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  1. #51
    Cheers and good times! Neo Emolga's Avatar
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    Quote Originally Posted by EmeraldSky View Post
    @Neo Emolga

    Today I plan to search the Railway Station, unless I'm needed elsewhere.
    As the morning comes, you decide to head out and go east to investigate the Railway Station. Thankfully, the wind isn’t as pesky as it was yesterday, but the dust still feels very dry underneath your yellow-furred feet. Without the wind, however, the air feels a little warmer and a bit more comfortable on your fur despite the dust.

    When you arrive at the station, you can see there’s four train lines, but you can see from the dust and the dirt caked onto the metallic rails that none of these engines and freight cars have been used for a while as there isn’t enough power to get any of them to move and the electrical substation only generates enough power to keep some essential lighting and electrical power on in the refuge area. Unless they can get the power plant back online, these trains are going nowhere.

    As you search around the exterior grounds and along the tracks, you look north and see the rail lines go as far as your eyes can see across a very long expanse of dusty wasteland plains and deserts. Supposedly, Nacrat is the next city down that’s closest to Exacta, but you can’t see any trace of anything that resembles civilization in the far off distance.

    You decide it would be suicide to try and walk all that distance to Nacrat. Instead, you decide to continue searching, making your way past the train car storage buildings and tracks. Toward the end of the fourth rail line, something catches your eye in the far off distance.

    You walk your way down there with your paws on your bow and with your senses on full alert. But as you approach, you see whoever or whatever this thing is… it’s already dead. And it’s been dead for quite some time. As you draw closer, you find the skeleton of a Purrloin, leaning against the tracks with their paw on their chest. Judging from the way the skeleton is positioned, it looked like they died bleeding out and weren’t able to make it back into the refuge area far enough for anyone to hear their cry for help. Instead, they passed away and now this forgotten area is their final resting place.

    You find their belongings not too far away in a messenger bag. You decide to see what’s inside and you find some money and a composite bow that’s still in good condition. There’s a bit of dust on it, but you blow it off with a few good puffs and figure it’s good to go again. You take them with you.

    $75 Sochas$ have been added to Lita’s Pack.

    [|AW| Razor Composite Bow] (Adds 2 damage to successful attack rolls) was added to Lita’s Pack.

    After searching the rest of the rail lines, you decide to investigate the buildings. Inside, the area is very dark, but some sunlight still comes in through the broken windows, creating a dim lighting that slightly illuminates the inside. You try to use your own electrical sparks to provide some additional supplemental illumination, but you just don’t see or find anything out of the ordinary.

    These massive engines still seem to be in good condition despite not having been used for three years. But you feel that if things can take a turn for the better and the power could be restored to this place, it might offer some hope of reaching Nacrat as long as nothing happened to the rail lines along the way.

    You search the train cars themselves, but it seems they’ve been emptied out a while ago. Overall, the area seems safe and you don’t find any Stalker presences. You decide to head back home and make your preparations for tonight.

    Lita the Pikachu (S: Electric)
    Health: 16/16 | Sanity: 20/20 | Purity: 24/24
    Battle Stance: Tactical
    Perk: Security | Abilities:
    EQUIPMENT:
    Attack Weapon: [|AW| Steel Bow] (Adds 1d4 damage to successful attack rolls)
    Defense Armor: <Empty>
    Jewelry: <Empty>
    Utopian Aspect: <Empty>
    MERCENARIES:
    #1: <Empty>
    #2: <Empty>
    PACK:
    • $105 Sochas$
    • [|AW| Combat Longbow] (Adds 1d6 damage to successful attack rolls)
    • [|AW| Razor Composite Bow] (Adds 2 damage to successful attack rolls)

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  3. #52
    Reach for the Stars ~★ Chibi Altaria's Avatar
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    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).
    Last edited by Chibi Altaria; 11-04-2020 at 10:55 PM.

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    Lychee 

  5. #53
    Cheers and good times! Neo Emolga's Avatar
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    Quote Originally Posted by Lychee View Post
    "Alright... I didn't realize Salio lived so far away from our base, but here I go, out on a home visit."

    Nico is going to interview (59) Salio the Murkrow, and use diplomacy to find out where he likes to go, who he hangs out with, maybe if hes seen any particularly horrible or particularly calming things lately.... and if hes sleeping with some item (can I have it?). If hes not going to give it up, at least Nico will try to get his home address to search later.
    You decide to head over to Salio, living as one of the Knaves in the Southern Reach. You find out that the young Murkrow lives with grandfather, Jho, in the Alecte Condominiums. Despite the dangers lurking in the Southern Reach, you decide to prioritize meeting with Salio considering it was his name that was written on the wall of the Sunberry Hotel in that twisted and deranged graffiti.

    At this point, you fear for the young child’s life knowing a Stalker has their sights set on them…

    Despite having to cross into dangerous territory, meeting with Salio might reveal something critical. You decide to head out of the Emissary Base and go south, past all the buildings in the Refuge Area and take your first walk down the lonesome Western Bridge that even Aurorawatch refuse to cross. Before you, you see the ruins of the Southern Reach, with its gutted buildings and rubble strewn about like concrete and metallic entrails. You pass by the badly damaged Jadewater Apartment Complex, but you quickly make your way toward the Knave settlement, which definitely feels safer.

    Thankfully, nothing nefarious caught sight of you on your way here.

    As you walk into the Knave settlement, you find the Knaves aren’t quite the unruly and disrespectful “filthy rebels” some of the refuge civilians portray them as. They welcome you as you arrive and you can’t possibly understand why tensions exist between these two factions. Meanwhile, they’ve been keeping the Knave settlement in good condition and it’s under decent watch from the Knave Sentries by the Darkwatch Building. The streets are well-guarded and the citizens here are free to move and go about their business as they please, though you can detect the same kind of uncertainty and anxiety exists here, also.

    You ask for Salio the Murkrow, and some of the helpful Knaves, a friendly Butterfree and a courteous Marshtomp, help you find him. Outside of the Alecte Condominiums, you find Salio by himself, sorting his collectable trading cards, looking like he’s trying to get his mind off of something. It doesn’t seem to be working, and he looks very anxious while always checking behind his shoulder. You notice the young black bird alone, which is disheartening as it looks like he’s quite lonely, but still afraid someone’s watching him. Carefully, you approach him.

    “Hi Salio,” you greet him carefully as you introduce yourself. “My name’s Nico.”

    “Nico…” the young Murkrow mutters, looking very anxious, shivering as he puts away his playing cards. “I… don’t want any trouble, Nico…”

    “I know, we haven’t met before,” you speak to him peacefully as you sit down on the stone wall by his side, feeling his anxiety. “I’m not going to hurt you. I really have no reason to! Instead, I want to help you. I want to know what’s bothering you so I can help you make it go away.”

    He goes silent for a few seconds. He shivers a bit, looks around, sighs, and turns to face you.

    “The adults don’t believe me,” Salio tells you, looking downcast. “I’m scared. I… don’t know who you are either…”

    “It’s okay to be scared,” You tell Nico, keeping a warm and reassuring smile. “There are things that make even heroes scared. It doesn’t mean you’re weak. Sometimes being in places or in situations we’ve never been in before can make us feel uneasy, but we can always take small steps forward until we’re in a better place.”

    “Are you sure?” he asks.

    “Of course!” you smile. “Your worries don’t make you less of a Pokémon, and they certainly don’t put down all the great things you’ve done! But even so, you’re not bad at being happy. You need to be kind to yourself and remember that the kindness you’ve given to others is something you can be proud of. They remember those things about you!”

    59. Salio the Murkrow has become Compliant.

    “Thank you… Nico,” Salio looks up to you, feeling a little better. “You’re right, it’s… not me. Not my fault. But… I don’t want to keep this thing bottled up anymore. It hurts. It just… drains me. Every day. But I don’t want anyone else to suffer with it…”

    You have a feeling “this thing” may be in reference to what the twisted wall graffiti was referring to. You feel the sooner Salio gets rid of whatever this thing is, the safer and happier he’ll be.

    “Salio, what is it?” you ask him, wondering what’s wrong.

    “I… I don’t…” he muttered, looking anxious again.

    “Salio, please,” you assure with him a comforting smile. “Whatever it is, I can handle it. You don’t have to do this alone. No one said you had to be stuck with whatever is causing you this pain.”

    Salio nods, but shivers. He goes to his small pouch of toys and items, and it looks like there’s something in his possession that he’s nervous to show you, but it seems you’ve been the only one that’s been willing to listen to him and hear him out. He pulls out a rolled piece of strange, thick, leathery paper, and puts it besides you and him. You can tell from the look on his face that this thing bothers the heck out of him and he tries to step away from it.

    “I… please, take it,” Salio begs you. “I… keep looking at it, and it keeps frightening me! I don’t understand it, I don’t know why it exists. I’m always so confused by it. I tried, I really tried to figure it out so I could maybe get an answer.”

    “Nico, please, let me handle it,” you smile. “I promise, we’ll figure it out.”

    You reach for the leathery paper, and just as your paw lands on it, the presence hits you like a ton of bricks. It absolutely reeks with Stalker presence.

    #Insanity Presence (5 Sanity Damage)# Trap 40% Evasion Test: 18 out of 100: Failed!

    Curiously, you casually unfold and unravel the leathery paper and look upon what’s written upon it to see what exactly t̬͔͎͇͙̹̙̬̜̖̣͇͈̲̮͉̹h͍̙̦̟̲͓͚i̯̗̝̗̘̦͔̰̮͇͚̯͓̖̩͖̜̝s͙̥̝̰ ̠̫͈̹̗͎͉̙͎̫̺̤ͅ ͎͓̩̱̗̯̠͖̦̘̰̱̰͇̬ͅṭ̮̼̩̗͈̲e̱̲͍̪̞̗͍̩͇̼̗̙͚̺̰̪̼͔r̥͔̱͕̯̩ ̘̫̰͎r͍̪̪̠̘̯͚ͅi̻͇̫͙̠̘̳̘̮̝̬b̳͍͇͓̗l͖̹̱̻͖̯̩̣̮͕̜e̫͙̥̻͕̪ ̗͎͔͕̱̰̤̱͖ ͈̟̳͇̬̼͈̙t͈͖͚͉̞̮h̥͚̠̞̪̦̰̦̠̱̺̱ͅi͖͉͍̠̼̘̱͕̣̭̹͉̣̯̺̝̮ͅn̪ ̟͇͔͓̙͍̖̝̦̤g̙̼̖̤̭̫̺̫̬͈̦̻͍ ̹͚̣̟i̟̠̥̮̫͔̻s̠̰͇̫̤̞̗̠͙̗͙̗̫͖̞̪̣̝ͅ.̺̼̲̤̥̼̫̹̲̬̦̞̺͍͎̩̩ ͈

    Nico suffers 5 points of damage to Sanity.

    It’s not paper. It’s s̻̘̪̳͓ͤͨ̄̇͋k͇̤̥͍̗̖͑͂ͮ̌ͫ̔ͤ̌ḯ̩̳̲̙̀ͮ͒n̫̄̎. It’s the flayed s̱͖̞͔̻̘̥̟̓̔͑͂̿̚̚ͅk̗̮͑ͮ̆ͭͬ͒ͮͣͥì̥͍ͩn͇̙͈̣̿̽ of some Pokémon’s r̪̮̥̐͊̊̈́̋ͭ̄͑o͙̺̠͇̩̹̦̰͗ͪ̉̇͂̚t̞͙̰͛̍ͫ̏ͨṱ͉̫̩͔̬͊ͦͭi̅̎̀ ͇̫́ͮͩn̝͉̫͖͚͛͋̒̊̆g̭͕͉̠̑̽ͭͫ̍ͮ ̮̟̩̙̯̞̯̞̟ͬ̇ͮͥ̈ͥ carcass and what’s written upon it is a chaotic, d͚͖̮̈́ͮ͛̿͂͗ͅe̘͉̯̬͍̼̐̀̾̐̈́͒̊ͅr̮͔͇̝̪̃̂ͬà̭̦̩̫̱̣ͪͪ͗̃ͥͭͯ n͓̻͒̊̋̄g̪̊͌e̠͗d̲̰̄̋ͬͭ, and seemingly mindless swarm of letters and literal abominations with scrambled words that read like a twisted, demonic language of its very own that wouldn’t even make sense to the legions of Abyss.

    You can’t even look at it for longer than half a minute before it just hooks into your brain and tries to tw͕̗͖͓̟̘ḭ̖̙̭̱̯s̟̲ṯ ̺͙i͉̣t̬̖̼ ͈a̳̻̰̪p̩̟̺͖̳ͅa͍̞r̘̲͓̙͚̜t. You quickly roll it back up again, almost struggling to maintain use of your cognitive functions as you fight to roll it back up again. Someone… else with analytical skills might be able to make sense of this monstrosity. It tries to drive you to look at it again, preying upon your will to make sense of it and figure out the deranged puzzle, but you let your wisdom, willpower, and determination shut down that dark temptation.

    #[Deranged Codec: <Technical>] Insanity Presence – (5 Sanity Damage)# has been added to the Team Inventory.

    “Are you okay!?” Salio exclaims, looking at you with horror as he just witnessed your repulsed reaction to the codec…

    You wince, shaking your head a bit. After what this poor child’s been through, you decide he doesn’t deserve a lie. You refuse to tell him you’re fine, because after that whole nightmare, you don’t feel fine at all…

    “We’ll… get to the bottom of this,” you assure him. “Hang tight, okay?”

    “O-okay…” he mutters. “Please… be careful… Nico.”

    You nod a bit, trying to reassure him with a smile. But it’s very hard… like a cripple trying to walk…

    “Be safe… Salio,” you tell him, preparing to head back. “Okay? Remember… what I said.”

    “S-sure, Nico…” Salio mutters, trying to assure you. “You too.”

    As you wave him goodbye, you head back through the Southern Reach, once again looking upon the ruined skyscrapers and the massive crater that looks like it continues to voraciously consume them, as if a giant, hellish mouth.

    But then you look back to Salio, still looking admirably upon you from a distance. With this codec out of his possession, he already looks a little better, even though you’ve now taken on the burden yourself. Every step you take, it seems to hiss at you, hissing in your ear… in your brain… look upon it and be r̤͓a̹͙̘p̤̤̼̝̘̝t͓̠̦u̗͚̬r̜̹̜̬̥͉̙e͎d. And it’s a mental battle to stop yourself from ripping it open again.

    As you walk back toward the Emissary Base, you remind yourself again and again the whole way long… just why. Why you’re doing it for Salio and all the other survivors. You’re doing it…

    … you’re doing it for them…

    Nico the Cinccino (S: Normal)
    Health: 16/16 | Sanity: 15/20 | Purity: 24/24
    Battle Stance: Ferocious
    Perk: Diplomacy | Abilities:
    EQUIPMENT:
    Attack Weapon: <Empty>
    Defense Armor: <Empty>
    Jewelry: <Empty>
    Utopian Aspect: <Empty>
    MERCENARIES:
    #1: <Empty>
    #2: <Empty>
    PACK:
    • [OMEN Sample Collection Jar]

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  7. #54
    Lover of Centipedes Scytherwolf's Avatar
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    I'll head on over to (32) Exacta Fire Department Building to search.


  8. #55
    garlic bread champion Bulbasaur's Avatar
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    Search (21) Edjas Memorial Public Library.

    ☄♥ Happily paired with ninjaskarmory ♥☄
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  9. #56
    Cheers and good times! Neo Emolga's Avatar
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    Quote Originally Posted by Noblejanobii View Post
    So where to next now that you slept the whole night?

    Ahaha... whoops!

    I was thinking I'd interview 4. Crez the Whimsicott. I'm a grass type so I think that'll help in the good will department.

    Oh and since I'm a fairy type that should help even more right?

    ....

    Oh right I have to stay behind. Okay well have fun.

    I'll stab anyone that gets too close to the base!!! Ehehehe!!

    (At this rate they'll think you're a Stalker)
    Interview Rapport: POSITIVE
    +1 Shared Type

    You head south toward the Exacta Military Compound, knowing that’s where you’re going to find Crez. Only thing is, from what you’ve heard from the others, getting into the compound itself is very tricky business and they don’t give everyone the grand tour of the place.

    Thankfully, the dusty wind isn’t as much of a nuisance today as it was yesterday when you were searching the Shaymin Café. As you walk on all fours toward the compound, it definitely feels nicer with less dust and dirt getting all over your grassy back and stuffed in your Gracidea flowers.

    When you get to the compound, you quickly find they were telling the truth. Aurorawatch keeps a close guard on the facility and only authorized Pokémon can enter, meaning the only chance you have at catching Crez is if and when he leaves the building. With a gruff and heavily armored Nidoking and a battle-seasoned Beartic standing guard at the front entrance, you figure a Shaymin asking politely is not going to be very effective today.

    It takes some waiting around, but eventually you find your opportunity as the Whimsicott leaves the base for his turn at guard duty. You come to greet him and you find the very cotton puffy Pokémon actually has a very happy-go-lucky demeanor to him, which seems unusual for an Aurorawatch Paladin. You introduce yourself to him and he smiles when he sees you.

    “Hey there, Noble!” he smiles to you. “Nice to meet ya! What’s happenin’?”

    You explain you’re working with a team of Pokémon that are trying to get to the bottom of finding out what’s going on with the Stalkers and how to put an end to them. You then ask if he’s figured out anything from his side.

    “Oh man, ya’ll doin’ us a big favor, Noble!” Crez sighed with happy relief. “Ya have no idea! Ya see, as much as us dudes and gals would like to get to the bottom of that, our hands are too full tryin’ to keep defense goin’ for the refuge. And yeah, if work gets at all light, which is crazy rare, focus is spent on tryin’ to secure the Northern Reach to get at that power plant. I can’t remember the last time I was bored!”

    “See, nice thing about Commander Axken is he really appreciates volunteer efforts,” Crez informs you. “Heck, I do, too! We need more of that! I tell ya what, if ya want, I could sit down and train ya or any of ya volunteer buddies a thing or two about persuasion and gettin’ others to cooperate when ya need ‘em. If a civilian has a skill or proficiency we need that no one on the team has, hey, it’s not shameful to ask them to help. I can tell ya how to convince ‘em ya really need it and it helps ‘em as well. In the meantime, ya offer ‘em ya protection and it’s a win-win for ya both!”

    4. Crez the Whimsicott has been recognized as a teacher of Escort!

    You make a note of that, figuring Crez’s experience in civilian task management and leadership charisma might be very beneficial to look into…

    “Hey, ya know, there’s another somethin’ I could use some help with,” Crez smiles a bit bashfully. “It would mean like everythin’ to Aurorawatch… no, all of Exacta City if we can pull this off! If ya’ll willin’ and able… we need some radio equipment. We have decent short-range radios we use all the time for patrol reports and ghoul or chimera sightin’. But that’s it. We need long-range communications! For the past three years, heck, we haven’t been able to contact a soul outside this city and anythin’ that we had that could reach outside the city either got busted or can’t get enough power now! They might be thinkin’ we’ve all become ghouls or we’re all just plain dead! But if we can set up communications, we can radio for help, supplies, and maybe even evacuate some of the children and elderly to a safer town.”

    “I’m thinkin’ the Exacta Broadcastin’ Company Offices might just have somethin’ that can do that!” Crez tells you with a bit of excitement. “I mean, I’d go, but I’m needed here and I’ve already been filed for way too many special assignments. Like I said, helpers are golden around here!”

    “But if you can check the place out and if we can hook up a workin’ communications system,” Crez’s eyes went bright and wide, “whoa, I’d definitely reward you handsomely for that! Hey, I’m talkin’ a good chunk of my team resource budget and some pretty decent Aurorawatch equipment.”

    SIDE MISSION STARTED: Hello? Anyone Out there!?
    Spoiler:
    Crez needs someone to investigate the Exacta Broadcasting Company Offices for any equipment or devices that might help Aurorawatch establish long-range communications with nearby towns to request help.

    Rewards:
    $3000 Sochas$, evenly split among all players.
    [|AW| Aurorawatch Combat Vulcan] (Adds 1d10 +5 damage to successful attack rolls)
    [|DF| Aurorawatch Versatility Armor] (Reduces incoming Health Damage by 4 points each time Health damage is taken)


    “Well, I gotta go,” Crez smiles and shrugs. “Noble, it’s been a pleasure to meet ya, and let me know if ya feelin’ up for that trainin’! It’s totally cool, we support our volunteer efforts! Catch ya later!”

    He then heads off to his post after waving you goodbye. You feel you got a lot of good insight and a possible opportunity even though he didn’t know too much about the Stalkers specifically.

    You decide to head back and make your preparations for tonight.

    Noble the Shaymin (S: Grass)
    Health: 16/16 | Sanity: 20/20 | Purity: 24/24
    Battle Stance: Tactical
    Perk: Seinaru | Abilities:
    EQUIPMENT:
    Attack Weapon: <Empty>
    Defense Armor: <Empty>
    Jewelry: <Empty>
    Utopian Aspect: <Empty>
    MERCENARIES:
    #1: <Empty>
    #2: <Empty>
    PACK:
    • $145 Sochas$

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  11. #57
    Cheers and good times! Neo Emolga's Avatar
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    Quote Originally Posted by SlickSlack View Post
    Attachment 1945 I feel bad for that Cursola, sure, but I know exactly what I’m gonna do! I’ll search (5) Electrical Substation, as I’m part Ground type! No loose electricity can harm this Palpitoad!
    As the sun hangs in the sky, you decide to head southwest toward the electrical substation. The air feels a bit clearer, although the terrain is still quite dusty as you walk toward the only remaining power source that the refuge area still has.

    After walking past the mall, you arrive at the station to see that it has a few Aurorawatch guards, notably a young Blaziken and an older-looking Raichu, but nothing too extreme. You figure it’s mainly to make sure nothing befalls the station and permanently puts the refuge area completely in the dark. Already it seems like Aurorawatch is struggling just to work with the little that they have available.

    You decide to start by searching the exterior of the main building. As you look around the old, black-brick structure, you find the staff and workers here generally keep it in good condition, as they know what would happen if they allowed too much neglect to befall this place. Meanwhile, it seems secure and seems to be as far away as possible from the chaos that has befallen the Reach. A few dry desert plants and weeds are scattered here and there, but nothing at all threatening seems to be around this morning.

    As you circle around the back of the building, you feel a slight sickly sensation. It gets worse as you approach an old pile of papers that looked like they were supposed to be picked up and thrown out, but never quite got there and seems to be a pile of junk that no one claimed responsibility for. You decide to sift through them to find what the source of this malice is, and then one of them stands out from all the others. As you feel it, there’s a dreadful Stalker presence surrounding it. When you flip it over, you see disturbing blot marks splattered all over a grid and a series of numbers…



    =Blotted Sudoku Part 2= was noted in the Team Records.

    It looks very similar to the other one that was found. Meanwhile, the blots feel… otherworldly. It’s as if they’ve not only blacked out these areas on the paper, but utterly voided them out of existence. You decide to take the piece of paper with you, wondering what exactly is the story behind this thing.

    After checking the exterior of the building, you decide to take a look inside. You make your way in through an old, slightly scratched metallic door in the back of the building, quietly slipping inside.

    Once you enter the station, you find all kinds of massive machines generating electricity and making a lot of hammering and whirring noises. You’re not quite sure what the power source is, but it seems like it’s using some kind of gas being harvested deep from the ground in conjunction with using solar panels as a supplemental energy source when possible. As you can tell, while it’s sufficient to keep lights on, it was only meant to be used as a supplemental energy source in normal circumstances or as a primary source for emergencies. It wasn’t meant to be a primary source of power for the long turn.

    The machines with their many large metallic mounts, parts, components, tubes, and wiring are way more than you can understand in terms of how exactly they work and what they all mean. Still, you decide you’re really only here to see if there’s anything you can find that might be helpful. You imagine someone from engineering already tried to think of ways to boost their electrical output to be helpful, but not to the extent of risking having the whole station shutdown from too much overuse.

    You decide to search the utility staff area, which looks like it used to be used more often, but has seen a drastic reduction in usage over time. A lot of the lockers look like they have been sitting here quickly, coated in dust, for quite some time. Most of them are locked, but you do find one without a lock that has a few things inside. Inside is a utility uniform, some tools, a pouch with money inside, and some large utility supplies. Judging from all the dust, it looks like whoever this all belonged to hasn’t been here in years. You begin to get the feeling either they’re long gone and left while they still could, or they’re dead out there somewhere…

    You decide to take whatever might be useful to you. The money does no good for anyone staying here, so you add that to your wallet, and the utility sledgehammer looks pretty strong with a firm steel head and a sturdy shaft. You may not need it for utility work, but if a ghoul were to come after you, the blunt force trauma this would induce would definitely be way more effective than just your bare hands.

    $120 Sochas$ were added to Misty’s Pack.

    [|AW| Utility Sledgehammer] (Adds 3 damage to successful attack rolls) was added to Misty’s Pack.

    After searching out the rest of the interior, you don’t find anything else that seems to be usable. You decide to head back to base and plan out what you want to do tonight.

    Misty the Palpitoad (M: Water/Ground)
    Health: 20/20 | Sanity: 20/20 | Purity: 20/20
    Battle Stance: Flee
    Perk: Medicine | Abilities:
    EQUIPMENT:
    Attack Weapon: <Empty>
    Defense Armor: <Empty>
    Jewelry: <Empty>
    Utopian Aspect: <Empty>
    MERCENARIES:
    #1: <Empty>
    #2: <Empty>
    PACK:
    • $150 Sochas
    • [|AW| Utility Sledgehammer] (Adds 3 damage to successful attack rolls)

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  13. #58
    Cheers and good times! Neo Emolga's Avatar
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    Quote Originally Posted by Ho-Oh View Post
    I want to search that graveyard, but I am going to do it this Night Cycle instead. So, I will opt for the park. Also, I have quite a few hunches that i don't want to disclose atm, mostly because they are dangerous. I am preeeetty sure on 1 location, because of description of a few things...but, we shall see.


    Search (46) Ashen Park
    You decide to investigate Ashen Park to see if the rumors regarding its infamy are actually true or not. Some say it’s haunted by the many Pokémon that have used it as place to commit suicide while others also claim many murders have happened there.

    You fly toward the east, enjoying the slightly more tolerable weather that isn’t trying to blow countless grains of sand and dust in your eyes. It feels a bit warmer today, but not too much so that if feels like a broiling summer day. If the scenery and situation surrounding Exacta wasn’t what it is, you might even say it’s a pretty nice day.

    After soaring your way over the lonely Northern Reach, you eventually reach Ashen Park and you descend downward, quickly noticing just how sad and depressing it looks. The trees look sickly, the paths haven’t been touched in years, and the park benches and playgrounds that have been devoid of all Pokémon for a long time now. Where children used to play, there is nothing but silence and stillness. Swings with only the wind slightly nudging them back and forward in a lowly way while a slide that used to have young Pokémon lining up to climb up the ladder and go down has stood in the shade, vacant in the silence.

    From what you can tell, some of the rumors were right. You do find two victims of suicide as you investigate the wooded and shrubbed areas around the park. You find the skeletal remains of a Lombre, still wearing a black, tattered shawl with a pocket. Curiously and feeling a bit remorseful, you check inside and it seems like there’s a note inside, written on an old piece of paper. You unfold it with your beak and read it.

    I’ve given up.

    I’m just tired of fighting everyone, everything every day. Fine, you’re all right, I’m not good enough. I’ve never been “good enough” for anything according to any of you. I told you how hard it was and you didn’t believe me. You called me stupid and lazy and all sorts of other names. You thought it was funny and that it didn’t hurt. But it does hurt. Day after day for years and years, yes, that hurts. But what do you care.

    I bet none of you will miss me. Or, you know what, I bet you’re already blaming me for all the things that I’m not doing right now that you now need to do yourselves. Well, go ahead. I don’t even care anymore. You can blame everything on me now and you’ll get to see that’s not going to change anything now that I’m gone. You couldn’t even leave me in peace to rest when that’s all I wanted in return. Couldn’t even leave me with one weekend without nagging me again like you always do.

    Well, goodbye.

    ~Beloni


    You decide to put the note back and decide to leave his body alone in peace to continue searching. The deeper in you go, the more you start hearing unusual sounds. It starts as a subtle clicking sound that doesn’t seem natural to hear in a park, and yet there’s nothing and no one around that seems like it’s the source of that noise.

    As you search around, you find a high, elevated cliff that has something that catches your eye as it slightly gleams in the sunlight. You look up and thankfully, it’s in an area you’re able to fly up to and retrieve.

    {Elevated Cliff Ledge: +Flying Type+}

    After spreading your massive rainbow wings to ascend, you find a golden key, tucked away and stashed within these short tufts of grass. From the looks of things, it seems like it was hidden here intentionally, but by who is a whole other question.

    You take the key, fly back down, and look it over. It’s a very intricately designed key with a bright golden sun as the emblem on the base while the key prongs have a very fanciful motif and shape to them. It makes you wonder what kind of lock this key is for…

    [Sun Key] has been added to the Team Inventory.

    You decide to continue your search, wondering what else is hiding around here.

    Another crumpled piece of paper tumbles by your foot as it tries to scurry into a nearby bush, but you manage to stop it with your clawed foot. You uncrumple it and read its strange, spidery words.

    “I used to think about all the places I visited for the last time. The stores I used to shop at before they closed. The school I went to as a child that I’ll never see again. And the old home I used to live at with my family before everyone moved on.

    And then, all of a sudden, I missed everything.”


    It doesn’t quite make sense why these papers are scattered around. You find another one which you unfold and it simply reads:

    “When I was younger, I wanted to be older. To enjoy being on my own, and having the money to do whatever I want!

    But when I became older, I lost that fascination and just wanted my childhood back. I felt like I wasted it all just dreaming for something that never made me happy anyway.”


    You toss it aside, not sure who or what wrote these things and scattered them around the park. The thing you observe is they all have something in common, in that they’re all just downright depressing and melancholy. You decide it’s better to just not look at them, as it seems like they’re trying to encourage anyone and everyone to take their own life in this sad place.

    You come across a discarded messenger bag that looks like it’s been here for years. You have a bad feeling about what might have become of the original owner, likely having tossed it away and did away with themselves. There’s no sign of the body anywhere, but you look inside and find a sizeable pile of money inside.

    $160 Sochas$ have been added to Sacred’s Pack.

    You hope you can use it in some form to help your mission make this a better place for everyone.

    As you continue, you come to the heart of this park, but a lot of it feels like it’s in suspended animation and that nothing has moved for a very long time. Park benches are dusty and vacant, personal belongings like bags, shawls, and children’s toys have been left abandoned, and the only sounds you hear are the leaves in the sickly trees above.

    In the center of it all lies a fountain, bone-dry and devoid of water. As you approach it, you feel something about it seems a little unusual, and you lean in to take a closer look to see if you can discern what exactly seems to be the source of this unusual…

    …N̟̭͍͍͚̮͙͔͋ͨͯ̿̏ͮ́i̥͋̂ĝ͖̥̟̘̗͙̖̗͋ͥ̚h̹̬̘͇̯̬͍ͦͫt̉ͫ̿̇͌ ͉̯͈͎̘́ͥm͈̜̼͔̹͓̺̼ͭ̅ͩ̆̎̎͋ā̘̹͔ͤ̔̓ͅr̠̬ͪ̽̏͊͒ͦ͐eͨ̐ͣ ̬̆ͅ

    #Deranged Electrical Discharge - ELECTRIC (5 Health Damage, 5 Sanity Damage)# Trap 20% Evasion Test: 13 out of 100: Failed!

    Sacred suffers 10 points of damage to Health and 10 points of damage to Sanity.
    The #Deranged Electrical Discharge# has been broken.

    You shriek in agony as jagged, murderous forks of thunder and lightning strike at you from all directions, paralyzing you in severe agony as your cry falls upon deaf ears. T͈̤h̜̫̙͕̱e͖͉̗̲̗̞̣̺ ͔̰͇̻h̬ọ̙̻̪̣r̗͎͉̯r̠͙̳̲̳o̤͈̮̘̜̱̜r͉̳̝̳͕̺͎̘ ͈̻̰̭̬̝̥̭͇a̟̖̩͕̯̹̯n̖͔̦̩̝d̩̟̣̦̰͙̘ͅ ̗͓͖̱p͉̜̭͈ͅa̞̠͓̦̱i̳̤̖̪̼̠ͅͅn̲̼̳̼̺͕̥ ̝̭͙͖͙o̥f̯̤͓͖͇̞ ͈̭̳͇̦i̗͈̹̤̘t͔̥̘ ̮͙̹̲a̫̮̗̩͎l͍̬̗͇͖l̜̭̰̰͇͔͓ feels so severe that you almost harbor the idea of just dying and giving up to escape it h̤̪̰̪̥ͅo̺̠̭͚̲̱͈w̖̟e̯̹͇̜v͇͇͎̖͉̪̮ͅe͕̜̤̱̰͎ͅr̫͇̠̯ ̘̬̘̙̖̜̗y̼̖o͙͇͈͓u͔͎͍͎̩ ̘̞̝̮c͇̤͚̫̣a͉͙̳̭̦n͍͍̜̤̦̞͕.

    “Only once the vitals of the victim flow here once again will answers be given.”

    “W-Who’s there!?” you exclaim, barely able to contain and ensure the severe physical and mental agony you’re in as forks of electricity still course through you.

    But no one responded. No one came.

    But you were certain you heard a whisper. And yet no one else is around. Where could it have come from, you wonder.

    You then look down upon the fountain itself. There’s an old, dirty plaque before you. And it nearly makes you jump out of your skin.

    {Dried Fountain: Offering of Blood} has been noted in the Team Records.



    ONLY ONCE THE VITALS OF THE VICTIM FLOW HERE ONCE AGAIN WILL THE ANSWERS BE GIVEN.


    The very words spoken in the whisper are now there before you as a plaque engraving. But… how? Why would anyone put such a macabre sign in this place? You check behind you again, but nothing.

    But you realize what the request is for. Blood. And a lot of it, enough to make the fountain flow again. But why, and for what dark purpose?

    You almost flee from it, really not wanting to deal with such a hideous thing right now. You continue looking, almost ready to just abandon the rest of the search until you come across a strange ditch that looks like it should lead to an underground hole, but it stops short. When you try to interact with it, it just stops you and you see the hole is protected by some shadowy, dark purple-colored portal.

    {Ethereal Chamber: +Ghost Type+} has been noted in the Team Records.

    The odd thing is… it seems like only those that are dead can pass into this place. It makes you wonder if it’s connected to the suicides. It can’t be a coincidence. You can only wonder what’s beyond that gate, but it isn’t for you to know right now.

    You decide you’ve had way more than enough and it’s time to fly back home. It hurts to flap your wings now, but you fight the agony, still feeling the darkness going wild in your mind.

    Your wounds, the mental agony… they feel so right and they hurt beyond anything you’ve felt before, but the stones… it’s like they were never there. But how can that be? You’re convinced it wasn’t just your imagination, but it’s like it knew what exactly would inflict the most pain and horrific agony upon you.

    You fly furiously back toward Emissary Base. Ashen Park… there’s definitely something very, VERY wrong going on there…

    Sacred the Ho-oh (L: Fire/Flying)
    Health: 14/24 | Sanity: 10/20 | Purity: 16/16
    Battle Stance: Heroic
    Perk: Seinaru | Abilities:
    EQUIPMENT:
    Attack Weapon: <Empty>
    Defense Armor: <Empty>
    Jewelry: <Empty>
    Utopian Aspect: <Empty>
    MERCENARIES:
    #1: <Empty>
    #2: <Empty>
    PACK:
    • $245 Sochas$
    Last edited by Neo Emolga; 11-06-2020 at 02:57 PM.

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  15. #59
    Cheers and good times! Neo Emolga's Avatar
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    Quote Originally Posted by Shruikan View Post
    At the reccomendation of their fellows, Lycellus found themselves picking towards Greenlawn Manor. The previous owner had died in a simmilar way to the recent death, perhaps they were one of the stalkers first victims? Either way, the manor was in a more dangerous local, and being the only one with any form of armour, Lycellus felt that they were the most likely to survive if things go badly.


    Equip [|DA| Bronze Guard]

    [Search (47) The Greenlawn Manor]
    You decide to investigate the Greenlawn Manor on the far eastern side of the Northern Reach. From what you’ve heard, it’s been abandoned for decades, even long before OMEN became a problem, though you imagine that calamity has only made things worse. But even though it’s been vacant for a while, you’re hoping ghouls and chimeras haven’t decided to make it their new home.

    Still, despite all that, as long as it still stands, you figure the fact it’s been abandoned in a time like this makes it possible someone saw potential in the fact it’s been forgotten about for so long, making it an ideal place to conceal things.

    You head out, flying through the dusty skies as a slight dry heat can be felt in the air. Still, it has very little impact on your skeletal like body. Meanwhile, the bright sunlight up above may be a bit helpful in your search, especially considering the number of clouds obstructing it seem to be few in number, leaving a mostly blue and grayish open sky today.

    Once you arrive at the manor, you find yourself unable to enter the building due to your large size, but you figure there’s enough windows to be able to gaze into most of the rooms and retrieve what you need. As you expected, the old manor building is in very bad shape with splintering wood frames, boarded-up windows, cracked and crumbling stone pillars, and many other signs of disarray. Meanwhile, roof tiles are broken, missing, and cracked while signs of the wood rotting are quite common and pieces of the building have collapsed upon itself. You figure this whole manor is beyond restoration and would likely need to be torn down and have something else built in its place to make any use of the land here.

    The grounds are in bad shape as well with dead weeds scattered about in patches. What used to be area for outside receptions looks terrible as well. Weeds have wrapped around rusting metal chairs while stone pathways are barely visible from the overgrowth. What was probably once a beautiful flower garden is now overwhelmed with weeds and dust galore.

    You begin to think searching this forsaken place might be for naught until you come across an old mid-sized metallic shed that looks like it has held up better than most of what’s around here. The door lock is thoroughly rusted, but thankfully, it has deteriorated so much so that it crumbles to the dusty ground with even just a light swat from your claw. You don’t even find yourself needing to pick it. You open the shed door and look inside, being too large to enter, but thankfully it’s small enough to peer into and reach into with your large claw.

    Inside, it looks like an old storage area for a wide variety of various old and antique items. Due to the nature of the shed, most of these items were preserved fairly well, though you suspect you may just be the first Pokémon in many decades to be looking upon these lost artifacts and relics that must have belonged to Danrays the Arcanine’s personal collection way back when.

    You find several family heirlooms, including an orange and black flag with a fancy-looking family crest, silverware, pottery, artwork, and many other similar items until you find an old but still very formidable warhammer that looks like it’s been passed down for many generations. The quality on this powerful weapon with its solid steel shaft and intricately-designed head with carefully placed engravings make it clear whoever made this put a lot of work and effort into making this not only as strong as possible, but so it would last many generations. The engravings signify members of the family that survived the harsh wars of long ago, making you suspect this was used in all of them.

    You decide to take it with you knowing it will prove useful in the battles to come.

    Lycellus has equipped the [|AW| Veteran’s Warhammer] (Adds 4 damage to successful attack rolls).

    You search through more of the remaining items, finding loose and forgotten coins in some of the old wooden furniture heirlooms. In total, it amounts to 120 Sochas, which you figure has a lot more practical worth for your cause as opposed to sitting here.

    $120 Sochas$ has been added to Lycellus’s Pack.

    After rummaging through the back, you come across one last item that might have some use to it. It appears to be a large glass globe that was likely used for a large, almost aquarium-like fountain that was disassembled. Thanks to the glass being a few inches thick, it’s survived the long passage of time with barely a few noticeable scratches.

    You recall Syrax’s site plan for the Holy Starmap needing something of this nature, so you decide to take it with you, feeling this may be exactly what he’s looking for.

    [Large Glass Globe] has been added to the Team Inventory.

    You go through the rest of the items, which are mostly old antiques and furniture pieces. While you imagine quite a few of these may fetch a high price if they were to be appraised, it seems that might only be for another time when prosperity was still around and Pokémon were willing to spend great amounts of money on old treasures like these. But now, those who still have money are saving for the essentials and whatever survival and security they may bring.

    You decide to head back to the manor itself, trying to investigate however you can through the boarded-up windows. However, it seems like most of the manor’s rooms have been stripped bare of anything of value while the elements have done a number on the building over time. You get a pretty good idea of what several decades of hot, dusty windstorms can do to an old building like this that never got any maintenance the whole time.

    You mostly only find forgotten light fixtures and rooms with floors and walls falling apart and remnants of ceiling dangling down in creepy ways. Quite frankly, even if you were small enough in size to enter, you believe it wouldn’t be much to discover inside and it would be really nothing more than a haunted house tour.

    Ultimately, you’ve decided there’s nothing else to find here except old traces of the past. You find out that while it’s true that no one has been inside this building for a very long time, you still managed to find several useful items in the shed even though it seems like the Stalkers were never here.

    You then head back to base to drop off the glass globe and make preparations for tonight.

    Lycellus the Eternatus (L: Dragon/Poison)
    Health: 24/24 | Sanity: 20/20 | Purity: 16/16
    Battle Stance: Tactical
    Perk: Security | Abilities:
    EQUIPMENT:
    Attack Weapon: [|AW| Veteran’s Warhammer] (Adds 4 damage to successful attack rolls)
    Defense Armor: [|DA| Bronze Guard] (Reduces incoming Health damage by 1 point each time Health damage is taken)
    Jewelry: <Empty>
    Utopian Aspect: <Empty>
    MERCENARIES:
    #1: <Empty>
    #2: <Empty>
    PACK:
    • $195 Sochas$

  16. #60
    Cheers and good times! Neo Emolga's Avatar
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    Quote Originally Posted by Chibi Altaria View Post
    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)

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