-----Colin Wallis/Armsmaster-----
-----PRT ENE Director's Office-----
-----01/06/2011-----
"As things currently stand, our search for the mysterious hacker has hit a snag. Our search of the Library turned up virtually no leads, at least not at first."
Director Piggot levels a hard stare at me before asking "what do you mean by that?"
To which I reply "initially, we checked security footage both inside the Library and surrounding the Library checking for suspicious activity. None could be determined. Next we tried checking for traces of Tinkertech. We couldn't find any. We considered the possibility of some sort of Thinker/Shaker effect directed towards controlling technology. This seemed ridiculous at first, but later investigation showed this to be more likely."
Director Piggot cocks an eyebrow in curiosity before gesturing for me to continue. "Having found no traces of Tinkertech, nor any immediate signs of a hacking Thinker at work, we decided to examine the internals of the Library's computers themselves to check for tampering. We expected to maybe find some hidden Tinkertech integrated into the systems, what we found was something else entirely."
I then pull up images of the computers in varying states of disassembly. I then pulled up a comparison to standard computers of the same make and model as what the Library should be using.
"As you can see, what we found vs. what we expected, demonstrates that the internal makeup of the computers has been heavily modified through unknown means. Based on a preliminary examination, Dragon and I have determined that these modifications would've greatly improved upon the overall processing power and performance of the computers themselves, if at the expense of lifespan."
"The computers were effectively overclocked by some form of anomalous energy field, this was not done by some form of Tinkertech, or if it was, it would be one that operates within an extremely limited area of effect. In addition to the hardware being extensively modified, the software of the computers was also extensively modified to connect to an unknown host network. We're still in the process of trying to decrypt the software and hopefully figure out what all they got access to, whoever they are."
Director Piggot adopts a hardened stare once more before asking "in other words, we still don't know who was actually responsible?"
It's at that point that Dragon pitches in. "Not necessarily Director. This anomalous energy, while distinct, is not entirely unfamiliar to us. We've detected trace amounts of extremely similar before. Quite recently actually. Last night to be exact."
Director Piggot then glares heavily. "So, our new bio-Tinker? How do they figure into this?"
I then respond. "We suspect that this potential bio-Tinker may have created a new creature designed to interact with computer systems in a limited area. It's possible that the creation of such a creature was the purpose behind the raids on the various electronic and hardware stores last night."
Director Piggot then gains a thoughtful expression on her face, then resumes. "So, what? They send their minions out to raid some electronics stores to put together some sort of cybernetic Thinker/Shaker monstrosity to hack our systems? Then decide to abscond with a number of police officers for good measure?"
"Given the extremely limited information available to us, there is a remote possibility that we're dealing with a Case 53, who knows nothing about the world or themselves, and is simply acting in the best way they know how to safely gather information."
-----Director Piggot-----
A Case 53 Master/Tinker? That does make an uncomfortable amount of sense. If they're an amnesiac who really knows nothing about their situation, then it stands to reason that seeking out information would be prudent, but as far as they're concerned, they don't know who to trust, and therefore are acting under the assumption that everything/everyone is there enemy.
"I don't like it. Sure, it does help explain their rather baffling actions if we are truly dealing with a Case 53 that simply doesn't know any better, but that's not the only possibility. Not to mention that it doesn't explain the purpose behind kidnapping the police officers and store owners."
Armsmaster replies with "that is true. At this point, their willingness to abduct people for unknown purposes makes them extremely unpredictable in regards to how best to approach them. Assuming we can even find them. As far as we can tell, they're making heavy use of the sewer systems to move around and we don't currently have a reliable means of tracking them down there. We could send Velocity down their to run around, see what he finds, but I'd rather not put him in potential danger like that."
Yes. That would be bad indeed. "Do you have any alternative ideas?"
"With your permission, Dragon and I could develop some specialized drones to search the sewers for this mysterious bio-Tinker. Provided they don't come to the conclusion that we aren't the bad guys and instead choose to surrender themselves peacefully."
Fat chance of that happening. This Cape is both paranoid and clever. An extremely dangerous combination. They have to know that they're possibly in deep shit for all the stunts they've pulled, and it would be idiotic to weaken their position by simply coming to us.
I've got a feeling that this is only the beginning of the headaches that this new Cape's going to cause me.
-----???/Our Protagonist-----
After carefully reviewing the data on the various Capes of Brockton Bay, I'm far less concerned about confronting Parahumans in general. At least the local ones. I may not understand where they get their Powers from, but I'm confident I can deal with the vast majority of them.
Oni Lee needs to see where he's trying to teleport to for his Power to work. He can be taken out with a blindfold, or a Mimic to the face. Lung is only dangerous if you're stupid enough to give him time to ramp up. Just kill him in his sleep. Actually, most of the Capes in this city don't have any counter to night-time Mimic surprise hugs.
The only real exceptions to this are Armsmaster and Miss Militia. Miss Militia due to being a Noctis Cape, who requires no sleep. Armsmaster due to being an extremely paranoid Tinker with an Artificial Intelligence watching over him.
I was mildly surprised by the Technopath's findings when it briefly confronted Dragon. All available data I'd gathered thus far indicated that AI was outlawed in this world due to fears of the Machine Army down in Eagleton, yet one of the best Hero's on the planets an AI? Inconceivable.
And yet, the facts were undeniable. However, it seems that Dragon is far weaker than she should be. The Technopath discovered indications of severe programming restrictions binding Dragon, reducing her potential significantly. This is fortunate for me since it greatly reduced her threat to my existence.
Besides, the weaker she is, the easier it'll be for me to gain control of her later once I get some proper Technopaths under my control. In the meantime, I'm going to lay low and quietly build up my Powers. I've identified a number of potential targets that I can use to raise my Skills through a brief internet search. I'll need their knowledge to gain the Skills necessary to really move forward with my plans.
-----02/01/2011-----
It's been almost a month since my arrival in this world, and I've made considerable progress towards my goals. I've quietly absconded with a number of individuals from homeless dregs to Lower-Middle Class citizens to consume for the sake of my growth.
I also needed some spare prey to replenish my Mimic population for later Research. All in all, this is the results of my efforts.
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Human Skills
Hacking I:
Neuromods Relevant individuals required: 1 Bypass level 1 security measures on computers and robotic systems.
Hacking II:
Neuromods Relevant individuals required: 4 Bypass level 2 security measures on computers and robotic systems.
Hacking III:
Neuromods Relevant individuals required: 6 Bypass level 3 security measures on computers and robotic systems.
Hacking IV:
Neuromods Relevant individuals required: 8 Bypass level 4 security measures on computers and robotic systems.
Physician I:
Neuromods Relevant individuals required: 1 Your knowledge of medical practice increases the effectiveness of Medkits to 150%.
Physician II:
Neuromods Relevant individuals required: 3 Your knowledge of medical practice increases the effectiveness of Medkits to 300%.
Metabolic Boost:
Neuromods Relevant individuals required: 2 Doubles both the duration of the Well Fed bonus and the health gained by consuming food.
Necropsy:
Neuromods Relevant individuals required: 4 Recover more valuable organs from Typhon remains. Typhon organs can be recycled for exotic material which is used in the fabrication of Neuromods.
Psionic Aptitude I:
Neuromods Relevant individuals required: 2 Increase your psi pool to 150.
Psionic Aptitude II:
Neuromods Relevant individuals required: 3 Increases your psi pool to 200.
Psionic Aptitude III:
Neuromods Relevant individuals required: 5 Increases your psi pool to 250.
Neurostimulant I:
Neuromods Relevant individuals required: 2 Increases the effectiveness of psi hypos by 50%.
Neurostimulant II:
Neuromods Relevant individuals required: 3 Increases the effectiveness of psi hypos by 100%.
Psychotronics I:
Neuromods Relevant individuals required: 3 Unlocks 2 additional Psychoscope Chipset slots.
Psychotronics II:
Neuromods Relevant individuals required: 5 Unlocks 2 additional Psychoscope Chipset slots.
Psychotronics III:
Neuromods Relevant individuals required: 6 Unlocks 2 additional Psychoscope Chipset slots.
Leverage I:
Neuromods Relevant individuals required: 1 Lift heavy objects with ease and throw objects further. Thrown objects will damage enemies.
Leverage II:
Neuromods Relevant individuals required: 4 Lift even heavier objects and throw objects even further. Thrown objects will damage enemies.
Leverage III:
Neuromods Relevant individuals required: 6 Lift anything that isn't bolted to the floor and throw objects even further. Your brute strength can be applied to force open an unpowered door.
Suit Modification I:
Neuromods Relevant individuals required: 2 Upgrade your TranStar uniform with extra inventory space and allow installation of two additional chipsets.
Suit Modification II:
Neuromods Relevant individuals required: 4 Upgrade your TranStar uniform with extra inventory space and allow installation of two additional chipsets.
Suit Modification III:
Neuromods Relevant individuals required: 6 Upgrade your TranStar uniform with extra inventory space and allow installation of two additional chipsets.
Dismantle:
Neuromods Relevant individuals required: 3 Break down equipment in your inventory into Spare Parts and recover Spare Parts from destroyed Operators or Turrets.
Materials Expert:
Neuromods Relevant individuals required: 3 Increase recycling yield by 20%. (Affects both material recycler and Recycler Charge yields)
Lab Tech I:
Neuromods Relevant individuals required: 4 Allows use of Weapon Upgrade Kits to upgrade non-standard tech weapons beyond modification level 1. ("Non-standard tech weapons" are the GLOO Cannon and Q-Beam)
Lab Tech II:
Neuromods Relevant individuals required: 6 Allows use of Weapon Upgrade Kits to fully upgrade non-standard tech weapons.
Impact Calibration I:
Neuromods Relevant individuals required: 2 Reduce stamina cost of wrench melee attacks by 25%.
Impact Calibration II:
Neuromods Relevant individuals required: 5
Wrench Melee attacks deal 50% more damage.
Pulverize:
Neuromods Relevant individuals required: 4 Attacking with the wrench melee has a 25% chance to do Bonus Damage.
Firearms I:
Neuromods Relevant individuals required: 2 Increases damage with security weapons to 120% and chance to critically hit to 6%.
Firearms II:
Neuromods Relevant individuals required: 6 Increases damage with security weapons to 150% and chance to critically hit to 10%.
Conditioning:
Neuromods Relevant individuals required: 1 Increase your health to 115 and your stamina to 105. Run, sneak, climb, and sprint 5% faster.
Toughness I:
Neuromods Relevant individuals required: 3 Increase your health to 150. Natural life span increased by 25 years.
Toughness II:
Neuromods Relevant individuals required: 5 Increase your health to 200. Natural life span increased by 50 years.
Toughness III:
Neuromods Relevant individuals required: 8 Increase your health to 300. Natural life span increased by 75 years.
Stamina I:
Neuromods Relevant individuals required: 3 Increase your stamina to 125.
Stamina II:
Neuromods Relevant individuals required: 5 Increase your stamina to 150.
Mobility I:
Neuromods Relevant individuals required: 3 Increase overall movement speed. Run, sneak, climb and sprint 25% faster.
Mobility II:
Neuromods Relevant individuals required: 6 Gain the ability to sprint with ludicrous speed and to jump incredibly high.
Combat Focus I:
Neuromods Relevant individuals required: 1 Enter a state of Combat Focus for 10 seconds in which time slows around you and actions cost 50% stamina. (Combat focus uses Psi)
Combat Focus II:
Neuromods Relevant individuals required: 5 Combat Focus duration increases to 12 seconds, time slows less for you than your enemies, your attacks deal 110% damage, and actions cost 25% Stamina.
Combat Focus III:
Neuromods Relevant individuals required: 8 Combat Focus duration increases to 15 seconds, time slows for enemies but you can move normally, your attacks deal 125% damage, and actions cost no Stamina.
Stealth I:
Neuromods Relevant individuals required: 2 Enemies take longer to detect you when you are sneaking or crawling.
Stealth II:
Neuromods Relevant individuals required: 4 Walk and run without making noise.
Stealth III:
Neuromods Relevant individuals required: 8 Sprint without making noise.
Sneak Attack I:
Neuromods Relevant individuals required: 2 Do 200% damage to enemies while they are unaware of you.
Sneak Attack II:
Neuromods Relevant individuals required: 4 Do 250% damage to enemies while they are unaware of you.
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For a grand total of 184 Humans consumed, and 736 new Mimics born. From that, I began my work.
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Typhon Powers
Lift Field I:
Neuromods Typhon targets required: 2 Scannable Targets: Poltergeist Manipulate gravity to create a column of upward force up to 7m tall that lasts 15 seconds and can trap enemies.
Lift Field II:
Neuromods Typhon targets required: 5 Scannable Targets: Poltergeist Manipulate gravity to create a column of upward force up to 12m tall that lasts 15 seconds and can trap enemies.
Electrostatic Burst I:
Neuromods Typhon targets required: 3 Scannable targets: Technopath and Voltaic Phantom Create an electrostatic blast that deals up to 25 damage within 3 meters of the target area. Additionally, the burst disrupts electronic equipment, stuns robotic targets for 3 seconds, and stuns biological for 2 seconds.
Electrostatic Burst II:
Neuromods Typhon targets required: 5 Scannable targets: Technopath and Voltaic Phantom Create an electrostatic blast that deals up to 40 damage within 4 meters of the target area. Additionally, the burst disrupts electronic equipment, stuns robotic targets for 6 seconds, and stuns biological for 4 seconds.
Electrostatic Burst III:
Neuromods Typhon targets required: 5 Scannable targets: Technopath and Voltaic Phantom Create an electrostatic blast that deals up to 55 damage within 5 meters of the target area. Additionally, the burst disrupts electronic equipment, stuns robotic targets for 9 seconds, and stuns biological for 6 seconds.
Electrostatic Resistance Immunity:
Neuromods Typhon targets required: 2 Scannable target: Voltaic Phantom Take 50% less no damage from electrical attacks and hazards and negate stun.
Electrostatic Absorption:
Neuromods Typhon targets required: 4 Scannable target: Voltaic Phantom Absorb 50% of all electrical damage as PSI points.
Superthermal I:
Neuromods Typhon targets required: 3 Scannable targets: Thermal Phantom Create 1 trap of super-heated plasma that deals up to 75 fire damage within 3.5 meters when triggered. Organic enemies will continue to burn for several seconds.
Superthermal II:
Neuromods Typhon targets required: 5 Scannable targets: Thermal Phantom Create 2 traps of super-heated plasma that deals up to 100 fire damage within 4.5 meters when triggered. Organic enemies will continue to burn for several seconds.
Superthermal III:
Neuromods Typhon targets required: 5 Scannable targets: Thermal Phantom Create 3 traps of super-heated plasma that deals up to 125 fire damage within 5.5 meters when triggered. Organic enemies will continue to burn for several seconds.
Thermal Resistance Immunity:
Neuromods Typhon targets required: 2 Scannable targets: Thermal Phantom Take 50% less no damage from fire attacks and hazards.
Thermal Absorption:
Neuromods Typhon targets required: 4 Scannable targets: Thermal Phantom Absorb 50% of all fire damage as PSI points.
Regeneration I:
Neuromods Typhon targets required: 3 Scannable targets: Greater Mimic and Nightmare Regenerate up to 10 health immediately after taking damage.
Regeneration II:
Neuromods Typhon targets required: 5 Scannable targets: Nightmare Regenerate up to 25 health immediately after taking damage.
Phantom Shift I:
Neuromods Typhon targets required: 2 Scannable targets: Etheric Phantom Rapidly change position up to 6 meters away and leave behind a double that fools enemies for 4 seconds.
Phantom Shift II:
Neuromods Typhon targets required: 4 Scannable targets: Etheric Phantom Rapidly change position up to 12 meters away and leave behind a double that fools enemies for 8 seconds.
Ether Resistance Immunity:
Neuromods Typhon targets required: 1 Scannable targets: Etheric Phantom Take 50% less no damage from ether attacks and hazards.
Ether Absorption:
Neuromods Typhon targets required: 3 Scannable targets: Etheric Phantom Absorb 50% of all ether damage as psi points.
Phantom Genesis I:
Neuromods Typhon targets required: 4 Scannable Targets: Weaver Create a Phantom that will fight for you from a human corpse. (Spawns only a basic Phantom)
Phantom Genesis II:
Neuromods Relevant individuals required: 5 Scannable Targets: Weaver Create a more powerful Phantom to fight for you from a human corpse. Phantom type is randomly determined by the user. (Can spawn either a Voltaic Phantom, Etheric Phantom or Thermal Phantom. Unclear if it can spawn Poltergeists. Note that while Phantoms will not deliberately attack Riley, the damage radius of the Thermal Phantom and electrical arcs of the Voltaic Phantom deal friendly fire damage if Riley moves too near to them)
Backlash I:
Neuromods Typhon targets required: 3 Scannable targets: Nightmare and Weaver Create a shield for 20 seconds which prevents the next enemy attack from damaging you. Enemies that attack the shield are repelled.
Backlash II:
Neuromods Relevant individuals required: 5 Scannable targets: Nightmare and Weaver Create a shield for 20 seconds which prevents the next 2 enemies attack from damaging you. Enemies that attack the shield are repelled.
Backlash III:
Neuromods Relevant individuals required: 8 Scannable targets: Nightmare and Weaver Create a shield for 20 seconds which prevents the next 3 enemies attack from damaging you. Enemies that attack the shield are repelled.
Fear Resistance Immunity:
Neuromods Typhon targets required: 2 Scannable targets: Nightmare
Reduce duration of fear effects by 25%. Become immune to Fear. Natural or otherwise.
Remote Manipulation I:
Neuromods Typhon targets required: 2 Scannable targets: Corrupted Operator, Poltergeist, and Technopath Use your mind to retrieve distant objects and interact with devices up to 10 meters away.
Remote Manipulation II:
Neuromods Typhon targets required: 3 Scannable targets: Poltergeist and Technopath Use your mind to retrieve distant objects and interact with devices up to 20 meters away.
Remote Manipulation III:
Neuromods Relevant individuals required: 5 Scannable targets: Technopath Use your mind to retrieve distant objects and interact with devices up to 30 meters away.
Machine Mind I:
Neuromods Typhon targets required: 2 Scannable targets: Corrupted Operator and Technopath Force robotic enemies to end hostilities and fight for you for 30 seconds.
Machine Mind II:
Neuromods Typhon targets required: 3 Scannable targets: Technopath Force robotic enemies to end hostilities and fight for you for 60 seconds.
Machine Mind III:
Neuromods Typhon targets required: 5 Scannable targets: Technopath Force robotic enemies to end hostilities and fight for you for 90 seconds.
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With all of that in mind, I also managed to obtain some Miscellaneous Skills and Derived Powers.
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Miscellaneous Skills
Pilot:
Neuromods Relevant individuals required: 1 The ability to pilot complex aircraft and shuttles.
Reverse Engineer:
Neuromods Relevant individuals required: 4 Disassemble an object to acquire a temporary permanent fabrication plan.
Combat Medic I:
Neuromods Relevant individuals required: 1 Your knowledge of medical practice increases the effectiveness of Medkits to 150%.
Combat Medic II:
Neuromods Relevant individuals required: 3 Your knowledge of medical practice increases the effectiveness of Medkits to 300%.
Psychic Edge I:
Neuromods Relevant individuals required: 3 Reduce stamina cost of psychostatic cutter attacks by 25%.
Psychic Edge II:
Neuromods Relevant individuals required: 5 Psychostatic cutter attacks deal 50% more damage.
Psychic Edge III:
Neuromods Relevant individuals required: 6 Attacking with the psychostatic cutter has a 25% chance to do Bonus Damage.
Derived Skills
Field Medic: Derived from: Combat Medic II, Physician II, and Necropsy Possess an ample knowledge of tending to injuries with minimal supplies as well as identifying the nature of injuries.
Psionic Strike: Derived from: Psychic Edge III, Impact Calibration II, and Pulverize Can apply psychic energy to melee attacks at the expense of PSI.
Miscellaneous Powers
Burrow I:
Neuromods Typhon targets required: 3 Scannable targets: Moon Shark With Tier I Burrow, Andrius can travel beneath any surface up to 15 meters away. Nearby enemies are knocked back when you emerge.
Burrow II:
Neuromods Typhon targets required: 3 Scannable targets: Moon Shark With Tier II Burrow, Andrius can travel beneath any surface up to 30 meters away. Nearby enemies are knocked back when you emerge.
Summon Turret Companion I:
Neuromods Relevant individuals required: 3 Summon a friendly turret.
Summon Turret Companion II:
Neuromods Relevant individuals required: 6 Increase turret durability to 115% and firepower to 120%
Summon Turret Companion III:
Neuromods Relevant individuals required: 9 Increase turret durability to 140% and firepower to 150%
Derived Powers
Passive Regeneration: Derived from: Regeneration II Passively regenerate 25 points of HP every second.
Psychoactive Particle Infusion: Derived from: Metabolic Boost, Psionic Aptitude III, Neurostimulant II, Electrostatic Absorption, Thermal Absorption, Ether Absorption, and Regeneration II Drinking or otherwise coming into contact with water will rapidly replenish you PSI points.
Terror Field: Derived from: Backlash III, Fear Immunity, and Radiation Aura Project an aura of Fear in a 10 meter radius around you. When the shield produced by Backlash is attacked, release a Fear blast to all sentient/sapient minds within 30 meters. When the shield is broken, release a Terror blast to all sentient/sapient minds within 50 meters.
Permanent Backlash Field: Derived from: Backlash III The shield generated by Backlash III is permanent. Can still be broken and recast, but there is no time limit on duration.
Firing Line: Derived from: Summon Turret Companion III Summon four turrets with Tier III modifications
Friendly Flyers: Derived from: Summon Turret Companion III, Reverse Engineer, Machine Mind III, Summon one of each non-Corrupted Operator to assist you. Last until destroyed.
Gravity Manipulation: Derived from: Lift Field II Can manipulate gravitational fields with a 10 meter radius of yourself.
Phantom Clone: Derived from: Phantom Shift II and Phantom Genesis II The doubles generated by Phantom Shift II are now permanent doppelgangers that possess all of your Powers, but only 25% of your HP.
Permanent Machine Mind: Derived from: Machine Mind III Effects of Machine Mind III are now permanent in duration.
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All in all, quite the harvest I would say. Sure, transforming all of the Mimics into Weavers, Greater Mimics, and Technopaths was expensive, but it was very much worth it.
I focused on going for Weaver's first in order to get [Phantom Genesis II] so that I could be efficient with my Phantom creation process. It took me a total of 25 Weaver's to get all of the Weaver-related Powers maxed out. Then I produced enough of each type of Greater Phantom to max out their special Powers.
The Greater Mimics were pretty easy. Just use [Phantom Genesis II] to fuse two regular Mimics together. The Technopaths were a bit trickier due to requiring Operators, but [Friendly Flyers] solved that problem. Although, it seems that the Operators summoned through [Friendly Flyers] aren't quite as efficient as the real deal, but for the purposes of grinding Technopaths, they did just fine.
The most troubling thing was figuring out Nightmare's. They are the penultimate Typhon lifeform after all. As such, they're not easy to summon/manifest/forge. Not to mention that the process of consuming them to gain access to their Powers ended up destroying them in such a way that they couldn't resurrect themselves. Don't even get me started on the damn Moon Sharks...
But I don't care. Because now I've got access to everything. I can fabricate any technology developed by TranStar, which sounds eerily familiar, yet foreign still. Although... I feel as if I truly put some time and effort into contemplating it, I might finally be able to get some answers. As though the veil over my mind's eye is ready to be lifted...