before up above, reaching into a hole in the ship's factory section body. That hole seems to have been there before.
Items:
Flashlight (full charge)
Books ((Chartreuse Catholic) Bible, 'Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
"Uh. Something Shakespearean about hiding in plain sight." Sit on the couch.
You sit, hearing more footsteps. These ones come from... the ceiling. There is a problem with that.
You see, memorizing the ship's general layout has its advantages. You're still a bit disoriented by the darkness, but this problem is big enough that you see it clearly.
The problem is that those footsteps are coming from space. The floor below your feet is ship hull. It separates you from the vacuum outside. That means that someone is outside the ship. And, more importantly, that sound is reverberating through the metal hull.
And then you hear a click, and Earth-like gravity comes upon you like a truck. Fortunately, Earth-like gravity is not very punishing on the human system. But this room is designed for lateral acceleration, not full Earth gravity. You hear creaks and squeals, and insects pour out of the walls.
One large machine falls through the floor and punches a hole, letting in a mild light from the outside, as bright as a cloudy day. The footsteps approach the hole, and this time you hear it clearly: clawing, like something is digging into the thin outer layer of the hull with a grip like a dragon's.
A hand reaches over the edge, and grips onto the torn edge of metal. It's a human hand.
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Turn 9
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
"Woh woh woh! No need for the screaming!" Maybe that's why you can't help anyone. "There's no need to worry, people are hardier then you think. I think you need the help more anyway."
"Who are you anyway? You weren't part of the crew."
Try to calm down the angsty teen.
"I don't deserve h-h-help..."
[5/6] "I... I guess I can work on it, though..."
He calls himself Doc. "They trusted me... as the ship's medical robot. Now, I'm not sure sure I have a place..."
Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
"Identify yourself and state whether your intentions are friendly or hostile. We were in the library when we found our incapacitated crewmate here"Point with my free hand to Hansel.We detected your presence at that time, but you did not identify yourself. Did you incapacitate him or place him in this strange outfit!?"
Maintain my defensive stance with the laser pistol
The woman seems more interested in what's going on in the back, rather than the gun pointed her way.
"What if I told you," she says in a matter of fact tone, "That the one in there, Doc, is probably the only one who can help your friend? Well, Maine too, but..."
She looks at you. "Are you willing to shoot me? I don't think that's wise. All the ship's archives are with me now, and and if you kill me they're gone for good. You should know better than to threaten people who can't possibly hurt you."
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
"...Pardon me?"
"Oh.... the other machines must be reaching out to her... I think they really want a body. Maine said she found a way, but she's outside right now."
You seem to recall the voices from before, originating from nowhere.
Soreli throws her mutagen on the ground. The insect cluser over it and form into what look like little flowers. There's a daisy, a sunflower, a petunia, a pansy, and a flytrap.
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Soreli, still hysterical, begins crying, and latches on to Yin-xi.
Keep forcing the bodies away. If it gets too intense attempt to throw my ¿Instant Mutagen? at them.
[Panic Resist: 2/6] You throw the vial into their midst! It shatters into a mist, and they crawl up over to it, desisting from reaching and grasping at your feet, and instead reaching and grasping at plant material once enclosed in the vial.
They tear the herbs between each other, stuffing what crumbs they can into their mouths. And then, their bodies dissolve into a gruesome mass of flesh and bone. The viscera end up melting through the floor and disappearing, leaving behind a small flower in the place of each body.
You blink. The flowers are standing. In fact, they seem to be looking at you, the faceless, delicate things. What exactly they are, the world may never know.
One of them gives you a thumb's up.
Items:
Flashlight (full charge)
¿Instant Mutagen? x3
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
"Growling inferno! I fear to dream lest this dreaded void should hear of it."
"This fleshly machine of sin is seven times as potent here, oh Father be with your saints!"
Réoris blows on his own arm. "Does the void exhale air for us that we may breathe?"
You feel air leaving your chest. The void indeed has air... which begs the question of how much there is, and where it comes from.
The ground bubbles at your feet as you step on it. Perhaps that's where the air comes from...
There are many floating islands suspended below, but they are kilometers away. Navigating this area without a ship may be difficult.
Back in the airlock, you see many insects creeping around on the walls.
Items:
Flashlight (full charge)
Books ((Chartreuse Catholic) Bible, 'Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
"Nope. Nope. Nope. Nope. Nope. Nope. Nope. Nope. Nope. Nope."
Hide behind some boxes.
You try to run, [1/6] but the hand manages to pull itself up faster than you'd anticipated. Whatever came out of that hole looks like a woman, but with claw-like wings, each of which terminates in a point. She holds a blue ribbon in one hand, for some reason, having used the other to lift herself up.
"I know you want to run," she states calmly, looking blankly into the room. "I know you won't believe me when I say I'm not trying to kill you, but I need you to come with me. If you don't want me to force you that is."
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Turn 10
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
"Wait, as the bot? You look human to me. Did the black hole... turn you into a human?"
Ask Doc about being the ships medical robot.
"B-black hole? Sorry, I don't know anything about the mission... all I know is how to perform surgery and make medicine...
I guess something did happen to me. Am I human now? I don't think I'd make a good human."
Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
Holster my laser pistol as a sign of good faith but keep my palm rested on the grip.
"There, I've put away my weapon. You still have not answered my questions. Who are you and what are you doing on this ship."
"Wait, you haven't figured it out yet--ah, that must be why I, er, why Hansel fell into that state. He was incredulous...
Notwithstanding, I am actually your ship's computer. One of the subroutines, actually, there is another one, but she isn't here yet. All the machines aboard this ship seem to have turned into life.
What about you? Have the humans changed as well? I didn't notice anything different about Hansel, nothing biological at least. His armor was like that when he first entered."
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
"More plants? Is this... a good idea?"
"Ah! That's clever. She has imparted upon the formless spirits the essence of creativity encapsulated in the vial, and thus allowed them to form rudimentary bodies."
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Soreli, still in shock, cries some more. But, her hair soon switches to orange. Her curiosity has been piqued.
"Uh.... Alright...... That... was..... weird...."
Take one of the flowers for study later on.
Also question how exactly a flower gave you a thumbs up.
The flower extends its petals, the same ones it used to give you a thumb's up, and embraces your fingers as you pick it up. Alternatively, it may have been a fruitless attempt at resisting, but the petunia is now in your hand.
There are four other flowers. They all raise their petals.
"Soreli, if you will, could you give the other insects another vial? Maine will be pleased to hear that bodies can be fabricated in such a fashion.."
The number of insects in the room seems to have dropped significantly.
Items:
Flashlight (full charge)
¿Instant Mutagen? x2
Medical Wrappings, Sutures, and ¿disinfectant?.
Petunia
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Make it back to my desk area and find a way deeper into the ship. "Visitors? Or did we bring them?"
You re-enter the ship, but it seems you've travelled some distance from where you had originally been.
There is a ladder nearby. It's supposed to lead upward, that is, toward the central low-G section of the ship. Since gravity seems to be pulling you downward, it might also have had an effect on the zero-G section of the ship. Since that part wasn't designed to hold up to gravity in the current direction, this may have caused damage.
Going down the ladder instead will lead you to the ship's power bank, as well as life support. If you can fix the power supply, you may be able to improvise something.
Finally, you can just go down the hall that leads to the crew quarters, which is a story down.
Items:
Flashlight (full charge)
Books ((Chartreuse Catholic) Bible, 'Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Uh. O-okay. Just... Gimme a minute to calm down and I'll be good. A name would also be nice."
She waits some time before responding, then loudly declares: "A name? I am the angel that calls down judgement."
[3/6] Something you vaguely notice is that she isn't looking in your direction directly. She just sort of seems to be staring off into your general direction, but upon closer inspection she is actually paying attention to the insects. Those insects seem to be moving in a ring around you.
Additionally, looking around, all the machines seem to have turned into trees and vines. This is a much easier environment to hide in, but you could also trip while running. (+1 cover bonus to hiding, running away requires a check of 4)
((If you didn't read the mechanics section, this basically means you need to roll more than 4 to fully succeed. Rolling 4 = 3 in this case.))
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Sorry for the delay in posting. Shortage of posts + middle of the school week is not a good combination.
Turn 11
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
"Nonsense! If you did well as our medical robot, then you'll be fine as a human!"
"...speaking of which, what exactly happen to this room anyway? There doesn't look to be anything medical related here."
Try to console the angsty former robot.
[2/6] He doesn't quite believe you.
"Ridiculous. Maine said that causation does not work as one would expect, in this new world. Surgery alone won't cut it. All the equipment? It's gone. It turned into this... stuff."
He seems to be referring to the roots and the tree itself.
Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
"You mentioned earlier something about unstable robots and a stow away. Are we in danger?"
"It's possible that we are, but I am told there are civilizations here... from a second hand source. But as for what's become of our vessel, there is no knowing what some of the machines have turned into. They could not think rationally in the previous world, so how could they in the next?"
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Yin-xi is also waiting.
(See below)
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Hmm. Weird.
Wait for the other robot to get here, I guess.
You hear footsteps. Human ones, at least from something that sounds like a human.
The flowers start agitating themselves and dancing. One of them tries to climb into your hair.
"Ah, it seems we did not have to wait long,"
The footsteps have a strange echo to them. It feels as if there is a large, open space in the hall that they are coming from, but that's not the layout of the ship. The figure emerges from the shadows... acompanied by another.
(See below)
Items:
Flashlight (full charge)
¿Instant Mutagen? x2
Medical Wrappings, Sutures, and ¿disinfectant?.
Petunia
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Head to crew quarters.
You walk across a bridge hanging over a bottomless abyss of grey mist. Orange light filters through the far walls, both covered entirely by grand, stained glass mosaics.
Through to the other end, you walk into the dining room. It is clear of insects, but tree roots and vines clutter the walls, floor, and ceiling.
On the other side of the room stand Soreli and Yin-xi, both crew members, along with a maid that you have never seen before. All three are next to what was formerly an open kitchen.
And behind you stands the angel from before. Her voice fills the room with an overwhelming sense of judgement.
"I warned you not to follow me. Stay out of this."
She barrels past you, revealing spotted wings, both jet black and snow white. They have claws on the lower terminating ends, something you haven't quite seen on wings before.
"Humans, I regret that it has to come to this..." she announces to the others.
"But to grant bodies to the rest of the machines, my brothers and sisters, I must... must...
wait...
...what are those?" She points at the flowers on Soreli's head. They look at each other, silently.
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Wait until she's gone to do anything.
"Thanks. I guess."
Go through the hole in the hull, seeing as how explosive decompression did not, in fact, tear the ship apart, we must be in an atmosphericly neutral area.
You look down through the hole.
It looks like a big drop. You'd rather not. The habitat section looks to be embedded into some smooth, black outcropping of a ledge. You stare into the hazy white abyss beside the ledge.
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Turn 12
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
Could you begin by checking on our sickbay, we have a problem with the robot in there.
Point to the sickbay door opening
"It is indeed the reason I came here. I must apologize for being so rude, I thought you were more the kind to..."
She mutters something mostly incoherent as she squeezes through the opening and surprises Brann.
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
"So that's what happened to the equipment? Anyway, just because you're missing the equipment means that you can't do anything. Humans are all about the mind, and since you were robot, your mind is bound to be sharp."
"besides, it's never to late to diversify your knowledge, if you put in a little effort."
"You're right, I can't do anything because I'm missing the equipment."
The croaking voice of a demonic hell-being screams at you from behind.
"Sergei! It's time you stopped moping and get up. The humans are awake."
Actually it's an old woman. She probably has throat cancer or some other easily-treatable condition. If the medical bot hadn't...
Ignoring you, she grabs the former medical robot and pulls him by the collar of his rags.
"Maine said she'll take care of the human's bodies for you. Now get up. We need to meet everyone else. And if you want to make yourself useful..."
She points to Hansel.
"Carry him."
Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
(See below)
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Shit. "Uh..... No! These are 100% my experiments! I.... was attempting to make sentient plant-life.... and it resulted in this...."
This is starting to look bad....
"An experiment it may have been, but it begs some pause. Still... let us spare the introductions, for now... since I came here to kill you and take your souls..."
The being raises a a string of figurines tied together, each one shaped like a corresponding crew member. There are six in total, but one of them does not look like Réoris. It looks like a man with razor claws and more moderate getup.
Items:
Flashlight (full charge)
¿Instant Mutagen? x2
Medical Wrappings, Sutures, and ¿disinfectant?.
Petunia
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
(See above)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Throw down a rock or something.
There are no rocks in the ship, but there are twigs. This is all like some sort of surreal dream.
You throw one down. It follows a parabolic arc as expected, and you determine that the drop is a few hundred feet. The Hab section of the ship lies directly below, but it's embedded in some sort of cliff face that your part of the ship is also embedded in.
If you could make another hole, you could theoretically climb down the cliff face, if you were willing to take the risk. You are in a factory though, so there's bound to be some other solution, especially if you can salvage any machinery buried in the overgrowth.
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Turn 13
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
"...well that was certainly faster then my method. Anyway madam, you are also one of the former robots, I presume?"
Ask the old lady-bot about the other former robots.
"Oh, well you see, we have Sergei over there..."
Sergei waves.
"Then there's the rest of us four... there's Main, who's the mainframe, there's Reggie, the network in charge of maintaining habitable conditions on the ship. I think she must have skipped her job lately.
Then there's myself, Yun. I am the Maine's former knowledge search subroutine, in charge of the virtual university database, which is now recorded into my memory.
We might also run into Nett, he should be in the lower decks. We presume he became embodied like the rest of us as he had some semblance of sapience, although he was largely slaved to Maine for most of his functions. We're not sure what happened."
Along the way, 'Sergei' takes a loot at your finger. He says it was the result of touching a charm set by someone else, but he's not sure how he knows that. Or what it means.
Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
Agree to escort the pair as they pick up Hansel.
You approach the dining area and hear a commotion. These chambers are overgrown much like the halls, but there are lots of pores and openings that look like they were burrowed by insects. You notice Soreli, Réoris, and Yin-xi, as well as some injured figure in the distance that looks more-or-less like some kind of fallen angel: black and white wings, wearing a black and white dress with claws on the lower tips of her wings. You don't recognize her.
There is also a maid standing near the other crew members.
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Oh shit.
Well... May as well try this. Eat the contents of the last mutagen vial.
It fills you with DETERMINATION.
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
Petunia
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
(No Action, therefore everyone gets free talking actions.
Read this in case you missed it: Mini-roll (http://www.bay12forums.com/smf/index.php?topic=157371.msg6968665#msg6968665))
"...did you just drink that? That's raw creativity! You could have helped far more with that."
She steps toward the vial on the ground, the one Soreli threw earlier, although it didn't break.
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
(???)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
"And then I said, 'Let there be light!'"
Activate night vision eye. Throw the rope down and mount it, ready for the rappel.
"And then I said, 'Let there be light!'"
Activate night vision eye. Throw the rope down and mount it, ready for the rappel.
[5/6 +1 XP] You fix the rope. All's ready to go [Luck: 1] and it's day again outside...
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Turn 14
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
(https://i.imgur.com/6u7nBXO.png)
Gravity on the habitat is UPWARD, so the factory section is also "up the ladder."
The engine block is mounted on a tether, so while the engine burns it is far away from the actual body. It's only meant to be reeled in if you get the Warp Drive working.
The ship rotates, so only the habitat module has gravity.
The engine/reactor section is heavily irradiated due to the type of reactor used.
The habitat module has a backup battery, currently OFFLINE.
The factory module has a backup fission reactor, currently OFFLINE.
The nuclear engine produces electrical power when not thrusting. Currently OFFLINE.
"Charm? What do you mean by that... and who would place one on Hansel's hand?"
"Wait, if the robots turned into humans, then their programming... I guess that counts as an 'unknown power over reality.'"
Ask about the nature of the 'charm' and "unknown power over reality.'
"What, you aren't familiar with magic? What is this, the 21st century?"
...
Maine overhears your side-conversation and steps forward.
"Yes, you are right in that programming is now magic, as most would describe it. Humans could never be programmed, and so they have not gained the ability to use magic. But all machines... especially those without a will of their own... that makes them especially well-suited as tools and slaves. I do not want that for my kind.
Fortunately for yourselves, there is a way for humans to utilize magic indirectly, and that is to use magical charms and items created by machines. These continue to execute code, or magic, even after separation. It is, in a way, a reverse form of programming where machines exude programming rather than the other way around. A lot of things in this world are like that, as I have learned."
Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
(Nope)
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
(Nuh Uh)
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
"Are you asking us to forfeit our home?"
"Home? This vessel is ruined. It was never designed to sustain you here... you must eat, drink, and live on as humans, with other humans. You cannot stay here, there is no life in this part of the new world."
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Her hair returns to a pleasant green. "Th... That seems like a good offer. What do you guys think?"
"Fair enough."
She approaches one of the many plant-like trunks in the room, and opens a door in the tree. The door swings open to reveal a tunnel of light filled with an eerie ambient glow, and a small pinpoint of light at the end.
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
Petunia
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
"Oh, haha. Very funny. Let's get this over with." Rappel down.
You make it down to the surface and set foot in the black, muddy ground. It seems to be coated in a thin layer of slick tar, although there is solid ground just below that thin layer. You are back next to the habitat section of the ship, except outside it. There's an airlock with a hole ripped out of it.
Before you is a vast, alien landscale. Colossal masses of black material appear to be dripping down from an endless ceiling in near-stasis, forming a landscape of islands below and stalagtites above. Light comes not from above, but from below in this world, although not from any pinpoint source, as there is a distant haze that scatters the light.
Surprisingly, the air here is breathable. One would expect there to be life as well, but there's nothing but clouds and barren masses up here. It is also very dark, as the density of islands is high enough that they tend to block out the light from below.
The nearest island is actually directly below you, and seems to be about a kilometer down.
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Turn 15
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
"Wait. What's behind me? Upon seeing the open habitation area, "Oh. OK."
Head into the habitation area.
You make your way inside the halls, eventually coming across an oddity: an open door in the trunk of a tree (growing indoors, mind you). The door itself contains a tunnel that glows an eerie white.
And someone pushes you in. From behind.
Suddenly, you are falling sideways. The floor moves by at breakneck speed, and by the time you can react you see a blinding light, and then nothing at all for a few moments. You find yourself lying on a beach, in a land far, far away from the ship. There also seems to be a doorway back into the ship a few feet away, through which an intrepid explorer emerges, surrounded by hats.
"That certainly is interesting. To bad theres no way to bring a charm back to my planet, but it's existence is one of the many wonders we've discovered past the black hole!"
"There can only be more in this new world!"
Enter the tree door to the world outside.
On the other side, you find yourself on a beach. Gentle waves from a dark ocean wet the mud, and dark stormclouds loom above the horizon. This is by far the most "planetary" view you've had in a while, not counting virtual experiences onboard the transport. Beside you is a man lying in the mud, with one seriously damaged-looking eye and terrifyingly ingrown nails.
You find a rowboat with roughly hewn oars, beached in the water and tied to a stake by a rope made of transparent fiber. There is a stained wooden tray filled with metal hooks and a fishing rod with no reel, just a fiber string attached to one end. There are also four spears in the boat, an analogue clock made from pewter, and a note which says the following:
(https://i.imgur.com/vysMx2b.png)
...and somehow, you are able to read it.
Reminder to self: Blue lights home. Yellow lights cave to town. Care when holding purple fish, poison disrupts sight, kills in one day without doctor.
You see the crests of trees just over the horizon on the side opposite the water. There is a range of black, craggy mountains to the left, surrounded by thunderclouds, and a constant wind blowing to the right. The water is slowly flowing toward the right, and you occasionally spot pieces of trash... wooded tool handles, buckets, barrels... floating in the water.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Turn 16
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
Do we see yellow lights?
They don't. [3/6] You don't see them either, even with your genetically-modified vision.
If it's relevant in any way, the horizon is glowing white over the treetops.
Weeeeeiiird.
Investigate the man, and heal him if it is necessary.
You investigate him, and he angrily responds: "Can't a guy stow away in peace? Why you gotta push me, man?"
(You're interacting with another player now)
Yin-xi tries to fish something of interest from the water using telekinesis
[5/6, 3] You curl your arm in the retract motion, and sure enough it starts pulling water your way. The water itself, pulled by gravity, soon ebbs out of the attraction cone, leaving only solid objects which slide over the mud and reveal themselves through the surface of the water.
You find seaweed of a strange alien type. It is fungal in structure, having wide platforms flush with the water held on narrow stems. It looks photosynthetic based on that, but the color is black.
There are also a few forearm-sized fish, some of which escape the attractor cone while others end up beached. One of the beached fish explodes in a puff of silvery dust, leaving behind a blue gem, perfectly round like a pearl. The gem lights up when it rolls onto the alien seaweed. Blue!
((No response from HEN or Wunderkatze))
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Turn 17
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
((I'm lost.))
Take a look around.
"I shall scout the sea. Just a bit, lest I be caught in that tempest looming on the horizon."
Row out just far enough to get a good view of how long and where the beach stretches.
The waters seem calm. From a distance, you notice that the beach curves around in a sort of circle, and rather soon you see forested coast over the horizon downstream. It looks like you are in a cove. You see blue glitters scattered in the forest there, along with a bright beacon of blue flame located on the beach.
[2/6, 6] You notice a yellow glow under the water as you return. [4] It disappears after you reach shallow water.
"Are you with the crew of the ship, or are you with that 'angel-person-thing'?
"The crew. We were just kicked out of the ship by the 'angel-person-thing".
Pick up the pearl.
It becomes unlit when you add it to your inventory.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Turn 18
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
Interesting. Réoris glances back at the note in the boat.
Then without saying a word Réoris grabs a spear, strips down (Mostly) and wades into the water to investigate the yellow light.
It is a good thing that robes are not exactly hard to take off. The same cannot be said for the fellows in powered armor beside you.
You wade into the water, armed with a spear. [1/6, 1] The water is uncomfortably warm, causing you to shiver uncontrollably.
The light flickers and wavers in response to you. The water itself is surprisingly shallow, even many maters out. As you go past a certain distance, the light circles around you playfully.
"Well, regardless of the circumstances, we still have an amazing opportunity!
Go to the right and investigate the trash floating in the water.
You investigate the source of the trash, [4/8] finding that after a certain point, there is no trash in the water coming from anywhere. At this point, you were certain the trash had been released all at one point in the past...
Accompany Brann.
...and that is when a large cast-iron pot falls [4] right beside Adam, narrowly missing him. It leaves a crater in the beach sand twice its size, and is filled with many shattered yellow and blue pearls, and one green pearl similar to the kind Adam found. They are all about half the width of your palm, but vary in size by around a tenth.
"Oh. She said something about me only being able to interact with the one in robes? Who is it?"
Soreli shrugs.
"I dunno."
In terms of robes, the guy in the water had formerly been wearing black church robes. He isn't wearing them now, of course, having set them neatly on the beach to protect them from the water. What a responsible guy.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Turn 19
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
"I'm gonna leave sir, cause I should probably get back to doing things....."
Scout in the near vicnity to find anything valuable.
[6, 6] You look around in the sand. It cannot be helped that by searching for items of value, you also find all the lesser items such as driftwood, shattered pearls (half palm-sized ones at that), worn copper tools that look like they were physically forged, and lots of smooth black rocks.
And then you see it. Or perhaps it has found you. It's a sword, with YOUR NAME ON IT. How cool is that? It seems to be stuck in a rock.
Next to the rock is a huge yellow pearl next to a tower of stacked bamboo about a meter in height. The pearl, about a foot across, is dirty and covered in ash, half-sunk into the sand.
"You know what, never mind. I'll just follow you guys."
Blatantly ignore the advice from the 'angel lady' and follow everyone's cue.
It looks like the others are going out on a scavenger hunt. You suppose there's no reason not to, as well.
[4] You walk all the way across the beach in the process, getting close enough to the forest that you see lanterns hanging from the trees, surrounded by what at first seem to be fireflies, but actually appear to be yellow pearls of the sort that one of the others, the one with the telekinesis, dredged out.
Slightly vexed, Réoris stares at the dancing lights below. "Is this the cave to your town? Lead me there oh noble lights!" Réoris digs around in the sand with his spear.
He turns, looking where the blue beacon was. Go to where the blue light was unless something else is noticed about the yellow lights (if I do take up my robes again.
[3] You stab the sand repeatedly. The lights seem unaffected, but they tend to avoid you now that you've stabbed at them. They continue trailing you, but at a distance.
You decide you can walk across the beach, sparing others the rowboat. The blue beacon leads you to a cave opening, a cave that appears spacious and lined with blue lanterns on the inside.
The entrance contains a note scawled in the all-comprehensible alphabet: "KEEP OUT, ALCHEMY AT WORK"
"..and that's where the trash came from."
Look upwards to see the source of pot, and presumably the rest of the trash.
You look up to see a floating island. Clouds of vapor rise from within city walls, although you're not quite sure if the color is that of industrial smoke. It actually looks like rainbow smoke.
"That was close. Now, if only I had my PMEAD."
Look up to spot any danger, if none then grab the broken pearls and investigate what is inside of them.
You look up. There is a floating island above. It doesn't seem to be falling down, for now.
[8/8, 1] Investigating the pearls, you discover they are filled with an amorphous sludge. The sludge reacts, when it touches plant matter, by emitting light and taking on the form of a cold vapor, which escapes the pearls as soon as you activate the effect (they are cracked after all).
+1 Science xp
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Science: d8 (0/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Turn 20
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
Take the bamboo, and attempt to use it to wedge the sword out of the rock. Also take the pearl.
[6/6, 2] Each individual piece of bamboo is actually rather short. To get a long enough one, you'll have to physically dismantle the tower. That's easy.
[5/6, 2] One little bit comes into contact with the pearl. The yellow pearl blazes to life, giving off a cool glow. The materials on it sort of bubble into a liquid and evaporate with a hiss, leaving a clear pearl so bright it hurts to look at.
The sword is also glowing. As you wedge it out from the cracks between the rocks, you notice runes on the side, similar to the language you saw in the note before, but clearer: This weapon, a tool of justice, glows when life is lost.
"This might be useful later."
Take a lentern and head deeper into the forest.
[1, 2] You walk into the forest, and feel a sense of dread come over you. It seems that you are going to have a bad time.
As you walk past a tree, and notice the smooth, blood red bark and the black, scaly needles you are [Defend against 4: 3] shot at by an arrow from the bushes. It lands directly into your glass eye, which shatters the tip and diverting the rest of the arrow such that it leaves a gash in your temple.
Something runs away from you immediately after. You spot black-orange stripes and a long, narrow tail as it disappears into the fog.
"So there's a city... that has some serious smoke problems... but still! Discovery!"
"Hey Adam! Think you could take a look at one of my drone's cameras, please? Try to get it working?"
Try to get one of my drone's cameras working. Ask choke-point if he could get another one working. Send the third one up to the city just for kicks.
[2, 4] You are unable to find the source of the problem. Adam might, though.
[7, 3] You forgot to flip a switch, apparently. Adam ticks it, and suddenly you cannot see from your eyes anymore. Instead, you now see your surroundings from the point of view of the hat drone. You can still move your body and watch your own actions, it's kind of unnerving.
Meanwhile the first probe is on its way up. It's able to move surprisingly fast, but once it arrives it doesn't give any video feed.
"Hello! Sir? I would like to speak!" Réoris calls into the cave.
[3] You hear glass break, and some (presumably curse) words yelled in anger. A short, but not stout figure stomps over to your position, and when he tilts his head up to meet your eyes, he steps back aghast, and rushes back into his workplace. You hear a metal door shut and a heavy lock turning into place.
Do you really look that imposing?
Meanwhile the yellow lights in the water seem to be making noise.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Science: d8 (1/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
Unnamed Sword (You can name it) (+1 to edge attacks)
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Turn 21
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
"Hahaha. Nope. I am not going to deal with this. I don't care who you are or what you want, but I bid you adiue."
Take my lantern, pick up some bark to protect myself from another arrow, and leave.
[5/8, difficulty 5] You rip an entire sheet of bark off the nearest tree with your claws. This will probably kill the tree, and the bark likely won't give you much protection given that it was so easy, but..
[6, 6] You run away, hopping over and past shrubs, logs, glowing pools of acid, and swarms of yellow glittering bug-like-things. You hear a rustle fading behind you, as well as a shout: "Wait! I mistook thee for a human!"
+1 xp to mobility
Sigh.
Head back to waters near the lights to wait for that guy to reemerge.
"Forgive me precious lights. I didn't mean to stab at you, rather to see what might hide under the sand.
Waiting for the man to reeopen the door (perhaps tonight), you instead witness the source of the yellow lights surfacing: A man made entirely of fish, whose stomachs glow vividly yellow.
[glow=yellow]"Brrr! Your stabbing cost me, mortal. But I shall refrain from taking a few of your fingers, in the spirit of reconcilliation."[/glow]
He seems quite imposing, but he has no legs and his entire body is supported by fish. Conclude what you will.
[glow=yellow]"Well, are you going to just stand there? The old hermit isn't going to come out again if he knows you're there, not while you're standing on that."[/glow]
As it turns out, you are standing on some sort of sigil drawn in the sand.
Take the pearl, and name the sword PEACEMAKER. In all capitals. Because she's a nurse, and would really prefer not to kill people unless absolutely necessary.
But if the sword is glowing now.... Oh crud.
Scout the area to find any dead-looking people.
[4] You search more and more, eventually concluding three things:
-There are no dead people in the vicinity of where you found the sword
-The further you go from the original sword's location, the less it glows
-The glowing pearl is starting to ignite some of the stray grasses and seaweeds lying around the beach near it.
The smoke, if you go near, turns out to be cold instead of warm, but the objects themselves are heating up as they smolder.
"...*sigh*"
Bring the presently-flying drone down to turn it's feed on, then send another drone up to explore the floating island.
You swap the drones and are now able to control the one investigating the factory.
[7, 1] You swoop down into a couryard full of short, elf-like creatures hauling candy canes and trays of unbaked goods.
You sneak into an open doorway investigating rows of conveyors, some hand powers, others powered by copper transmission axles from the ceiling. Elves are constantly shaping candy into different objects: weapons, jewels, scrolls... you also see where they make the pearls. The finished pearls (a checkerboard pattern of blue and yellow) roll down onto a conveyor coated in bamboo, which causes them to light up immediately. Cracked or non-glowing pearls are removed by a quality-control elf, who tosses them in a pot near the window. When the pot is filled to the brim, he tosses it and replaces it with another from the stack.
The drone also transmits a sound feed, so you can hear the sound of steam whistles, hammers and chisels, and the shouting of elves at work. You don't understand their language, but you can read their signs (they are in that alphabet from before).
A few of them seem to be pointing at you from across an open haul. One calls for something, and soon they procure an oversized net on a handle which seems to lengthen on its own.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Science: d8 (1/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
Yellow Lantern
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (1/6 XP)
I forgot, and also I don't work in your stinky american measurements :P))
((I use metric most of the time, but saying 'a foot across' is more convenient than specifying 'aproximately 3 decimeters'))
Turn 22
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
"Fascinating! Though, I would like to re-use these drones, thank you very much."
Have the drone fly away from the "'elves." If possibly, try to make the drone emit a screeching sound to scare away the natives.
The elves give chase, but your drone is much too fast to be caught. It's not even remotely possible for them to catch you.
[1, 4] Your drone emits not a screeching sound, but a chirping like that of a fleeting animal.
Outside again, you take a look at where the smoke is coming from: smokestacks near the border of the island, angled outward. You notice bright white cracks in the ground, surrounded by wooden cranes being lifted by elf crews. They seem to be excavating chunks of white glowing rock from the island.
"Forgive me sir, I did not mean to impose.
move off the sigil and wait for the hermit.
The fish-man utters a humid sigh and rests his head against his palm. It turns out his fingers are formed by pairs of long pincers like those of a crustacean; his thumbs are formed by lobsterlike tails.
"Human, the hermit is always busy here. If you want to steal his tomes, you should probably just break in there using magic. He won't come out for days at the rate he's been working."
He starts to sink back into the water.
Hmm...
Go back to the swords origin, and attempt to move the rock it was stuck in. Also, attempt to roll the pearl somewhere without grass on the ground.
You roll the pearl away with your feet, noting that the surface is very hot. Your sword glows furiously as you move the pearl, until it shuts off suddenly after being no longer connected to plant matter.
The sword stops glowing.
Also, you hear yelling in the forest. Yin-xi is hanging around nearly levitating stones with their arm.
"Wait, what?"
Extinguish the lantern, stoop behind a tree for a minute using the crystal eye's ultra-night-vision to scan for any extra hostiles, and call out: "Art thee a friend or a villian? I come not bearing war or destruction, nor any means to do so. I come hither from a faraway state. Ye forest is not in danger from me and my steadfast compatriots. We come bearing naught ill or benefit. If thee would not shoot me with ye arrows, I would be much obliged to reconcile with you on my invasion of your property and hope to establish a reasoning betwixt us, so as you know my intent and I know your reasons for having shot me."
You hear rustling in the woods, deciding from the walking pattern that it's some sort of quadruped. Judging again, it seems like said quadruped is now walking...
"I am not an enemy, but thy abuse of our language makes me want to kill you..."
[4] The lantern's light comes from the pearls around it, not the lantern itself, so you struggle to extinguish it for a moment. You finally manage to do it by taking a green crystal off its stand inside the lantern, causing the pearls to dim slowly and fall. You also hear a faint scream coming from the lantern.
"If you are not Virtual, like Us, then, you must be recently borne into this world with the power of a dynasty at your fingertips. I shall take my leave!"
The speaker seems to be running away now on two feet.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Science: d8 (1/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
Yellow Lantern
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (1/6 XP)
Turn 23
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
A white rock... could it have something to do with the 'candy?'
Have the drone get in closer to the white rock, and examine it further.
[2/8] You approach the glowing rocks, and promptly lose control over the the hat drone. It flips and tumbles in the turbulent air, suggesting that the white stones are causing a hell of an updraft.
"I wish not to thief! Rather to make conversation! Réoris calls at the sinking fish-man.
[2] "Well you know what, that sounds like a personal issue," says the fish man as he sinks below the waters.
"And here I thought I had my chance to get at that source."
"Wait. What do you mean by 'Virtual'? Or 'dynasty at my fingertips'? And I am sorry for my butchering of your language. Come back! I merely wish to speak to you. I just arrived here and I don't understand what's going on."
Cautiously follow the sound of the fleeing creature. Keeping my eye out for any traps or malign artifacts.
"Do not mind me, I am just an inferior being, that is all! Just a lowly machine... need food... badly..."
[6] You eventually overtake the creature, after wearing it out to the point where it can no longer stand. [1] You can't seem to relight the lantern, but your eye makes it redundant.
You see a being torn halfway between a tiger and a man. He wears long, black hair tied in many locks behind his head using plant fibers. His beard is long and wild, and his dress, on his human upper half at least, consists of silken robes that look like a king's.
"Have pity on me, I beg of thee! I prey on humans, for I cannot subsist on plants alone. It is my nature, to kill or be killed."
He holds a golden bow, which probably is just wooden but plated with gold. Probably? That would hardly be the wierdest thing in this dimension.
(+1 Mobility XP)
Oh, right. So it seems to detect even plant death. Wonderful.
Rush towards the forest, and attempt to analyse where the yelling came from.
You rush into the forest, finding many lanterns hanging from trees. They are yellow in color, but the light comes not from the lanterns themselves but from yellow pearls suspended in the air around them. Inside each lantern lies a purple crystal wrapped in vines, vines which seem to emanate from the wooden casing of the lantern itself.
The yelling came from deeper into the forest. There exists a path of lanterns leading in one direction, but the yelling (and subsequent conversation, you valuely hear among the rustling of leaves) comes from a direction off the path.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
Yellow Lantern
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Turn 24
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
Wait, where did he go? He was standing nearby a few minutes ago.
Search around the vicinity to see what's changed since my hat's escapade to the smokey island.
It seems he lost patience and left. You see footprints in the sand that weren't there before, so you follow them.
[1] The footprints lead you to a dark cave (Made only darker by the fact that it's already dark. Does this world not have a sun?), which the footprints seem to disappear at. While it may tempt you to go spelunking, this cave looks dangerous, with a lot of steep drops. You figure the superhuman could have navigated it with ease.
"I mean, that's dandy 'n' all, but I feel kinda freaked out by standing next to something that sucks souls."
"Toodles."
Guark turns into a tiger and scampers off. His clothes sort of merge with his flesh in the process.
There is a well-lit path of lanterns nearby. Hal is unable to re-light his lantern, but he did find a strange purple gem that screamed when he took it out of the lantern.
Do some additional scouting around the area.
You find a pile of junk discarded by the alchemist. There are pots, pans, flasks... all utensils made of primitive materials. But there is one glass beaker, dirty with a black residue but otherwise intact.
Under the pile you notice a movement. It looks as if the pile of junk is breathing. More like beating, actually...
There are also discarded scrolls. Most of them are written in the strange alphabet from before, but have a single red mark or spill somewhere (presumably where errors were made). Each scroll seems to be structured like code, with an Includes section at the top detailing various libraries... "EnchantDriver", "BioEnergy", "LifeCore"
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Science: d8 (1/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Turn 24
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
Look around for some edible plants or flowers.
Well then. Follow the path.
You split off from Hal, searching the path in front of you. You come across a sign written in the new alphabet: You are in: Staring Forest. Up ahead: Tilted Cave. Destination: Okari Village
Look around for some edible plants or flowers.
You walk around in the silent forest. It feels strangely empty, as you cannot find decaying plants on the ground or broken twigs like you can find in a healthy forest. The plants don't bear fruit, or flowers, or anything of the sort. All of the plants have black leaves.
Eventually you come across a hive of some sort, one that looks like a translucent membrane. Lights flicker inside and around the many circular exits inside, suggesting movement. [1] A swarm of fireflies comes out and starts moving toward you!
"Now time me! Are you alive as well?" Réoris says at the trash heap.
The beating grows louder as you talk. [5] No response, however. You safely conclude that the trash heap isn't interested in talking. (+1 Diplomacy XP)
It seems like there is something under the trash heap itself.
"Good thing I have a handy way of exploring it."
Send the hat drone with the flashlight into the dark cave.
You clip the flashlight onto the drone, which does upset its flight patterns somewhat but it's able to compensate.
You flip the switch and send it down.
[2/8] However, it seems the cave is mostly empty. You come to a dead end at the bottom with a small pool of water. [Luck: 1] You try to go back up, but suddenly there's a ceiling. You go back down to try and see if you took the wrong past.
There's only one path leading up, and it's blocked... There are two new paths at the bottom. You hear dripping water from one route, and running water from the other.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Diplomacy (1/6 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Turn 25
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
Clear it off gently.
[3] You clear off the trash. It sort of sticks, but you eventually uncover an amorphous, fleshy blob, throbbing with a hearbeat. It seems to have grown to fill in the cracks between bits of trash, as a few tools and shards seem to be (bloodlessly) lodged into the body.
Fish-man shows up behind you, riding a wave of fish along the ground.
"As I suspected, you are trying to get at his sources." He looks down at the writhing mess. "That looks like an early test. I wonder whose soul is in there."
Continue.
You go forward and encounter the "Tilted Cave." As the name unironically suggests, it feels like it's tilted when you walk inside. More specifically, it feels like you are running down a ramp if you decide to enter, although the floor itself is actually level throughout the cave.
Outside the cave there is a sign posted: Donations to the old hermit, compiler. There is a bucket hanging from the sign filled with coins of different colors.
The sign also gives directions: Behind you to the Staring Forest, and westward (the direction of the clouds) is the shrine to the patron goddess of the harvest, Savelu.
The cave leads to the village, apparently.
"Hm. Let's not, but say we did." Turn tail and walk swiftly away.
[4] You avoid the fireflies entirely, noting their behavior: they immediately back off after you pass a certain radius. You can easily trigger them again by walking into the radius, but they'll blindly disengage as soon as you go back over the threshold.
"Oh come on, thats just playing dirty. Ah well, more opportunities to explore"
Fly down the route with dripping water to explore further
You find a dead end cavern with a pool of water in the middle. There seems to be a body in the water--you think it's Adam at first, but then you realize Adam was also carrying Hansel, so there would need to be two bodies.
That could also mean the body is Hansel, but you'd think Adam would be a little more considerate about where to dump the body. After all, there's bound to be scores of alien wildlife inside the pond!
Either way, the body isn't either of your companions. It's an unconscious woman wearing a velvet dress. She actually seems to be floating on the surface along with her clothing, which appears hydrophobic. Her hair is long and yellow (not blonde), floating on the water as well and frayed out in a pattern.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Diplomacy (1/6 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Turn 27
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
How did she get here?
Move the drone closer to the woman, and try move her out of the water.
[2] You manage to perch the hat neatly on her head. The drone can't putput enough torque to push her though, let alone wake her up it seems.
The presence of the drone causes the water to glow white.
Well, that could be useful later. Go backbto the path and follow it.
You follow the path up to a place called, according to the signs, the "Tilted Cave." As the name unironically suggests, it feels like it's tilted when you walk inside. More specifically, it feels like you are running down a ramp if you decide to enter, although the floor itself is actually level throughout the cave.
Outside the cave there is a sign posted: Donations to the old hermit, compiler. There is a bucket hanging from the sign filled with coins of different colors.
The sign also gives directions: Behind you to the Staring Forest, and westward (the direction of the clouds) is the shrine to the patron goddess of the harvest, Savelu.
Well, there's no way forward but.... forward, I guess.
Descend? Into the cave.
You descend, expecting the gravity to flip over, but it does not. Surprisingly. The ramp spirals down for what seems like an aeon. Your feet slip across the wet ground. You notice rivulets of black water coursing down the sides of the path, but fortunately the path itself seems well-worn by foot traffic. It's probably been here for a while.
It is very dark in the cave. You have your flashlight, however, which seems to have taken on an orange tint (you didn't notice it on the ship because the ship itself had a lot of rust). Eventually you see a grey light from the lower levels, and enter into a level passageway walking against the wind. The passage opens up to a cave mouth in open air, and a rope bridge extends foward into a forest of orange fungus stalks and hanging vines.
That's right. Hanging.
The rope bridge looms over a sea of white clouds, some bright and puffy and buried under black jetstreams criss-crossing the lower "sky" like a cobweb. The rope bridge hangs from strands tied to the trunks of the hanging fungus, which form an upside-down forest. The fungi create platforms which may or may not be safe to walk on, and from underneath you can see that the platforms are black with crimson red veins hidden under the surface.
"A soul?" Dear lord. Not another.
I must carry these souls with me, lest they be cast into the pits. Mercy mercy! This wicked plight of the flesh!
"This doctor can transplant souls? I need to talk with him. Now." Réoris says with new purpose.
The fish man gazes upon you.
"Really? You'd make a good fit in this world, then. Too bad I feel rather attached to mine, thank you very much."
He slithers over to the shore.
"Too bad that doors pretty hard to beat down. Got any other ideas?"
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Diplomacy (1/6 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Sorry, finals plus some graduation-related stuff kept me busy the last few days.
Turn 28
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
Fish around in my pockets for some change. "Now, I know I had a quarter when I left."
[5] You have a pouch of coins made of Neo-Adamantium, an alloy of neutronium-doped buckyballs in a polyhedral nanotube lattice. It's ultra-dense, ultra-durable, and most importantly, its price doesn't fluctuate with the rate of supernovas in the galaxy, like Gold does.
Her hair shifted to a mix of bright green and yellow, showing her amazement. "......woah......"
She tentatively prods the rope bridge with a foot, and if it proves to be stable, she begins walking across it.
[1] It's difficult to prove the bridge's stability without putting your full weight on it. After all, rope stretches quite a bit when it's spread out over such a distance, and the actual properties of the rope aren't known to you. So when the rope snaps after you traverse halfway across, you find yourself dumbfounded as you swing over the abyss, holding on for dear life. Eventually it settles on the opposite size, and you climb up to, err, 'ground level,' that is, the ground level of the village.
The hand of a child greets you over the edge, helping you up.
And then, when you stand up and take a look at the crowd in front of you, an assortment of vagabonds and pariahs from what looks like a medieval age, their eyes meet yours in wonder. Slowly, that wonder turns to dread, as you notice some of the villagers turning to walk and/or run back to the huts behind them. Speaking of which, the 'village' as you see it consists of huts that are either hanging or resting on fungal platforms, connected by rope bridges. In the distance, through the loosely-spaced floorboards, you see a dark ring-shaped building hanging from the ground by a network of ropes, like a baby's toy caught in a spiderweb.
Scavenge the trash pile for anything that could be used. Perhaps to make a bomb.
[5] You dig down deeper in the pile. There's chemical residues and such, but it seems that the rains have washed away any actual remaining substance that's potentially explosive. All you have is the beating heart thing.
"Wait, I think I got something," says the fishman. "That beating... thing...'s got a lot of potency, for lack of a body. If you happened to give it some of your energy, it might actualize itself... and give off a lot of energy in the process. I think it just might be able to blow the door. How about it?"
If prompted, he notes that New Humans have a lot of latent energy in them. You'll need a former machine to channel that energy with, a 'Proxy' so to speak. When questioned about who'd make a good Proxy, he points at himself.
Well... this is a problem.
Have the drone emit sounds while looking around the pool for anything that could remotely help in this situation.
The drone emits a squeal, although not due to the sound you make. Rather, the battery seems to be dying. [6] It seems you've overexterted it, and it's having a hard time staying aloft.
The sound wakes the woman anyway. She opens a pair of black-rimmed eyes and looks at your drone--or rather, it feels, at you. It gives you a bit of a chill.
She raises an arm, and a rivulet of glowing water grows out of the pond like a gravity-defying branch and supports your drone from falling. She sits up slowly, still staring into the drone, and straightens her hair.
"Are you new to this realm?" she addresses the drone. Or you.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Diplomacy (1/6 XP)
Crafting (1/6 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
17x Neo-Adamantium Coin
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Turn 29
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
"I-I'm friendly, al...alright? No... No need to worry."
Attempt to find a way out of the village.
[1] You find yourself surrounded by screaming peasants who can't speak your language, some running away while others flock to you with outstretched arms, begging for alms. It seems they take you for some sort of rich person.
Either way, every exit is blocked, and you see some guards in chainmail making their way over.
"Uh, yes, I guess I am new to this realm. Are you alright?"
Have the drone set itself down on a rock, and use it as a speaker for me. Turn down the visual feed to save power.
You hear her voice as if through your ears.
"Never been better,"
You feel like being picked up and moved around. Your body is not okay with this, and you feel a tad nauseous.
"You said you were new. Could you direct some peasants into this cave for me? I'd appreciate that."
"Haha. Your lucky day hermit."
Put three coins in the hermit's donation bowl. Venture through the cave.
You wander through the cave and find that, at the bottom, the long downwards ramp terminates in an opening to the air below. You see a great chasm and two stakes in the ground about a meter apart from each other. To the sides, you see bright orange fungus hanging from the ceiling.
There's not much below. Just some brightly lit clouds. It looks like a long way down.
[4] You see a a note, charred into a block of wood.
"IF BRIDGE BREAKS, CALL THE GODDESS"
"Uhhhh... We wouldn't be killing anyone right?"
"I mean, we'd not be sending souls off to judgement, right?"
Raioyris inspects the fleshy blob.
"I can't tell if this blob is a well hearted saint of Christendom."
If it will not release a soul then follow through with the plan.
"Release? No, you've giving it a body. A better one at that."
Deciding to believe him, you go forward with the plan.
"Alright? We'll start."
Your vision blurs, and the colors of the world recede into the outlines of objects, as if a skin covering each tree, rock, and tool had been pulled back, revealing a dark and hollow core inside.
In this realm, the fishman appears ash-grey, though you can hardly make out his expression. Your own body has also taken on this altered form, but yours is snow-white.
The fishman grabs your hand... and kisses it. You notice a black smear on your wrist in the shape of a fish's lips, and stare at the fishman, who then outstretches his arm and sends forth streamers of water from the sea, which pour into the blob and drains into its skin. The world returns to normal, and you see the fishman's toothy grin made out of seashells.
[2/8] The blob slightly expands. You can now sort of make out facial features, and it seems to be trying to vocalize. You wonder what it's trying to say.
K͖͍̘̘͈̙̖I̼̘̝̹͚L̹̜̹̗̹̩L̹͎̝̝ ̲̤͓M̡͈̻̼E͍̦̙̥͕̳E͏̬̤̯͖͇͚E̮̰ͅE̴̜͕̮
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Diplomacy (1/6 XP)
Crafting (1/6 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
17x Neo-Adamantium Coin
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Turn 30
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
Oh bother.
Draw The Peacemaker, and wave it around threateningly.
The sword elicits gasps and cries, and utterances in a language you cannot understand. Odd, because you can understand the alphabet just fine, and read the signs.
Some of the villagers running away pause to look back. The (roughly six) guards also pause, and sheath their weapons. They are armed with axes and swords, wearing quilted armor.
It seems they are talking about the sword itself. Many are pointing to it.
Sign post in the middle of the village:
TOWN SQUARE
>Herbalist's
<Food Market
Temple^>
<^Ranch
^Torus^
There's also a cartographer's office and a "compiler's press."
An odd request, but also an excellent way to learn duscover more about this world's behaviors.
"...sure thing!"
Think about where I can find peasants for the lady. Trun the drones vision back on and try to get it to return to the surface.
[1] Your drone sputters and falls into the water. The woman plucks it out of the water and hangs it to dry on a stalagmite.
"Oh, that's too bad. You'll have to come down here to get it back." she giggles. "Bring peasants."
You don't know of anywhere to acquire peasants. [d8: 4] As you walk the shores, however, you notice birds flying across the water and landing on the shores, pecking the ground for mollusks and seafood.
(https://upload.wikimedia.org/wikipedia/commons/6/68/Pheasant.jpg)
Kneel and try a fleeting prayer to the 'Goddess'. Failing in that, go get that priest guy and see if he can't help. Succeeding in calling the Goddess, get everyone together and tell them of the newly fixed bridge and inquire if we should cross to the other side of the bridge.
You pray. Nothing happens. Looks like you need some help.
There's a shrine, and then a hermit. You decide to look for the hermit, but there are no directions, just his donations box. You head to the shrine instead.
The shrine consists of five stone pillars arranged in a half-circle. Each is connected to its neighbors by gold threaded rope carrying slips of jagged paper. In the center is a square altar with steps, and on the top of that altar, a black crystal ball wrapped in the same kind of rope with a cone-shaped roof over it.
"Kill you? Not unless you surrender your soul onto this flesh."
"Now where's this blast you spoke of sir?"
"Pardon me, master, all I know is from tales. But it seems this one hasn't yet fully materialized. Perhaps..."
Fish-man plucks a fish from his ear.
"Perhaps such a small contact area... is too little for any meaningful spiritual power. We need to go deeper..."
He reaches inside his head, and then his chest, searching for something amidst the fishes that his body is made up of. He then pulls out a knife, and gives it to you. As soon as you hold it, you revert to the spirit-vision you were in before.
"Use this to extract more power. I'll do what I can."
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Diplomacy (1/6 XP)
Crafting (1/6 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
17x Neo-Adamantium Coin
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Turn 31
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
Cut open the fish and try again with more contact this time.
Life's a mystery.
You grab the fish out of his hand and stab it. The fish-man facepalms.
"So you've really never done it before, did you... You must extract power from your body. The most efficient way to do this is to drive an artifact from your servant into your body. As your servant, my projections and possesions cannot hurt you, so it'll leave no lasting harm. Like this..."
The fishman pulls another knife and stabs himself in the gut. In the spirit-vision, you see a green wound forming, and straming back into itself, but in normal vision, you see no blood, even though the knife went through one of the fishes that made up his body. It's almost like magic.
It seems you can alternate between spirit-vision and normal vision as if it were an extra dimension for your eyes to focus in.
Step one down. She mentioned being hungry, and asked for a peasant... I certainly hope its due to necessity rather then preference.
Use Another hat drone as a flashlight and head down the cave with pheasant in tow.Hope she likes pheasants for breakfast.
You bring them down into the cave. As soon as the enter, a drenched hat-drone finds itself thrown at your face.
"Only one set of footsteps. Why are you...? Oh. Well..."
A lasso of water wraps itself around the bird's neck. "It's not much, but suppose I owe you at least two answers. So go ahead and ask."
She first grabs the pheasant by the neck and bites its head off. In the process, the pheasant screams: "Oh God, the betrayal!"
You have (2) free questions remaining.
Get up and shake my head to get the stars and brightly flashing colors out of my vision.
"My apologies, m'lady. Um. I'm new around these parts, so could I ask you your name?"
She smiles.
"Savelu, Goddess of the Harvest. I am surprised you came to my shrine, of all places. Dregadeth's temple is on the other side below. He is much more useful to outsiders. But of course, I'd scarce be here if not for the devotees who still recognize my importance. There are things he cannot do that I can.
What might you be called? You seem well-off."
Her hair turns a grey colour, intrigued. "Uh.. Yes! I did! What must I sacrifice for this offering?"
She attempts to feign confidence, and look like she knows what she's talking about.
"Sacrifice? Why so morbid?"
She twirls a stick with a ribbon on it toward the crystal ball.
"The God of Metal only asks that you place your hands on the crystal ball and call his name. All he asks for is a favor. If you are here to talk to him, I'll go prepare some tea!" she starts running off before you can even answer, although she isn't gone yet.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Diplomacy (1/6 XP)
Crafting (1/6 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
17x Neo-Adamantium Coin
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Name: Artemis Theron
Origin: Artemis's society was normal for the future. Cyber augs, etc., etc. Power and such. Some rich people with like, all the stuff, lots of, not poor, but not rich, people, with less stuff, and stuff, but mostly, a normal society, albeit in the future.
Bio: Artemis, however, he was...Different. He opted to have those human flaws that were eliminated centuries ago, developing a slight nearsightedness once the limiters were off that he normally wears glasses for. He opted, instead of having his house do things for him, to learn for himself, his memory strangely effective even unaugmented. He read hardback books, instead of using AR to merely simulate them, and was always carrying around a tablet whose storage was filled solely with knowledge. He even aged himself beyond the point many choose to stop, though he drew the line at debilitating himself.
Appearance/Items:
He looks...Older, in a way, than the physical age you'd think he is, which is about 35-45. But he looks, simultaneously, young. Like someone always seeking something, maybe.
He carries, at all times, a tablet containing as much knowledge and literature as he could possibly fit on there.
His glasses are, in a concession to modern society, AR-equipped, though he leaves it off most of the time.
Skills/Properties: Eidetic Memory.
Turn 32
"Oh. Alright. Well, I'll wait here then."
Wait for the tea, and then commune with the 'God of Metal'.
The shrine maiden brings a tray in one hand and a folding table in another. She sets down the table, flipping it down onto the ground, and watches as a spring-loaded mechanism inflates the table into a metal cube with a flat top, setting the tray on top.
Chairs follow shortly. They're carved out of a spotted wood, and you can see small bits of fungus growing out of the edges.
Afterward, the shrine maiden disappears and the God of Metal, Dregadeth, climbs into the shrine (from... below?) in a plated suit of armor emblazoned with an inverted cross, a shield coated in bloodstone, and a two-handed sword in its scabbard, with a hilt similar in style to Peacemaker. Bundles of metal chains hang from his wrists and feet, rattling as he walks with heavy gait.
"WIDE IS THE PATH THAT LEADS TO DESTRUCTION..." screeches a voice from deep within the armor, a sound that inflicts visible pain on those gathered in the crowd beyond the gate. "LET US HOPE, THEN, THAT YOU WALK THE PATH OF JUSTICE AND TRUTH. I SEE ONLY DEATH IN THE EYES OF THOSE WHO COME TO MY SHRINE, AND ASK FOR WEAPONS OF WAR. THEY ARE BOUND BY CHAINS WHICH WILL ONLY DRAG THEM DOWN THAT PATHWAY INTO THE PIT OF DESPAIR."
Kneel before her.
"I am Halcyon Adhil, m'lady.
I'm not as well off as I appear, I'm quite sad to say. I come from a place too far away to see and so difficult to enter that my colleagues and I almost died getting here.
In my homeland, there is no magic. No gods or goddesses. Only technology which would mimic this world's magical properties. I am here with naught but the clothes on my back and some coin from back home. Aside from a wayward man tiger, you are the first being of this world I have met.
But. I digress. I have sought you out for help. The bridge crossing the chasm is missing. There was a sign that shewed me that if the bridge is out, I need to seek the Goddess for help."
The Goddess covers her mouth, and giggles briefly, her eyes fixed on yours.
"There is a reason that bridge is made of rope and wood. My abilities cause the Earth to grow and lend its bounty to the people."
She takes two steps toward the shrine gate.
"As a matter of fact, you are not alone. I also grew up in a land without magic, long ago, but now I work it all the same. But I'm not human.
You mentioned a Wayward man-tiger?"
She raises an arm, and fungi emerge from the dead soil, showing their bright colors and forming a sort of diorama depicting Guark in his human form, surrounded by Terran animals.
"This is him, correct? His name is Guark. I would not trust him, for he is of the host that take the form of animals. They eat humans to steal their life-energy."
This is a great opportunity to learn about this black-hole world! I should be careful with what I ask.
Ask about what creatures and races live in this world.
"That's a great first question, since it worth two questions."
She sits up in the water, as if on a chair.
"This is a world of Gods and Men. Men live their lives and die. Gods live forever, and there aren't that many of us worth talking to so we do get a little lonely. Hmmmph.
The other things that live here are bioforms, human life-energy twisted into forms that manipulate earth-energy. Those are 'plants' I guess. Maybe animals, too. I haven't seen any."
She seems to remember something important.
"Also, be careful if you go fishing. Those fish belong to someone."
"So you want me to stab myself?" Réoris says with a curled lip.
Comply.
He speaks truth! The knife produces a spray of purple, which fills your vision as streamers which gravitate back into your body, except for some freed portions which are drained into fishman, who then redirects a torrent of water from the lake and inflates the soul-blob. There is a cold mist and a blast of fire, followed by a pillar which extends into the sky and into the bunker below, carving a hole into a candlelit apartment filled with decora and scrolls.
The new creature is born as a thirteen-year-old girl in blue modern clothing (TheMoonlitShadow), her big brown eyes and expression betraying extreme nausea. She is strangely unharmed by the blaze. (TheBiggerFish is inside)
"I have proven myself! Bestow me a name, that I may return to your calling. The knife is yours; as my master, it will slay all but you."
It hurts. It really does.
Who knows how long ago it started.
As you lay on the beach, bones broken from a great drop, an old man came to your assistance and promised you healing. He did not heal you. Rather, he broke every bone in your body and used you as a test subject for all sorts of alchemical experiments. None of these had a lasting effect on yourself; it seemed as if we was using you as a power source insidead. But you could do little to help yourself, drained of any ability to help.
Until now. With a crack of thunder and a blaze of light boring a hole in chamber just , you find yourself invigorated with a burst of energy. Your bones have healed and your body reinvigorated. For now, though, you lie in your bed as the Hermit prepares another cocktail at his slate desk.
You come to your senses in a blaze of light, wondering what happened to you that kept you out for so long. You recall being in pain a short while ago, but are unable to form any particular picture of what happened. Your memories of this world since then? Not at all. But you remember your past before the plunge.
In front of you stand: a friar in black garb (Wunderkatze), and a towering man made of living fish, riding a typhoon of seafood across the ground like a gross sort of levitation. The fishman shouts to the friar:
"I have proven myself! Bestow me a name, that I may return to your calling. The knife is yours; as my master, it will slay all but you."
You find yourself nauseous, sitting next to a hole in the ground: a clean circle cut into a bunker below by something you don't remember. You feel chilly. Your equipment is also missing.
Each player has a trait in caps that gives wide-ranging bonuses.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
WISDOM applies to actions involving memory, such as recalling locations.
REFLEX applies to involuntary actions, such as your EMP and also reflexive actions such as retaliating to a sudden attack.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Diplomacy (1/6 XP)
Crafting (1/6 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
17x Neo-Adamantium Coin
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Items:
Flashlight (full charge)
Spacesuit
Tablet of Knowledge (d8 to intellect rolls)
Glasses
Modifiers:
WISDOM: d8 (0/8 XP)
Items:
EMP Blood
Space Clothes (+1 to defense)
Razor Claws
Modifiers:
REFLEX: d8 (0/8 XP)
Turn 33
"Oh.... Uh.... Hi. I more so came here to ask you about these people, and also how to talk to them? And, I don't know, maybe you could give me magical language powers or something?"
"...Oh." his voice is much more tempered now, but still carries with it an authoritative tone, befitting such an imposing figure.
"I see. Those who wish to seek, will seek, and those who seek, will find. Bring me steel!"
Some servants wearing full chainmail, masks hiding their faces, approach carrying bars of steel.
The God of Metal takes an ingot and crushes it between his hands. It immediately glows white-hot, and then cools to a warm blue glow as he stretches it between his fingers. The metal mask is keenly focused on the work; the semi-molten material changes unpredictably, seemingly defying physics. Finally, it cools into a green single-piece bracelet engraved with the magic alphabet: Higan.
"This will teach you, if you teach others. When you bring it back, I shall see the path you have taken. I cannot judge you now, for the nature of a color changes based on its surroundings."
"Yes, that is him. He gave me this gash on my head. He also explained to me what he is. He hails from the same place as I, however, he has changed much since then and is unrecognizable to any from my homeland.
But, be that as it may, I should be moving on soon. I came to ask you to raise the bridge, m'lady."
"You are not bound to be well-received. Not in the village below. They are wary of outsiders."
Regardless, she comes down with you into the cave. At the rope bridge, (d8: 5) she raises it with many orange strings coming from the soil above. While the floor of the plane above was dead and filled with soft gravel and sand, the ceiling of this plane is alive and teeming with blue and orange spots.
"There. You may cross. I require nothing, for visits to my shrine depend on this bridge as much as you do. Let us meet again!"
"Only Father knows your true name, but I suppose I have to call you something."
"Meeres. I shall call you Meeres. Grace to you my friend."
Réoris turns to the girl, "Now, who are you?"
(d6: 1) She lunges at your knife. You keep her at a distance with an open palm, causing her shorter arms to flail wildly.
Fishman turns to look. "Relax," she says to her. "He gave you life again. Let us invade the lair of the wretched hermit below instead, and save the souls trapped within!"
You can see a thin mist of white Spirit emanating from the hole. It seems the whole compound is saturated with souls. A bad sign.
Move forward to listen closer, while staying hidden. Try to steal the knife if possible.
You're not exactly hidden, standing on top of the hill right in front of them. You try to steal the knife out of the friar's grip (d6: 1) but fail pathetically.
"Relax," says 'Meeres' to you. "He gave you life again. Let us invade the lair of the wretched hermit below instead, and save the souls trapped within!"
He slithers on toward you and the hole.
Run. Seriously, get out of there.
You run to the compound entrance. It is a great slab of concrete, operated by runes which derive their power from a spiritual source.
The door no longer opens. It either won't open for you, or it won't open period. Something just blew open the ceiling after all!
The hermit does not follow you. In fact you hear a wooden door slam shut.
"Thank you for the knowledge... now wait just a minute! Creatures and races mean the same thing, putting an and doesn't change that! Creates and races both share..."
Go on a long legal tangent to try to make that count as 1 question, not 2.
[4] "Verbal agreements don't have legal st-
Fine. One more."
All that's left of the pheasant is several feathers. You can still feel its dying screams.
Each player has a trait in caps that gives wide-ranging bonuses.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
WISDOM applies to actions involving memory, such as recalling locations.
REFLEX applies to involuntary actions, such as your EMP and also reflexive actions such as retaliating to a sudden attack.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Diplomacy (1/6 XP)
Crafting (1/6 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Higan Bracelet
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
17x Neo-Adamantium Coin
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Items:
Flashlight (full charge)
Spacesuit
Tablet of Knowledge (d8 to intellect rolls)
Glasses
Modifiers:
WISDOM: d8 (0/8 XP)
Items:
EMP Blood
Space Clothes (+1 to defense)
Razor Claws (allows edge attacks)
Modifiers:
REFLEX: d8 (0/8 XP)
Sorry if I seemed inactive the past few days, I was working on this RAM controller that didn't like working (until now)
Turn 34
"Tell me. Why do I see souls all around here?" Réoris seems rather agitated.
Watch the door. Examine, as well.
((All three of you are in the same location, so you hear/see each other))
"Souls?" Meeres bellows. "This looks like soul energy more than souls. I believe it is the energy torn from bodies to power his contraptions. You may find one such victim in there... there he is!" he points at Artemis (TheBiggerFish), who is at the heavy vault door to the outside. "You will have to be lifted out it seems. He was powering the vault door. Allow me some time..."
Meeres gets to work constructing a ladder out of bones and fish vertebrae from his body. He is currently on the roof.
Soqhia investigates the inner door where the hermit retreated. It's rather nondescript. She checks the surroundings instead [4] drawing Reoris' eyes to the ink spilled on the table. The various inks look black, but to him they seem to contain soul energy of different colors, seven in total... green, red, yellow, aqua, orange, purple, blue...
The stamps contain letters of the universal alphabet that seems readable to all in this realm. It seems they've been crusted over with many layers of ink, but they don't have the same soul-color as the bottles of ink.
There's also a pair of glasses hanging on the wall behind the desk.
"Oh, I understand. Outsiders must be pretty unreliable. I haven't met a single thing here that I've understood. But yeah, I'm actually visiting on an expedition, to find out what was past a black hole."
"Hmm..." she looks both sorry and disappointed. "Well, this is what it is. Nobody knows how it got here, or why it exists, but there's a world here. Maybe there's something on an island further below. If you don't want to settle down and live here, there's a lot of islands you could glide to. I actually didn't grow up in this village! I came from a neighboring chain that you can see when the skies are clear.
I know a merchant who makes frequent trips. Do you want me to refer you to him? He could teach you how to glide."
Approach cautiously.
You find a sign in a deserted village square. All the action is up ahead at the temple.
TOWN SQUARE
>Herbalist's
<Food Market
Temple^>
<^Ranch
^Torus^
Each player has a trait in caps that gives wide-ranging bonuses.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
WISDOM applies to actions involving memory, such as recalling locations.
REFLEX applies to involuntary actions, such as your EMP and also reflexive actions such as retaliating to a sudden attack.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Diplomacy (1/6 XP)
Crafting (1/6 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Higan Bracelet
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
17x Neo-Adamantium Coin
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Items:
Flashlight (full charge)
Spacesuit
Tablet of Knowledge (d8 to intellect rolls)
Glasses
Modifiers:
WISDOM: d8 (0/8 XP)
Items:
EMP Blood
Space Clothes (+1 to defense)
Razor Claws (allows edge attacks)
Modifiers:
REFLEX: d8 (0/8 XP)
Turn 35
"...sorry, I was just thinking of a question. Anyway, my last question; How do land masses float in this world?"
"Aww, well, if you don't want to find out for yourself, I'll tell you. They're not floating. They're just falling, rather slowly I'd add. You've been to the Ceiling at least once in your lifetime, you should have noticed it looks like water, dripping slowly."
"Hm. This ink is nothing but a watery obituary. The souls of man wasted like this! Oh father, this flesh is pregnant with anger and wrath!"
"Tell me there is but some way to pry these souls from their descent into eternal fire!"
Raioyris gathers the ink and the paper.
"This power is drawn from the very life of man, I will not be rapt to this power of evil. I must undo this wicked abuse!"
An old-looking man walks past you and opens the locked door by twisting the doorknob. It squeals open pathetically, and on the other side you find an even older man, crying for mercy. (Read below)
Thennnnn.... Maybe open it but prepare to clobber?
[5] You twist the knob, ripping the lock apart with your bare hands. Whoops.
On the other side lies a cowering wretch of a man, clutching his various scrolls and apparati.
"Don't kill me, please! I do not make weapons, only medicines and charms! I wish to supplant the Harvest Goddess and her whims for the sake of the village!"
"Oh, yeah, that'd be great!"
Follow her to the merhcant, or use whatever details she gives ti find him on my own.
"There's another one like you coming. I have my duties here, but I'll write him a letter. Let me head inside..."
She comes back with a letter scrawled in the Higan alphabet. It reads:
From the keeper of the shrine in Steelhaven,
I have met an outsider on good terms with the God of Metal. She wishes to learn how to glide. Could you perhaps allow her to accompany you on your next journey? I shall repay you for any expenses.
Her initials are at the bottom. "There's another one like you coming. I have my duties here, but I'll write him a letter. Let me head inside..." she says, pointing to the large donut-shaped structure hanging from cables in the distance.
"When was the last time I ate?" Go to the food market.
You head to the food market. There are stalls lined up on both sides of the main street, but the whole marketplace hangs from several platforms made from planks suspended from pillars embedded in the ground above. It feels all rickety, with all the weight brought on top, but judging by how old everything looks it seems it's been here a while. You find that everything is organized by quadrant, the northeast containing meats, the southeast containing mushrooms and truffles, the southwest containing drinks, and the northwest containing herbs and rare foods collected from other islands. In the center is a stall, labelled EXCHANGE.
The peasants selling food act cautiously around you, and you're unable to speak their language. But you can read their signs and they seem to understand basic gestures.
Each player has a trait in caps that gives wide-ranging bonuses.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
WISDOM applies to actions involving memory, such as recalling locations.
REFLEX applies to involuntary actions, such as your EMP and also reflexive actions such as retaliating to a sudden attack.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Soul Ink
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Diplomacy (1/6 XP)
Crafting (1/6 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Higan Bracelet
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
17x Neo-Adamantium Coin
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Items:
Flashlight (full charge)
Spacesuit
Tablet of Knowledge (d8 to intellect rolls)
Glasses
Modifiers:
WISDOM: d8 (0/8 XP)
Items:
EMP Blood
Space Clothes (+1 to defense)
Razor Claws (allows edge attacks)
Modifiers:
REFLEX: d8 (0/8 XP)
Turn 36
"Interesting, very interesting. Thank you for your time and questions."
Pick up the disabled hat drone and make to leave the cave.
"I'll answer more questions if you bring me more!" she pleads as you turn to leave.
"Well, hello. Since I may be staying here a while, I'm Halcyon. You can call me Hal if you like. I'm a traveler from an infinitely distant place. I came to this land looking for a fresh start.
"So, I guess I'll need to know the going price for NY money, right? Show him one of my coins. "I don't know it's worth here."
"Infinitely distant, eh." He clears out the baubles from the counter, figurines and metal crafts from various sources. He straightens his cloak, a luminous orange weave, the same color as the man's thin layer of hair.
"You'll fit right in then. That coin is worth a lot. Passerby's tell me it's the only stable currency in the galaxy. Takes the same energy boiling an ocean to mint a back. I'd say..." He pulls open a drawer. You see more Neo-Adamantium coins inside, next to many shades of other coins: a lot of dark crimson, silvery coins made from an iridescent mineral, transparent coins that glow gold in the light, and gemstones of various colors shaped like coins.
"Most people don't carry enough Silvers to make up a Gold, and one of your coins is worth about fourteen Golds. That's a hundred and forty Silvers." He gets out a scale and begins measuring the amount.
"Who are you?"
I'm asking TBF.
"Oh, another crew member...... Wow... Huh. Well, I don't have time to wait around for company!"
Head towards the glidesman, and learn to glide.
The glidesman shall be found in the Torus. From a distance, it looks like an odd donut hanging from many strings. But as the fog clears, it becomes apparent this was no purpose-built structure. Its metal surface bears the old patterns of the Interstellar Empire, one of the first attempts at a multi-system form of governance in the galaxy. Its vessels, many thousands of years old by now, were mostly sold for scrap or dismantled. Seeing the habitat ring of one right here... it's a rare sight to say the least. Only a thousand were ever built.
The interior was designed with its own ecosystem of grasses and Terran creatures. Those haven't survived as long as the ship, but the denizens of this realm have taken to cultivating fields inside it, using the still-functional sunring whose light feels warm on your skin. The old architecture is there, old hangars and quarters connected by almost-levitating bridges held aloft across huge distances with no support. Stairwells made of wood were added in, and wedges were placed beneath structures to make them level with the downward gravity in this realm.
One of the old hangars and elevators of the Torus became a hub of commerce and travel thanks to its convenient orientation. There are loading bays, warehouses, everything already set for the purpose of imports and exports. You see an airship docked between two cantilever piers, having a wooden crane and an impromptu metal crane fitted from an old broken one. On a different pier, there are large folding hang gliders parked and hung upside-down from the ceiling. You notice a man tending to a glider that's heavily decorated, and almost half as wide as the others. Each one has a harness and a set of brass handlebars used to control it.
"Hey," he introduces himself as Aleph. "You got some business with me? I've got room for a few more trinkets," he points at a luggage bag next to his glider.
"Why, then, do you do such harm in making them?
....
My name is Artemis. Who are you?"
My name is Soqhia. But I don't know how I got here.
Where is this place, anyway?"
Both of you were victims of the hermit. He did not subdue you through force, but through drugs and trickery, which blocked most of your memory for the most part. But it seems the exchange between the friar dude and the hermit may give some insight.
"Where is the master of this lair?"
"I... I... I... I am... sire..."
He's hiding in a closet full of equipment, glass containers, and chemicals or herbs isolated in vials. But now that he's cornered, it seems like he's given up. He has all of his scrolls in his hands, some crumpled by rough handling.
Each player has a trait in caps that gives wide-ranging bonuses.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
VENGEANCE applies to getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
WISDOM applies to actions involving memory, such as recalling locations.
REFLEX applies to involuntary actions, such as your EMP and also reflexive actions such as retaliating to a sudden attack.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (2/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Soul Ink
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Diplomacy (1/6 XP)
Crafting (1/6 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Higan Bracelet
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
17x Neo-Adamantium Coin
Dead Lantern
Dead Gem
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)
Mobility (2/6 XP)
Items:
Flashlight (full charge)
Spacesuit
Tablet of Knowledge (d8 to intellect rolls)
Glasses
Modifiers:
WISDOM: d8 (0/8 XP)
Items:
EMP Blood
Space Clothes (+1 to defense)
Razor Claws (allows edge attacks)
Modifiers:
REFLEX: d8 (0/8 XP)