Quote Originally Posted by TylerNinetales View Post
I'll go and the (77) Jano Clinic and Urgent Care a look see.
As the morning sun rises, you head south, intending to see what you can discover in the Southern Reach. Upon leaving the Emissary steel mill, the first thing you notice is the stale air that seems hot and dry as it tastes dusty and rancid. Meanwhile, the wind can’t seem to make up its mind, almost making you wish it would decide to blow or not to blow rather than be erratic.

After crossing the Western Exacta Bridge, you head into the dead heart of Exacta City’s Southern Reach, seeing the destroyed and lost city ruins of a metropolis that used to be bustling with life and activity. Now, it’s literally a ghost town, devoid of the living, and home to only the dead and the undead. Keeping your wits about you, you use the shadows, the walls, and any available cover to make your way to the Jano Clinic.

On the way, you find the macabre remains of an Elekid, although it takes you a good thirty seconds to look the remains over before you’re at least half-certain that’s what it used to be. From what you can see, the ghouls weren’t interested in his personal belongings, only his flesh. Judging from the bloodstains, it looks like this Elekid only died about two or three days ago.

You look through his brown leather pack and you find a sizable amount of money inside. The rest of it seems to be personal survival belongings such as a lighter, towels, rations, and other similar belongings that you don’t feel you need, but you leave them in an easier to find spot in case another scavenger comes this way and needs additional resources.

$450 Sochas$ were added to Midnight’s Pack.

There isn’t much left of the body. It looks to be that his armor was ripped apart as the ghouls tore their way at him and you don’t see any sign of a weapon. You do find, however, that he had a ring on his severed, mostly consumed paw that you almost overlooked. It has a ghostly-silverish band with a dark black onyx inlaid into it. After rubbing the dirt and blood off, you slip it on your own finger, and it seems to fill you with an almost vampiric aura.

Midnight has equipped the [|JY| Nightstealer Ring] (Health damage dealt becomes Health points restored).

You continue your way to the Jano Clinic itself on the grizzly southern side of the OMEN crater. Upon arriving, you see the building looks almost leveled and it’s even difficult to tell it was a clinic in the first place. You imagine when OMEN struck, it’s impossible for anyone in this building at the time to have survived and you discover it’s difficult to even find anyone’s remains. But if anyone did survive, they would have been severely injured and wouldn’t be able to crawl away from the horrors that would soon swarm the area. Surviving would have been less merciful than just dying immediately…

You decide to explore the ruins anyway, digging through the rubble heaps that are scattered around. Among the debris, you find some medical equipment, but a lot of it is far too damaged to salvage in any way, and a lot of the medical and laboratory gear has been ruined by either damage or contamination. Even so, the shelf life on a lot of the chemicals and ointments has long expired. Anything that’s still intact in terms of vials, jars, and syringes is likely no good anymore anyway. The hemostatic agents and Pokémon thrombin have long expired and lost their sterility.

Among the devastation, you find the ruins of the waiting room. Among the twisted metal, piles of broken concrete, and splintered wood, you find a few of the old magazines that used to be provided to waiting patients and their family members. Among the pile, you find an old issue of Chansey’s Diagnosis, which has gotten a little dirty, but it’s still legible and usable. You decide to take it with you.

[“Chansey’s Diagnosis” Magazine] (Gives the user the Medicine Perk for the Cycle it’s used) was added to Midnight’s Pack.

As you keep looking, you find the trauma care rooms, or what’s left of them. You spend a good twenty minutes digging through the remains, taking care not to cut yourself on any broken glass or jagged metal in the process. There isn’t much left to be saved, but you do find several crushed metal cabinets that might have some potential. Of the three you find, the first just couldn’t be opened while the second had its vials, flasks, and chemicals either crushed, spilled, or they had expired. The last cabinet takes you a while to break open, and you find that because the door is so crushed inward, you end up needing to rip the door off to be able to access what’s inside.

When you look in, you see a lot of the medical equipment inside has been severely damaged. Medical devices on the top layer are completely crushed inward and will never work again, but items on the lower shelves appear to be in better shape. While the first two pieces of equipment are cracked and their fluids have long leaked out of them, two of the Trauma Packs appear to still be in working condition and could be used. While they would require an injection, they appear to be very high-grade medical equipment and very likely had a high cost associated with them. You decide to take them, feeling despite being a bit dated, they could heal someone’s life in a pinch.

2x [Medical Trauma Unit] (Fully restores Health, Sanity, and Purity OR serves as one use of the Medicine Perk) was added to Midnight’s Pack.

After making one last look around the clinic, you find there used to be a sublevel storage room, but rubble and large slabs of concrete have blocked off the stairwell downwards. It’s too tight for you to squeeze your way in, but you think a smaller Pokémon with a subtle frame might be able to get down there to see what the sub-level might have.

{Tight Rubble Pit: <Small Pokémon Size>} has been noted in the Team Records.

After gathering all that you could, you decide to head back, taking care to watch your back and keep an eye out for ghouls and other abominations. Thankfully, they never notice you and you manage to safely slip past them as you make your way back to the steel mill to begin your preparations for tonight.

Midnight the Zoroark (M: Dark)
Health: 20/20 | Sanity: 20/20 | Purity: 20/20
Battle Stance: Ferocious
Perk: Diplomacy | Abilities:
EQUIPMENT:
Attack Weapon: <Empty>
Defense Armor: <Empty>
Jewelry: [|JY| Nightstealer Ring] (Health damage dealt becomes Health points restored)
Utopian Aspect: <Empty>
MERCENARIES:
#1: <Empty>
#2: <Empty>
PACK:
  • $480 Sochas
  • [“Chansey’s Diagnosis” Magazine] (Gives the user the Medicine Perk for the Cycle it’s used)
  • 2x [Medical Trauma Unit] (Fully restores Health, Sanity, and Purity OR serves as one use of the Medicine Perk)