Thursday, September 22, 2011
Blog info update
Tuesday, September 20, 2011
Entry: 00-029: Playable Class: Male Luxnaut Outlaw
Wednesday, August 3, 2011
Entry: 00-028: Playable Classes: Human Varigator Prism and Escriman Seeker
Wednesday, July 27, 2011
Entry: 00-027 Character Diversity in CotV
Sunday, July 17, 2011
Entry: 00-026: Playable Classes: Carapen Xenosociator and Unclassified Clandestine Investigator
Entry: 00-025: The Ever Evolving Osteomorph
Wednesday, July 6, 2011
Entry: 00-024: Beta Rules
by Wedge, Co-Creator
We were also able to whip up a quick video to give you an idea of what a single round of the One Breath Combat looks like in action.
Feel free to send us your feedback or visit the Chronicles of the Void Forum to discuss your thoughts.
I hope you enjoyed it, upper cuts and all.
Thursday, June 30, 2011
Entry: 00-023: Playable Classes: Geno-Perfect Human Javelin Pilot & the Grimkin Swarm
by Wedge, Co-Creator
Today we feature our two classes which have the ability to pilot heavily armed mechanized suits into battle, I gave you the Geno-Perfect Human Javelin Pilot and the Grimkin Swarm.
3) Geno-Perfect Human Javelin Pilot
Geno-Perfect are a new generation of children born into the custody of a corporation. Conceived in a fertility laboratory from the combination of 647 unique genes sampled from some of the most exceptional individuals in history. Raised by a staff of expert caretakers and are given the highest level of education and serve as representations of the pinnacle of human evolution exalting the feats which science has allowed us to ascend.
Geno-Perfect humans have a staggering genetic resume including ambidexterity, short sleeper, an eidetic memory, supertaster, and absolute pitch among many others. In addition, they are the first humans which are able to physiologically compete in Migrathon.
Officially Migrathon is described as a 5 day, non-stop 5,000 mile run across some of the most dangerous and savage terrain in the universe, players (or Javelin as they are popularly called) are ranked in the order that they finish the course. Each course is meticulously chosen and plotted ahead of time to take the Javelins through inhospitable environments, deadly local fauna, and unpredictable weather. Each Javelin wears a fusion powered mechanical suit that prescribes to MORA (Migrathon Offical Ruling Authority) guidelines and is additionally allowed one projectile rifle with 3 cartridges, one plasma handgun with a 5 Megawatt charge, and one retractable uni-gauntlet oscillating nano-blade. Each Javelin begins the course 1 mile apart but they ultimately converge on a finish line is a 100 foot arch at the end of the course. Along the way each Javelin has 4 waypoints that they must reach that are plotted by satellite and transmitted to each Javelin's topographical interface, in order to mathematically ensure that each Javelin must cross the same total distance to reach the finish line. Direct contact between Javelins is forbidden on the course (no touching or firing upon opponents), but indirect action that effects other players is permitted.
Unofficially a Migrathon is one of the most unpredictable, cutthroat, and deadly games in the civilized universe. Last season, there was a fatality rate of 14.4% among Javelin players, with causes ranging from cardiac failure to sabotage to decapitation by the Greater Ibaquin of Malcor who has claimed the lives of no less than 4 Javelin players while crossing through their traditional mating grounds when the course was first introduced during last year's quarter final elimination tournament. Javelin players are tested mentally, physically, morally, and tactically at all times when on the course and quite literally only the strongest survive.
You are a Geno-Perfect Human Javelin Pilot.
Game Play Overview: As a Geno-Perfect Human you have access to a wide array of specilized skills representing the best of what Humanity has to offer including ambidexterity, short sleeper, an eidetic memory, supertaster, absolute pitch and many more. As a Javelin Pilot you will oversee the battlefield in your highly armored and heavily armed mechanized Javelin suit. You are the most sturdy character in the game with massive weapons only weldable by mechanized suits, but your size and power comes at a penalty to coordination forcing you to act less frequently then all other characters.
Iconic Character: Kinaso Life (female Human) Confident, determined, and resourceful Kinaso is a human Geno-Perfect child raised by the Life Corporation famous across the Universe as the top Migrathon athlete piloting the heavily armored mechanized javelin suit Silver Needle before she became a Marshal of Ash.
4) Grimkin Swarm
The Grimkin are originally from the planet Renoyl where the top of the food chain is dominated by massive predators on the scale of the dinosaurs from ancient Earth. On such a competitive world the evolutionary strategy the Grimkin took for survival was to stay small and unnoticed by the bigger animals. Measuring only 4'' to 6’’ tall at full height they flutter about on insect like wings. The Grimkin go unnoticed by the massive predators on their home world and they live in tight family swarms which typically range from 15 to 50 individuals. A Grimkin swarm is always together as they are inherently social animals that despise solitude.
While Grimkin swarms appear to maintain a type of shared consciousness, they are in fact still a collection of individuals all with their own personalities, needs, and desires that operate in extremely close coordination. However, the survival skills of an individual Grimkin which is separated from their swarm are drastically reduced, and a single swarm exhibits behavior which is greater than the sum of its parts. The Grimkin are particularly adept problem solvers, able to attack a puzzle with many pairs of hands and minds working together to complete a task that often results in surprisingly effective results. While they rarely ever choose the correct solution on their first try, the Grimkin are extremely persistent and will exhaust every possible option in a brute force kind of strategy to solving any complex problem.
When the first explorers came to the planet Renoyl and performed their survey of the local fauna and flora, the Grimkin were not recognized as a sentient race, but rather as a kind of vermin that found a way to infest the surveyor’s spacecraft and were unintentionally and unknowingly transported off world. Since then, the Grimkin have spread to nearly every habitable zone across the known universe showing alarming adaptability. Wherever they go, they assimilate local languages and customs leading to a high degree of variability between Grimkin swarms across various regions. Their colonization is so uniform that it is difficult to find any civilized habitat without them.
The Grimkin are garbologists and have developed a knack for fixing broken devices by cobbling together their own contraptions using the materials on hand. Unfortunately for everyone else the Grimkin enjoy fixing things so much that they often run out of broken devices to fix and start dismantling various operational systems in order to "improve" them leading to dubious results more often than not.
Perhaps one of the Grimkin most troubling adaptations to the modern society is their construction of human sized mechanized suits which are generally referred to as Techni-Behemoths. Many cite the massively popular and brutal sport Miagrathon as the culprit behind the Grimkin's obsession with building these monstrosities. Regardless, nearly every swarm ends up building their own custom Techni-Behemoth, complete with enough hatches, turrets, consoles, and even a fully functional command bridge allowing the entire swarm to ride around in a heavily armed mechanical golem wreaking havoc among the other larger creatures.
By nature Grimkin are capricious and unpredictable. They are stubborn and while they work very well with each other, they require enticement to work with other creatures. Gifts, services and IOUs are the currency of the Grimkin , although many individuals find that they come out on the raw end of any deals made with the Grimkin, which has led to the common universal slang describing a no win situation or a poor bargain as a “Grimkin Deal”.
Game Play Overview: Challenging and unique role playing opportunities as you play as a swarm of small flying aliens that act, think, and eat as one. These little guys are some of the Universe's most creative innovators and use that talent to build “human sized” mechanized suits called Techni-Behemoths that they pilot into battle. They couple high armor and powerful weaponry when piloting their Techni-Behimoth with extreme vulnerability if ever caught in dangerous situations outside of their suit where they are easily picked off.
Iconic Character: Gups (Grimkin Swarm) - Skilled inventors and engineers this family of Grimkin is composed of 20 individuals that share a collective intelligence and an affinity for practical jokes while serving as honorary Marshals of Ash ever since they made their home aboard the starship Overwatch.
Saturday, June 25, 2011
Entry: 00-022: Playable Classes: Prime Arbiter & Aqasoo Latent Nova Psionic
Playable Classes: Prime Arbiter & Aqasoo Latent Nova Psionic
by: Wedge Smith, Co-Creator
This is the first post in a regular update series which will reveal all 10 playable Iconic Character Templates (or classes) that will be available in Chronicles of the Void. Each one includes a bit of CotV fiction to set the stage for the origins of the class, a Game Play Overview section to get an idea of how each might be played, and finally a short blurb about our Iconic CotV Character which the class is based off of. So without further preamble I give you the Prime Arbiter and the Aqasoo Latent Nova Psionic.
1) Prime Arbiter
Nearly 400 years ago the Trans Solar Unified Protectorate (TSUP) discovered the planet 71099-Vorenas on a routine drone scouting mission. Included in the drone's report alongside descriptions of the planet's extremely irregular orbit, violent sandstorms, and volatile tectonic activity was a geological mineral analysis that indicated planet 71099-Vorenas to have 357 million tons of raw Multonium. At this time of the discovery this amount of Multonium represented approximately 77.239% of all Multonium in the known Universe.
What followed was a gold rush fever, with mining operations as small as single freighter teams up to Multi-Galactic Corporations all scrambling to collect the fortune. Unfortunately for many, 71099-Vorenas, or M-Rock as it became called, was an uncommonly inhospitable planet that resisted all attempts to establish even rudimentary settlements. The poisonous atmosphere was so lethal that it killed any exposed living creature in seconds. The frequent sandstorms moving at supersonic velocities tore through even hardened bunkers and the highly erratic tectonic movement prevented any kind of subterranean colonies from taking root. In short M-Rock was nearly a perfect storm. The mortality rate for miners in the first year was 93%. To make matters worse, a large portion of fatalities were to non-ecological sources: booby traps set by other miners, sabotage of life support units, and outright banditry were commonplace. Most would be miners turned around and went home, or perished. Only a handful of the wealthiest miners were left 3 years after the initial discovery, but even for them, the cost of human and non-human resources lost in extraction of the Multonium was too high.
As a result, the TSUP launched a massive robotic drone development project that brought together the best AI scientists that money could buy. Within 3 years the mining drone project had created a series of highly adaptable robots which were designed to withstand the planet's harsh environment and who possessed complex solution matrix algorithms for problem solving since contact with the ground from orbit was unreliable in the best of times. The drones were launched to the planet from orbit, and were programmed to stockpile their mined Multonium in specific caches around the planet where transport ships would regularly rendezvous to collect the payload. The mining drones exceeded everyone's expectations within the first 6 months of their deployment, but they were not alone. A parallel drone mining project funded by the Abyss Corporation also launched a series of robotic mining drones only 4 months after the TSUP project went live, and the results were catastrophic. Details about the events that occurred on the planet M-Rock during this period are unacceptably few since the robotic mining drones were unable to communicate regularly with the orbital ships due to extreme solar radiation. But security footage from the transport ships that hauled the Multonium off planet confirm that in addition to their normal cargo, decapitated heads of rival mining robots were often found piled next to each shipment. Over the next two years a sort of arms race developed between TSUP and Abyss, as new drones were developed outfitted with military armaments and their AI was upgraded with guerrilla warfare tactics. Multonium shipments slacked, and the robotic body count reached incredible levels.
Then inexplicably one day, all contact with the mining droids on both sides suddenly ceased. The subsequent transport ships reached the Multonium rendezvous site and there were no more severed robot heads, just towering stacks of purified Multonium. From this day forward, the Multonium payload for each pickup site remained precisely the same. Any new drones sent to the planet abruptly cut off transmissions to their mother ships within minutes of making landfall, and no communication with the mining drones was re-established. While both TSUP and Abyss were curious about the change in behavior on the planet, they were both making profits hand over fist, and no further action on their part seemed necessary to maintain this profitable enterprise. The scientists and high level executives gradually shipped off to other exiting projects, and a minimal facility was left in orbit to continue to extract and ship the Multonium.
After nearly 200 years, the first report of an unregistered transport ship left the atmosphere of the planet M-Rock and disappeared in a flash as it entered a worm-hole space jump. The small orbital TSUP shipping facility logged the event but otherwise, business continued as usual. Twenty Seven days later, two additional ships emerged from the planet, one establishing a stable orbit around the planet and another which winked off into another worm-hole. The orbiting vessel's schematics matched no known model and it immediately began to release satellites around the planet. The TSUP crew watched as the unidentified ship docked with their space station, and from the airlock emerged robots the likes of which they have never seen before.
They identified themselves as the Prime Sovereign Robotic Nation, and demanded to be recognized as a free nation. These Prime robots launched Arbiters across the Universe to spread their culture and influence.
You are such an Arbiter.
Uniquely constructed your body is more a platform for a base of operations than a single unit. Prime Arbiters have a wide variety of specialized remote drones which dock on their body but are capable of performing directed independent action. Surveillance, munitions, assassination, and heavy weapons are just a few of the many drones in the arsenal of the Prime Arbiter.
Game Play Overview: Very resilient and adaptable the Prime Arbiter has the ability to use drones that dock on its body. High HP and armor make them very potent front line fighters with extensive customization by building new components directly into their chassis. The Prime Arbiter is also a skilled diplomat, with extensive knowledge of negotiation tactics.
Iconic Character: Dust (Prime Robot) Founding member of a race of highly intelligent robotic beings known as Prime he was an influential ambassador turned outlaw who has taken to the Marshals of Ash as his adopted family in exile, seeing himself as a self styled elder patriarch.
2) Aqasoo Latent Nova Psionic
The Aqasoo are an alien race which originated as amphibious humanoids but have since left the tidal pools and spend the majority of their lives on land. Physically all Aqasoo have vibrant chameleonic skin and hair that can shift colors and patterns at will. They also all share a long thin fin that runs the length of their spinal column and terminates at the buttock in a short flat tail. In addition, the Aqasoo have a unique ability to connect their highly evolved immune system with another individual, to rapidly help heal wounds or fight off infection. When healing, the Aqasoo harmonize with the patient's body by matching their skin tone and texture, and lay their hands on the point of injury or upon the patient's vital nodes. A small flat flap of skin in the hand is pushed open by increased blood pressure where a proboscis emerges. The probe has a cylindrical shape with many radiating vessels that allows them to make contact with another organism, latch on, and begin to feed defensive antibodies into the target organism and engorge the wounded site with blood to promote fast healing. This state is extremely taxing for both subjects and rest is often required after extended periods of healing.
Culturally the Aqasoo are an ancient race, that trace their origins far back before that of Humans. Over that time, they have evolved one of the most powerful genetic lines of Psionic warriors the Universe has ever known called Nova. They were regarded across the Universe as the highest form of mental warriors, able to shape the world around them with the awesome power of their minds.
Many respected and feared their prowess, and it is widely believed that one of the principle reasons that the Aqasoo were targeted first by the Banx Crusade was to wipe them off the battlefield quickly and decisively. Indeed the SERK, who fought with the Banx, designed entire armies with the single purpose of hunting down and destroying every living Nova psionic. Unfortunately for the Aqasoo and the rest of the civilized Universe, the SERK were exceedingly efficient, and the ensuing genocide exterminated Nova to the very last member.
Every member, except you.
The Nova psionic psyche is so sophisticated that even the most advanced technology is unable to detect or explain it with complete accuracy. It seems that Nova somehow perceived its imminent defeat and began to shut down its own expression, laying dormant in certain sleeper individuals, waiting for the right time to re-emerge. While Nova lives in secret, it also jealously guards its few remaining hosts. When Latent Nova Psionics undergo periods of extreme bodily or mental stress, the Nova psyche will take over, and the effects are terrible to behold.
Game Play Overview: The Aqasoo Latent Nova Psionic has the abilities to naturally heal others and is the most fluid and graceful of all the characters thanks for their race's genetics and the anti-gravity hover boots which are commonplace among Aqasoo. Generally they are lightly armored, and skilled with the Aqasoo Razor Wire, pistols and various other advanced weapons. They also express a special berserk type mode of play. When the character reaches their last wound track they gain the full power of a Nova Psionic and become a one person wrecking crew until they finally fall unconscious.
Iconic Character: Alizara Baylen (Female / Alien) Charismatic Aqasoo woman who hopes to rebuild her species' society after it was brutally ravaged during the Banx Crusade, she is deeply invested in the grand goal of the Marshals of Ash and sees herself as its matriarch. She discovered her Latent Nova Psionic powers in adulthood when her life was threatened by raiders. Now she not only carries the burden of finding a new home for her scattered people but also holds the key to the rebuilding of their heritage with the Nova psyche hidden within her.
Tuesday, June 21, 2011
Entry: 00-021: Armor
Saturday, June 11, 2011
Entry: 00-020: We survived A-Kon! (barely)
Thursday, June 2, 2011
Entry: 00-019: Kickstarter Engaged!
Sunday, May 22, 2011
Entry: 00-018: CotV Pamphlet
Tuesday, May 17, 2011
Entry: 00-017: CotV Theme Song
Being a professional musician I have had a theme for CotV brewing in my skull for awhile now and it feels great to not only finish it but to also share it with all of you! I wanted to write something that felt very Sci Fi through the use of sounds and textures yet was powered by more modern and innovative percussion writing. I'll let the music speak for it's self but I will say that it is my goal to compose an entire sound track for CotV. The kind of thing you can listen to while gaming to help create a proper ambiance for our brand of Sci Fi.
With all that said, crank those speakers to 11 and prepare to rock out!
Wednesday, May 11, 2011
Entry: 00-016: Many are the Threads
We've currently got several irons in the fire which are all in various states of progress but not quite the requisite glowing-orange-hot that signifies they are ready to release. So I'll talk a a little about each one to let you know what the CotV team has been up to lately.
CotV Original Theme Music : Doug and Patricia have been hard at work in the studio hammering out a sweet theme song for CotV. Anything I could say about it will not do it justice, but I'm sure Doug will have it finished shortly and I think the music will speak for itself.
Marketing Video: We are also working on a marketing video for CotV which will also feature the CotV original theme music. Its still largely in outline form, but Patricia has been busting out some killer doodles of gnomes in astronaut costumes to inspire us.
Marketing Pamphlet: Doug and I have all but finished the marketing pamphlet we will be handing out at all of the conventions this year. Its packed full of great CotV artwork, world building details, further information on our character creation system, as well as a long list of features you can expect to find in the game when its finished. All of the content is essentially finished but the technical aspects such as getting this thing laid out, embedding our fonts, working out reverse double sided printing, and binding it all is something new for me, so its taking a little time to get all the kinks worked out. We also plan to make this available online.
Quick Start Guide : We've also been working for some time now on a paired down Quick Start version of the CotV rule set. This will be the copy we bring with us to the conventions this summer and will be made available for anyone to read who is interested.
CotV T-Shirts : For the last several weeks we've been working on a T-shirt order for GenCon with a great screen printer http://texasembroideryshop.com/. We've just about got everything settled and are just about ready to pull the trigger. I'm really excited about getting these made. All of the players in our official CotV events this year will get a free shirt, and for those of you who can't make an event but will be at GenCon - keep and eye out for us and we might be able to hook you up with one too!
ChroniclesOfTheVoid.com Website Redesign : Thanks to the hard work of Genie and Travis we are getting a new CotV website layout and forum design! The new website is going to be using Joomla and should prove to be a lot more engaging than the single dinky black page I wrote :) Genie has also been putting in some time into getting us more face time on Facebook, and we have her to thank for many of you reading this blog today!
So those are all the big projects, but there is also a basket full of other smaller stuff like a new CotV fiction story I'm writing featuring Ambrose, play tests with the Alpha crew, weapon and armor costing, etc. So until next time...
Tuesday, May 3, 2011
Entry: 00-015: GenCon CotV Event Tickets
Wednesday, April 27, 2011
Entry: 00-014: The Wilds Part 2 of 2 - Nightfall
"Listen whatever these critters are paying you to let them eat me I'll double it," Hock said.
Mata let out a sharp laugh, "lets get that blood cleaned off you," Mata unrolled a medic kit stored in her thigh pouch, "everything here seems to want to get a taste."
"You've had your fair share of admirers, mind that elbow," Hock pointed to Mata's right arm which had a laceration running the length of her tricep.
Mata seemed to notice the cut for the first time and prodded it tenderly while flexing her arm testing its range of motion. For the next several minutes they busied themselves with dressing their wounds, re-hydrating,and Mata retrieved her weapons. The light was fading as they prepared to set out again for the crashed shuttle.
"Typically the nocturnal hunters are more dangerous than those that move around during the day, we should get going," advised Mata.
"What do you say we stick together this time?"
Mata assented with a slight nod, and the two set out at a sustainable pace.
A shift change overtook the alien jungle as they traveled, and the now familiar background noise of creatures large and small began to die away. An uneasiness began to settle across Mata's shoulders.
She had spent nearly her entire life in the uncharted wilds on dozens of worlds, but there was something different about this one. She could not give name to her growing concerns until the last deep throated groan died off, and an uncomfortable silence overtook the jungle which had been teeming with life moments before. Yes it was the silence that was so unnerving. Expecting to be surrounded by a chorus of unknown animals their absence was deeply troubling.
Hock's heavy footfalls behind her were booming in this transformed world and her own measured breath was disturbingly conspicuous. Even the wind seemed to have retreated, and the foliage overhead had stopped its endless rustling.
Making a gesture to stop Mata and Hock stood motionless. Mata quested out with her senses, ears rotating, nose twitching, trying to find any indication of life. The lightest wind still trickled through the tips of her hair and she could detect the faintest smell of smoke.
Ripsis.
Not wanting to speak Mata pointed towards the source of the wind. Proceeding with calculated care they stalked through the muted jungle until the smoke led them to a scar carved through the wilderness. Shredded trees and undergrowth still smoldered in the wake of the crash site, and fires still burned bright enough to illuminate the dilapidated shuttle's carcass where it lay over 100 yards ahead wedged into the trunk of a ancient tree that now bowed forward at an unnatural angle.
Keeping a weather eye on the tree line, Mata danced over the fallen limbs and upturned earth making a path to the ship. The front half of the shuttle was now like a mangled accordion as it pancaked against the tree's broad trunk, but the back half seemed largely in tact. Creeping up she placed her hands on the ship, and ran them along until she reached a ragged hole opening into the pitch dark hull.
"Ripsis?" Mata whispered tentatively.
A deep bass groan emerged from the black, "Still alive; somehow," the tone sounded almost disappointed, "next time I'll take my chances in free fall."
Mata made a small smile to herself and from over her shoulder Hock said "I told you he would be all right."
"I could use a hand getting out of here, I spent the last of my energy reforming the interior bulkheads into a protective cocoon during the crash, but I didn't leave enough space to replace the charges, " Ripsis said.
"Don't worry big guy we'll spring you," turning to Hock she said, "give me a hand with one of those saplings cut down in the wreckage."
Scavenging around they found a likely candidate and Hock hefted the sturdy 9 foot long trunk while Mata helped guide it into the opening in the shuttles hull. Using it as a lever Hock put all of his weight onto the other end. The teeth grinding sound of metal on metal filled the unnaturally quiet night and the loosened bulkhead gave way slamming to the ground followed by the a tumbling form of a Lauxnaut curled into a tight ball. Ripsis rolled for several feet until his armor plated head came in contact with a stone outcropping jutting out of the jungle floor with a crack.
Unfazed Ripsis stood up measuring just a few inches shorter than Hock, but half again as wide as the him, and weighting in at over twice that of the fully armored soldier. Much of Ripsis's body was covered in naturally forming armored plates, and his exposed skin was a mix of the natural Lauxnaut grey highlighted with splotches and streaks of pallid green photocells. The modified Varigator armor suit covered the left side of his torso and arm. Three cylindrical discs studding his shoulder emitted jets of steam as they rotated counter clockwise to unlock - revealing the blackened cores of three fully discharged power cells. Removing the spent cells Ripsis gingerly retrieved two spare power cells from a canister on his belt and fitted them into the empty sockets. The power cores snapped to life emitting a pure white light and spun down clockwise locking in place hidden beneath the Varigator body armor. Almost instantly the green splotches on his skin turned from pale and washed out to a vibrant living color.
"Got any more of those?" Asked Hock indicating the power cells, "Spirit Crusher took a jolt and I haven't been able to get him online since."
"I'm running short," Ripsis's thumb jabbed to the shuttle wreckage "You may be able to dig one out of there."
"Lovely," Hock fished around in a pocket on his chest until he found a small light which he thumbed on as he stepped into the ruined ship.
Surveying the crash site Ripsis's gaze followed the low burning embers into the distance "So whats the status?"
"I think our ship got knocked out of the sky by coming too close to a swarm of mating bugs that vent electromagnetic waves from their asses," said Mata with a lopsided smile.
A deep gravely laugh escaped from Ripsis, "well I guess there's a first time for everything, whats the ETA for evac?"
"Should be a few hours from now... I was worried about the Zappers getting them too, but it looks like everything around here have gone to ground for the night." Mata eyed the shadows cast by the fire flickering across the stationary jungle canopy with trepidation, "I don't know whether to be relieved or concerned."
"Story of my life darling."
"Found one!" Exclaimed Hock as he returned form the shuttle's corpse gripping a fresh power cell in his hand. Depressing a pressure spot on the stalk of Spirit Crusher Hock ejected the old power cell which was charred and spider webbed with white cracks. Dismissively he flipped the dead cell to the ground replacing it with the fresh one. The plasma rifle hummed to life, and a familiar voice spoke inside Hock's ear.
"WJS Technology Model 209-C online, please input serial activation code."
"Damn, I think that bug fried more than the power cell," Hock said out loud, "I'm gonna have to let Dust take a look at it when we get back to The Overwatch. Still I feel a lot more prepared for the wildlife tour this time."
Punctuating Hock's words there was a strangled feral cry from the brush to the North of the crash site. Mata's senses snapped to alert picking up a rustling sound from a short tree nearby. The three held their positions perfectly still. A rasping sound came from the other side of the shuttle, like metal on scales. Hock smoothly panned the barrel of the Spirit Crusher towards the sound searching for its origin.
The silence resumed for another minute.
An unexpected thud vibrated up Hock's right leg and he looked down to find a foot long black serpent latched to the metal toe of his boot.
"I think you've bit off more than you can chew," Hock kneeled down and ejected the blade from his gauntlet severing the snake's head in a single motion. A viscous black fluid drained from the wriggling serpent.
Mata's nose wrinkled, "watch what you step in Hock - that reeks."
The tension broken, Ripsis began to stamp out some of the fires immediately surrounding the shuttle. Mata started searching the surrounding area for any more snakes. Hock pried the serpent's dead jaws from his boot and produced a cloth that he used to wipe the blood off his blade.
Mata had her back turned when the beast struck.
A startled yell was all the warning they had. Mata turned to find a massive beast descending upon Hock's crouched form. It was quadruped that must have stood at least 12 feet tall. Its back was a tangled mess of horns jutting out at random angles and its face was a writhing mass of the black serpents - the same as the one that had stuck to Hock's boot.
By the time Mata could call Ripsis and draw her kukri several serpents had latched onto Hock, lifted him off the ground, and were drawing him into its maw.
Darting forward Mata attempted to free him but Hock was already outside of her reach. Several more more hungry serpents struck out for her as she passed but she deftly dispatched them with her razor sharp blades. Ducking low Mata stepped under the beast and attempted to hamstring its front trunk like leg. Her kukri sliced through the matted fur on the back of the creatures leg but stopped short as it encountered some form of solid bone. The beast's back foot kicked forward at Mata with thick splayed claws and she leapt clear.
Ripsis had come around the corner of the shuttle and squared off facing the rampaging monster. The focusing crystals embedded in the knuckles of his three fingered left hand glowed red and he gestured to the dislodged bulkhead he had been trapped behind. The gigantic plate must have weighed a full ton but it rose up like a feather at his command. The bulkhead flung itself at the beast and its jagged edges sawed deep into the creatures flank. Its right rear leg went limp and the creature slowed considerably. One of the energy cells in Ripsis's armor ejected out with a hot jet of steam, the charge having been completely spent.
Struggling futilely Hock was nearly completely covered with countless serpents coiling around his limbs, drawing him deeper inside.
Mata slid the kukri back into their sheaths along her lower back and reached over her right shoulder to grip the cool handle bound tightly in a leather thong.
Pulling the long curved handle over her shoulder she gripped it two handed and activated the telescopic weapon to slide out forming a 5 foot long panabas. Whirling it in an over handed grip she set upon the wounded creature. Using her entire body's weight she lashed out with a devastating horizontal slash that severed the creatures front left leg at the knee. The animal collapsed under its own weight.
White hot energy jabbed out from inside the beast's chest cavity illuminating the dark night as Spirit Crusher's plasma beam roasted the creature from the inside out. Hock appeared in the breach riding out along with a wave of serpents all fleeing the burning corpse.
Mata looked on in horror no... it wasn't a corpse at all, it was some sort of nest.
Hundreds of jet black serpents of all sizes poured out of the once living nest seeking blood.
Scything through scores of them with her panabas Mata could only manage a fighting withdraw as the tide continued. Eventually the massive blade was fouled in a knot of thick snakes and she was forced to abandon it. Switch back to her kukri made her more agile but the enraged creatures beset her from all sides. Frantically searching for sanctuary Mata made for the tree line, leaping into the branches of a thick tree anchoring herself with her tail. She used both hands to cut down snake after snake as they slithered up the tree in pursuit. In a explosion of activity hidden animals who had taken refuge in the tree at nightfall fled in panic and fell to the jaws of the serpents. Scrambling to the top most branches capable of supporting her weight Mata eased out onto a limb restricting the paths the assailants could take to reach her. From here she was able to catch her breath and slay the diminished flow of serpents at leisure.
Looking down onto the crash site Mata found that Ripsis had devised his own way of handling the swarm of beasts. Having torn a yard long metal reinforcement bar from the shuttle he now used his Varigator powers to turn the bar into a spinning lawn mower blade churning around the jungle chopping snakes into tiny chunks.
The exodus finally subsided and the last of the serpents interested in Mata retreated.
She made her way back down the tree. Hock was laid out next to the smoldering nest struggling feebly with a few serpents that still held fast to his body. Mata deftly decapitated the last of those, and surveyed him.
It looked bad.
While his armor remained largely in tact shielding the majority of his body, bite marks covered Hock's exposed skin particularly around his neck and lower arms. Most of the wounds weeped with thick black poison.
"Hock can you hear me?"
Hock's eyes were unfocused and he seemed to be still attempting to weakly brush off snakes which were no longer attached to him, "I got in three stims before I was pulled down into that stinking gullet so I'm feeling pretty damn good right now," he managed a pathetic grin, "but I've got a sneaking suspicion that I'm not gonna be saying that when these things wear off."
"I think we are gonna need this," Ripsis stomped over gripping a squirming serpent tightly behind its head.
Mata emptied out her canteen and guided the snake in Ripsis's hand to the lip of the bottle. With a killer instinct the snake struck at the bottle, fangs extending inside, and Mata milked out the venom.
"Sit tight Cain, when Lady Baylen gets here she will be able to make an antidote," commanded Ripsis.
Hock was deliriously crawling back towards the smoking hive of dead serpents "Mmmm, that smells good, anyone up for some BBQ?"