>>374785So, they've got an objective now. The plan is to find Sanguine and kill him, which I guess solves both their problems and the Stable's. Assuming the Stable even still exists. That seems like a big 'if', actually. But again: this story at least has a plot, and has done a pretty decent job of sticking to it so far. For comparison, in terms of word count, 45k into FoE would put us at about the point in the story where Littlepip decides, for no reason I've ever been able to discern, to invade a town full of slavers and single-handedly murder all of them. As such, I'm grading Somber's story on a pretty generous curve.
Anyway, in order to take on Sanguine, along with Deus and whoever else is still after them, they are going to need guns and whatnot. Since the best way to gather supplies in the Wasteland seems to involve picking fights with random enemies, BJ decides to investigate some red blips she spots on her radar. Unfortunately, the enemy turns out to be one of those "roboponies" she was warned about earlier. It begins shooting some kind of heat laser at them. However, she is able to clonk it over the head with her baton enough times that eventually it breaks
the robot, not the baton. P-21 opens the thing's chest cavity and scoops out whatever electronic bric-a-brac is inside: some "scrap electronics," plus some crystals and a battery and whatever the fuck else.
With that out of the way, it's on to their next adventure. Which, as it turns out, is just more of the same.
BJ moves a little further into the woods or whatever, and finds four more roboponies. The first one she dispatches in the same manner: she clonks it on the head three times, three being the magic number, not four, and not two, but three. Five is right out. Also, the thing's heat laser singes her neck a little while she's fighting it.
She manages to take out two more by lobbing a grenade over a wall. The static geometry in Somber's world seems as indestructible as in kkat's. The last one she takes out the old fashioned way: by clobbering it on the head. Well, I'm glad we got all that sorted out.
There is a building nearby, with some freshly-murdered corpses lying near the door, so naturally BJ and P-21 decide to go investigate. The dead ponies turn out to be Pegasi, which BJ has never seen before. She is just having all sorts of fascinating life experiences since leaving the Stable, isn't she?
Anyway, yada yada yada. They loot the corpses, pick up some kind of magic laser weapon, along with the usual assortment of random crap, and go inside the building, which her PipBuck informs her is called Weather Station 4. Since the two pegasi were obviously killed trying to escape from this place, BJ decides that it would be prudent to go inside and poke around a little. P-21 opts to wait for her outside.
She enters a dimly lit room that, naturally, is full of skeletons. Also, there are more of those fucking robot things. However, BJ decides to change things up a little and kill them with her new zappy-magic-gun-thingy, instead of just bopping them all on the head one at a time. She takes a hit to the chest at one point, but her barding seems to mostly deflect the damage, and a healing potion takes care of the rest.
She continues to explore. She finds some more skeletons and some more pegasus corpses, and also another beam gun and some crystal cartridges for it. She also encounters a locked healing-supply box; she notes its location and resolves to come back with P-21 once the area is clear.
There's something else I've noticed, which falls into our "small improvements" category. BJ doesn't seem to be able to open locks, whereas P-21 can. Anons who remember my FoE review will recall that Littlepip, in addition to her obnoxiously overpowered-underpowered "levitate" spell, her badass stealth-ninja skills that she has because reasons, her expert marksmanship due to SATS, her absurdly high negotiation skills acquired as a side-effect of her crack-mint problem, her nearly-invulnerable body, as well as all the other ridiculous advantages the author gave her over her environment, she also had her lockpicking ability completely maxed out by like the third chapter. Littlepip was basically a one-mare army who could solve virtually any problem on her own without assistance; her friends were just along for the ride. This story seems a little more balanced, in the most literal vidya game sense of the word.
BJ has the same SATS power as LP, but it seems to have more reasonable limits imposed on how often it can be used. She has some basic aptitude at hand-to-hand
hoof; whatever combat due to her security training. Apart from that, she has no other apparent skills. P-21 is adept at stealth, lockpicking, and that sort of thing, but seems pretty useless in a fight. In other words, these two are pretty much starting from zero; they each have their strengths and weaknesses, and they need to learn how to function as a team in order to survive. You know, like they would have to if they were characters in the sort of RPG-style game that this world is allegedly based on.
So far, the unremarkable Jane Everymare protagonist is behaving the way you would logically expect her to; nopony is picking up boxcars and lobbing them at alicorns
yet. Resisting the temptation to give your protagonist unreasonable advantages or powers, even though she's your kick-ass protagonist and you think she's cool enough to deserve them, is a sign of maturity and good instinct.
Anyway, as BJ explores, it begins to strike her as passing strange that there are so many skeletons in here. I'm not sure what the appropriate number of skeletons is for any given location in this world, but from what I've seen it's quite high.
>There were enough bones for a hundred ponies, and lots of them were quite small.The bones were small, or the ponies were small? This is an important distinction; it should be made clearer.