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[SEEKER OF THE CITY] A nuclear bomb is an antiqued and highly illegal explosive ever since the founding of the City in 2005.
[SEEKER OF THE CITY] This is, in no small part, a way to ration what uranium was left. It has a half life of billions of years so any nuke found could, with some effort, be spruced up.
No one in your group wants to talk. None of you could survive a nuclear explosion. Even your most powerful allies, even the most powerful anomalies, would be erased by the power of the sun. Only intangible concepts would survive.
[CAPTAIN'S AUTHORITY] ...I hate to say it but even I would be severely injured in such a blast. Do not let them trigger it.
>OPTIONAL OBJECTIVE - SECURE DA NUKE. By the sounds of it, it's likely on the bottommost floor.
"Last," Vincent tries to swerve the topic. "They're trying to move a LOT of stuff out of here - A lot of valuable documents, technology and other silver singularity shit."
"They want to survive after this. To hide like rats. We need to purge this from inside out, lest this is moot."
Shit. You NEED that shit - You want, no, need to expose these guys to the whole City once you head to the HEAD MEETING (heh!).
You glance over at the spooks. They seem to be moving now and by the looks of it, they seem to be too rattled to notice if your group follows after them.
They seem to be heading towards a random wall on the eastern side of he armory. One of them holds up a keycard towards the wall and lo and behold, that seems to do <span class="mu-i">something</span> to the wall. The spooks walk through the wall as if it was completely intangible.
Your group quickly moves in to follow after them. The wall is faintly shimmering under the dim fluorescent lights that light up the armory.
You stick your hand through and it <span class="mu-r">fucking BURNS.</span> Some sort of security measure in case you came here? Fuck it, you'll tough through it.
You force yourself through the intangible walls while gritting your teeth to muffle your grunts of pain. Your allies follow behind and most of them seem unphased. Wendy mumbles about a headache and Vincent scratches at his PARADIGM suit but the others are fine.
>You take 3 FLESH and RESTRAINT damage! You are now at 6/11 and 8/14! Bypasses PROTECTIVE ASH.
>Wendy and Vincent take no RESTRAINT damage due to weakened PROTECTIVE ASH (Wendy) and a BOON (VINCENT)
>VINCENT gains +1 COGNIZANCE!
Some sort of anti-anomaly measure you suppose. None of your armor or PARADIGMs could've protected from that. Smart, spooks, smart. Not smart enough though.
The six of you quickly travel down the spiral staircase you find yourself in now. You ponder what healing item to spend in order to pick yourself up.
CHOOSE ONE TO SPEND.
>Z-CORP AMPULE (You have two currently. Brings you back to 8/11 and 10/14. Simple as.)
>HAPPINESS IN A PILL :) (You have five. Heals your FLESH to 9/11 and boosts TALENT/FLESH/VIOLENCE by 2 for a short duration. Roll 1d100 to determine the mutation you get. Can be good, bad or neutral.)