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Investigate (20) Exacta City Police Precinct
As the sun begins to set, you decide to head out and explore the Exacta City Police Precinct. Following Rali’s lead, you decide to see what this head is about, something that Nico was going to do earlier, but didn’t quite make it. At the same time, you’re also thinking there may be a few valuable weapons or armor still lying around that might come in handy.
After leaving the steel mill, you head eastbound, keeping a watchful lookout as you cross into Northern Reach territory. Trying to make the best use of cover, you weave your way behind walls, abandoned vehicles, and piles of debris as you keep out of sight from the ghouls. Thankfully, you’re able to slip past their gazes despite being the Heatran that you are.
Once at the precinct, you start by investigating the exterior. The beige-colored building seems to be in relatively good shape, though dust and dirt has been thrown at it relentlessly by the wind storms for the past few years. The earthquakes have knocked a few things around, but it doesn’t seem like serious building damage has occurred. Still, around the building, you don’t find all too much besides a trash bin that’s been stuffed for years, two abandoned police vehicles, and collapsed cardboard boxes.
You decide to head inside through the double glass front doors that bear the police department’s insignia, though the glass could definitely use a wash and the insignia is barely legible. Still, the whole building definitely looks better than what some other structures just a few blocks away went through.
Once inside, you come across a vacant reception area where a receptionist’s desk and a few other desks have been abandoned. Unlike some other buildings, it doesn’t look like the commotion was too severe, though plenty of papers, writing utensils, and other office debris have been scattered about on the gray stone tiled floor. Surprisingly, some of the lights still work, but just barely. Many of them are extremely dim and a few of them flicker, creating seemingly moving, spidery-like shadows along the walls.
The officer desk area seems to be pretty similar in condition. It looks like no one’s been here for quite a while and a layer of dust has thoroughly coated everything including stacks of police reports, memos, correspondence and report letters, and the like. Occasionally, the lights on the ceiling flicker just a bit, but then go back to darkness. It makes you twitch a bit every now and then, making it feel like someone or something is in here with you…
You head over to the armory, which used to be behind two layers of barred steel doors, but those were undone rather recently. From the looks like things, quite a bit of it has been raided by scavengers. Still, you go through each of the weapon lockers, trying to see if anything usable is still around. Whoever was here last seemed to have been in a hurry, as you find cannon armament ammunition rounds scattered about on the floor. In one locker, you find what looks to be a fairly decent cloak armor, which you pull out and try on for yourself. It feels comfortable but also made of a rugged leather material, and might offer a little protection. You decide to keep it and continue looking.
[|DA| Renegade’s Cloak] (Reduces incoming Health damage by 1 point each time Health damage is taken) was equipped by Sacred.
You look through three more lockers all with nothing inside, but the fourth has something curious. At first it looks like just a normal black shawl was thrown in here, but you dig around a bit more and you find a black pouch that jingles a bit as you shake it, which immediately gets you thinking there’s money inside. You open it and you’re pleasantly surprised to see that you’re right, a bit amused how none of the scavengers that were previously here found this simply because of the shawl thrown on top of it.
You quickly take what’s there and add it to your own Pack.
$230 Sochas were added to Sacred’s Pack.
You don’t find too much of value in the other lockers, but then you get to a larger, heavily fortified security locker at the end of the row that looks to be about five feet tall by three feet wide, likely used to hold some of the more advanced weaponry and armor. It looks like quite a few Pokémon have tried to pick, force, and bash this particular locker to no end, but it has remained adamant in staying shut. Still, you can’t help but think maybe someone in the Emissary crew might want to take a swing at this to see if they can possibly crack it open.
{Reinforced Police Armory Locker: <Lockpick>} was noted in the Team Records.
Lastly, you decide to check the holding area, the place where Rali reported to have seen the severed head. You make sure you watch your back the entire way, hoping no ghouls might have slipped in while you weren’t looking or were residing here long before you came. Still, the holding and criminal processing area is rather dark and you can see why visibility was an issue for Rali. When you come to the room, you see the head she’s talking about hanging from a dusty ceiling fan by a bloody rope, only you’re facing it from the back. You walk in closer to get a better look at who must have been the decapitated victim here…
#Macabre Discovery (8 Sanity Damage)# Trap 30% Evasion Test: 79 out of 100: Successful!
It… can’t be.
As if on defensive impulse, you do a double take, quickly grab a nearby duffle bag that was used for a now-missing shoulder-mounted cannon armament, and rapidly pull it over the head as if trying to cover and trap a vicious blood-thirsty insect. And then with one quick tug, you free it from the bloody rope.
Because there’s something very, very wrong with this head.
It’s your own head…
…
#[Head of Sacred the Heatran] Macabre Presence – (3 Sanity Damage)# was added to the Team Inventory.
Dark temptation attempts to nip at you to look it over in full for dark curiosity and validity’s sake, but you know better. It reeks with Stalker presence and it wouldn’t surprise you to discover they’ve done something heinously wicked and disturbing like this. But really, without a doubt, you’re convinced the gray, steel skull-shaped head that you hold in that duffle bag is exactly your own without even questioning it enough to look it over, but you know to do so would just eat away at your mind beholding your own severed head in your grasp.
Despite the morbidity of it, you decide to take your head with you, feeling there’s some dark and wicked intention behind this and you’re going to get to the bottom of it. You decide to look around the rest of the police precinct for any last remaining items of value that might still be around, but most of it just seems to be everyday objects and things that don’t seem like the kind of thing you need to take along with you.
You decide to head back, instantly noticing the sun has long set by now and the night sky hangs above you. There’s an eerie feeling of quiet stillness as you head back to base, and it seems like not even the ghouls are around for some odd reason.
You just hope it’s a coincidence and not because of something else…
Sacred the Heatran (M: Fire/Steel)
Health: 20/20 |
Sanity: 20/20 |
Purity: 20/20
Battle Stance: Heroic
Perk: Seinaru |
Abilities:
EQUIPMENT:
Attack Weapon: <Empty>
Defense Armor: [|DA| Renegade’s Cloak] (Reduces incoming Health damage by 1 point each time Health damage is taken)
Jewelry: <Empty>
Utopian Aspect: <Empty>
MERCENARIES:
#1: <Empty>
#2: <Empty>
PACK:
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