Originally Posted by
Chibi Altaria
Nia could never ignore anyone in need of help and the Aurorawatch required broadcasting equipment to contact other towns for support. This could be their best chance at survival. It was a dangerous area due to the earthquakes, but Nia was sure in her ability to navigate the terrain safely. She was rather light and fleet of foot.
Alright. The Vulpix tapped on the hilt of her knife and checked over her equipment. Everything is in order. Time to venture into the outer zones!
Search (31) Exacta Broadcasting Company Offices (ABANDONED).
Wishing to help Crez make contact outside of Exacta City for the whole city’s sake, you decide to see what can be found at the Exacta Broadcasting Company Offices. While you have been made aware the building is in terrible shape, instead of feeling dread about it possibly collapsing while you’re inside, you focus on getting there as soon as possible and that time is of the essence. You have a feeling that if the large office building really does fall apart, so will any hope of finding anything that will help Crez establish communications for help outside the city. It’s definitely not a task you can’t afford to put off for too long or that one and only chance may be crushed under tons of rubble.
You head southeast into the Northern Reach, walking alongside the continuously flowing river. Thankfully today, the wind isn’t nearly as bothersome, though it does make the air a bit too hot when you’d much rather prefer the cold against your snow-white fur. Still, you press on, hoping to recover something Crez might be able to use, especially since the reward he’s promised would also be incredibly helpful to you as well.
You draw closer to the building, and while you see it’s in rough shape, you feel there’s still time to investigate the exterior and interior, but you feel it would be a miracle if it survives the rest of the month. However, before you’re able to start, you hear harsh, moaning noises. You suddenly look to the river and almost in a strike of panic, you see a sickly, twisted and deranged Baltoy with cracks chipped pieces of his clay body. Meanwhile, a morose and rusting Dhelmise is but a short distance behind it.
“Stay back!” you shout at them as a warning.
But they can’t even comprehend what you’re saying. Instead, they simply move in to attack and devour you, completely lost of all rational thought or cognitive ability.
It leaves you with only one choice. You ready the Rogue’s Dagger in your mouth, ready to end their miserable suffering.
HOSTILE ATTACK!
You have been intercepted by OMEN Infected and must defend yourself!
Battle Track: War Games – Robert Slump
Nia the Alolan Vulpix, Size: Small, Type: , HP: 16, Dodge Rate: 40%, Attack Roll: 1d8+3, Speed: 65
Encret the Ghoul Baltoy, Size: Small, Type: / , HP: 12, Dodge Rate: 40%, 1d8, Speed: 55
Eltrench the Ghoul Dhelmise, Size: Large, Type: / , HP: 18, Dodge Rate: 20%, Attack Roll: 1d12, Speed: 40
Attack Order:
#1 Nia the Alolan Vulpix
#2 Encret the Ghoul Baltoy
#3 Eltrench the Ghoul Dhelmise
Fight!
Immediately, you charge in on all fours, targeting the Baltoy first. Your frosty breath envelops the dagger and you swiftly try to drive the blade directly into the Baltoy’s head.
Nia strikes at Encret! Rolls 90! Hit for 5+3 = 8, SUPER-EFFECTIVE = 16!
Encret: -4HP
It furiously drives its way in, burrowing like a jackhammer through a pumpkin. Instantly, the Baltoy’s head shatters into frost-covered fragments that cover the dusty ground. And only a second later, what little life remained in its body quickly leaves it as the remains tumble into the dust.
Encret the Ghoul Baltoy has been defeated by Nia.
The sickly and deranged Dhelmise charges and swings at you, attempting to impale you with one of the rusted hooks of its anchor.
Eltrench swings at Nia! Rolls 28! Miss!
Nia: 16HP
However, you quickly leap out of the way and the anchor strikes at nothing but air. You quickly unleash a reprisal attack, reaching deep into your lungs and unleashing a furious and powerful Ice Beam attack at the sea creeper.
Nia unleashes Ice Beam at Eltrench! Rolls 95! Hit for 7+3=10, SUPER-EFFECTIVE =20!
Eltrench: -2HP
Unprepared for such a powerful assault, the Dhelmise takes the full power of the attack and violently convulses as it is ravaged and devastated by the powerful ice torrent before you charge in and strike it, breaking it apart into pieces.
Eltrench the Ghoul Dhelmise has been defeated by Nia.
All enemies defeated. Nia is victorious.
Loot Collected:
- $51 Sochas
- Spelon Berry (Restores all Sanity)
- [|AW| Military Dagger] (Adds 1d4 damage to successful attack rolls)
- [|DA| Riot Bracers] (Reduces incoming Health damage by 1 point each time Health damage is taken) Auto-Equipped!
Loot collected has been added to Nia’s Pack.
You look up, feeling rather good about yourself after handling a fight like that and not even taking a scratch!
Making sure the coast is clear, you head back toward the building, first investigating the exterior, not only to search for clues, but to make sure you take the safest way up and the path that seems the least likely to crumble from underneath you.
You first search around the perimeter of the building, seeing that it’s taken a lot of damage from the southern side, but it’s not too late to search the interior. While it may not collapse while you search it, it’s definitely not the place you’d want to set up camp in for these reasons.
By the river, you notice the dead and broken body of a Pumpkaboo that looks like she must have been ambushed by ghouls and didn’t survive. Half of her body is eaten away while the other half just lies there to rot. You look her body over, and you see that she’s wearing a valuable bracer with a purple amethyst stone embedded in it.
While you aren’t crazy about looting the dead, there’s nothing you can do to save her. You’re just hoping you can use this to help avenge her death and save others from this same, terrible fate.
Nia has equipped the [|JY| Amethyst Bracer] (Reduces incoming Sanity damage by 2 points each time Purity damage is taken, Revives player and breaks upon Death).
Carrying on, you don’t find anything else outside, so you decide to start investigating the interior. As you approach the front entrance, you see both of the double glass entrance doors have shattered and even the broken glass fragments have long blown away by now. You head inside, seeing significant structural damage in the stone columns and the slate-tiled floor is badly broken. Meanwhile, broken furniture is thrown all over the place and some ceiling tiles have fallen out while others are hanging in pieces. Wires, rubble, debris, papers, and other fragments of the building are everywhere you step.
You try to investigate the lower sublevel, but upon finding the stairs that lead downward, you find the entire basement level has been flooded. It looks like it goes too far deep to consider swimming in there, but you feel maybe a water Pokémon wouldn’t have problems going through here.
{Submerged Sublevel: +Water+}
You decide to keep searching, using the stairs to head upward as the elevator car with its snapped cables and drastic shaft misalignment has become nothing but a dysfunctional deathtrap. The other floors seem to be a similar story. Broadcasting studios are massively damaged and several of them have collapsed onto the floors just below them. You carefully make your way around and watch every step carefully, making sure what you’re stepping on can support your weight.
Among the metallic cabinets, you find something peculiar. It’s unlike the other notebooks and manuals and it seems like someone else might have been here not too long ago. You pull out what feels like very otherworldly metallic slates made of an unknown, silver-white metal. When you look them over, it looks like a series of celestial configurations and familiar Utopian rune markings. They seem to be a kind of linkage and translation set that seems to be a method of syncing communications here with Utopia. It also seems to relate to what Utopia was trying to do with stabilizing a celestial portal here. You decide to take them with you, knowing you’re definitely going to need these.
[Utopia Channel Coordinates] have been added to the Team Inventory.
You continue heading around what remains of the fourth floor, finding a few still intact metallic supply storage lockers. You have a feeling there might be something still useful in these lockers, but they’re still locked shut. Someone who knows how to pick these locks might be able to get them open. But the way they stick out also might allow a fire Pokémon to safely melt the lock without damaging the contents.
{Locked Equipment Supply Storage: <Security> OR +Fire Type+}
You decide to head up one more level, and you find this is as high as you can go before the stairwell is blocked off with a massive pile of concrete rubble blocking the way up any further. On the fifth floor, you discover there’s one last equipment holding room, but you also find it to be locked. It seems as though a steel Pokémon might be able to force and dismantle this lock as well, but you just don’t have that capability.
{5th Floor Equipment Hold: <Security> OR +Steel Type+}
You sigh, unable to go through any further. You at least take note of these cabinets, as there’s a slight chance one of them might contain something Crez could use. For now, though, you decide you’ve gone as far as you could. Someone else is going to have to try and get into these places.
You head back down the stairs and decide to head out. The afternoon sun is starting to go down, so you decide to hurry back home and get ready for tonight. While you didn’t find any equipment for Crez, you still feel good about what you found and feel there still might be something useful locked up in there.
Nia the Alolan Vulpix (S: Ice)
Health: 16/16 |
Sanity: 20/20 |
Purity: 24/24
Battle Stance: Tactical
Perk: Medicine |
Abilities:
EQUIPMENT:
Attack Weapon: [|AW| Rogue’s Dagger] (Adds 3 damage to successful attack rolls)
Defense Armor: [|DA| Riot Bracers] (Reduces incoming Health damage by 1 point each time Health damage is taken)
Jewelry: [|JY| Amethyst Bracer] (Reduces incoming Sanity damage by 2 points each time Purity damage is taken, Revives player and breaks upon Death)
Utopian Aspect: <Empty>
MERCENARIES:
#1: <Empty>
#2: <Empty>
PACK:
- $146 Sochas$
- Spelon Berry (Restores all Sanity)
- [|AW| Military Dagger] (Adds 1d4 damage to successful attack rolls)
Bookmarks