Roll 74
When combat occurs, both attacker and defender roll a dice.
If the attacker rolls higher than the defender, the difference between the rolls determines the amount of damage dealt in terms of injuries. Higher values are better, but even a roll of 4 vs 3 (example) will result in some damage.
If the defender rolls higher than the attacker, the defender might deal a counterattack if he/she is capable and rolls well enough, using the difference as a d6 result.
CHARISMA: Increases all social actions by +1 while equipped. Each point stacks with other sources of charisma.
DEFENSE: Increases your own defense roll when you are hit with an enemy weapon, mitigating your own injuries. Defense does not stack and only your highest defense value will be taken into account.
Deflect Chance: 1 in 6th chance that a light attack (bullets, sword slashes, glancing hits from an axe, punches, sweeping beam, etc) will simply be ignored. Stacks linearly, so 6 deflect chance means that you are immune to conventional attacks.
Parry Chance: Same as deflect chance, but it's a second calculation. If you have two one-handed weapons, both will stack linearly with each other.
DMG: Damage type. Some armors defend against different types better than others.
CRIT: The kind of injury this weapon will do if you roll a base 5, regardless of enemy defense.
CLUMSINESS: When carried, decreases social actions and actions requiring precision, such as long distance weaponry use. Stacks linearly with different items.
STRENGH: Adds to strength-related actions such as moving heavy objects or punching people. Stacks linearly.
Name: Russano Neskratt
Race: Aldros II (Independent Colony)
Abilities: (Active)
-
Breeze of Life -
Flash Portal -
Lightning Bolt -
Twisted Transistor - -
Spell Flux [2/2] -
Universal Clock III -
I Like These Odds (Toggle)Traits: -
Diplomat -
Ironmind -
Warlock -
PsiboundInventory: +
Torque +
Ceremonial Battle Robe (Medium) +
Black Clothing +
Bandages (clothing) (8/8) +
Corsair Rapier +
NightfallConditions:Miniquests:New Power: Cleanse all debuffs (1/5 successful casts)
New Power: The Best Defense (Electric Shield) (2/3 successful casts)
New Power: Time Bubbles (1/3 successful casts)
Name: Kenjaro
Race: Cyrian
Abilities: -
Cellular Regeneration - -
Essence Transfer -
Martial Trance - -
Mind Blast - -
Lockdown - -
Emergency FragmentationTraits: -
Bloodlust -
Martial Focus -
Rifles are for CowardsInventory: -
Axellum K12 [15/15] - 1x Shotgun Magazine
+
Stealth Ultrasonic Axe +
Nanosteel Combat Armor (Medium) +
Broken Watchman's Graphite Dagger +
Commander's Landark Industries Powersuit (Heavy) - -
Oktar's Powersuit Augments - -
Microfusion Cell (Last fueled: Roll 74)Cash: 38950 Ac
Conditions:Miniquests:None
Name: Ryan
Race: Unknown
Abilities: -
Pyrokinesis [0/3] - -
Burnout -
Technopathy [2/3] - -
UPGRADE!!! - -
Uplink -
CleanseTraits: -
Backtrack -
Perception -
Instant Reflexes -
Lack of Common Sense -
AmnesiaInventory: +
Modern Clothes +
Arkfury (6/6)Conditions:Camera Vision (-1 to concentration, +3 to observation)
Miniquests:Discover Power: Ra---o-n
Decrease Effect of Amnesia Trait (1/6 successful persuasions)
Name: Dominic Zoshan
Race: Ross/Polarian
Abilities (Human Form): -
Geokinesis [1/3] - -
Discipline of Form [1/3] - -
Discipline of Strength - -
Hat ThrowingTraits (Human Form): -
Gentleman (1 Gentleman Points) -
Duelist -
Polite -
SerendipityAbilities (Myslef Form): -
Metallokinesis [1/3] --
Seismic Slam --
Bladestorm -
Entropy LeechTraits (Myslef Form): -
Epicenter of Rage (0 Fury)Inventory: -
Gunberd - 19x Gunberd Round
-
☼Gentleman's Grappling Hook☼ -
Armored Trenchcoat and Top Hat (Light) -
Repair Kit - 3x Large Paper Cup
-- Popcorn
-
=Granite Dagger= - Cryogenics Bay Keys
Conditions:Miniquests:New Ability: Pristine Condition (1/3 successful cases)
New Trait: Back, Foul Beast! (1/3 successful cases)
The large flat structures on the front and sides are radiators (some of which can be retracted during combat to protect them). There are a lot of ornamental features that function as protection from impacts due to their distance from the relatively narrow central compartment of the ship. The actual part that most of the crew are in is much smaller than the ship itself.
-Coolant and Radiator Control-
-Engineering-
-Weapon Control-
-Water Pumps-
-Cargo-
-Docking/Hangars-
-Engineering-
-Workshops-
-Life Support-
-Cargo-
-Armory-
-Residence (5 levels)-
-Library-
-Bridge-
-Hydroponics-
-Medical-
-Life Support-
-Engineering-
-Engine Control-
superBlast, AKA RyanSevering the connection, you follow Geronimo through the hall. Just a few doors away, you enter into a classroom with the usual green tables, blue walls (a color specifically proven to enhance creativity!) covered in abstract lines and visuals, and a solitary mahogany desk at the front behind the electronic chalkboard. On the wall past the desk is a large two-handed sword, gleaming bright with the lighter tint of traditional non-carbonized steel. It must be an antique, a pure weapon kept as a memento from simpler times when men slapped each other with axes and falchions.
At the desk is a aged gentleman (looking to be in his forties. However, you recall that longevity drugs range from preserving only basic functions to drastically prolonging youth--for all you know, he could be over a hundred) with long, white hair woven into a single, long braid about a meter long, hanging over the back of the chair. In his arms he reads a book, a copy of 'Crime and Punishment.' An old classic, of course. You are amazed at how much you remember that
isn't your past.
"Dr. Valenkin, I have a guest who seeks insight about his psionic abilities. Do you have a moment or two?"
The professor, having the expression of a starship crewman just out of cryo, awakens from his trance and responds in a somewhat begrudged tone. He softens up over time, taking on a more kind and friendly voice after adjusting himself out of the quietness of his room.
"Indeed I do, although I have a class in about an hour. That can't stop us, can it?"
Geronimo explains your situation as an amnesiac.
"Eh, interesting. Before I can say anything, I'll first have to explain entropy in terms of computer systems. Entropy in a thermodynamic sense is merely our uncertainty about the positions of molecules. This definition does not carry over to other fields very well, even though the concept of entropy very well does.
Simply put, computer programs have no actual entropy. There is indeed entropy in a philisophical sense, but in a thermodynamic sense there is none. The thing is, the human mind is a quite special thing. It tends to ignore the distinctions between thermodynamic entropy and entropy in the philisophical sense. As a result, cases are blurred between the two and psionics can indeed be very unpredictable.
On the subject of technokinesis--only a popular term, I might add, and not a legitimate term for the act of controlling technology--it is most definitely an a-entropic power. By modifying a computer system, you know very well the organization of the new system. You essentially created it. Most technology manipulators also have extrasensory abilities that allow them to essentially read code and modify links between computers. This further reduces the uncertainty of the system and reduces the entropy further. Geronimo...
He turns his attention to the professor-turned-knight, standing right behind you.
"Do you believe this fellow could be in a league of his own? A hybrid between the two forms of psionics? Those are my first impressions of this man's abilities."
"I don't know what to say here. It certainly isn't as outside of the realm of possibilities as some of the ideas going around campus."
As the two professors begin to engage in scholarly debate, you can't help but feel a tingling feeling steadily rising on your limbs and exposed skin. It seems the two gentlemen feel it as well--they slow their speech as the tingling increases to an extremely noticeable level. Geronimo is the first to openly react.
"Lightning! You two, get down!"
"Lightning? There's a clear sky and five walls between us and--"
A great burst of sparks--golden orange owing to Aldros II's neon-rich atmosphere--comes out of the wall and into Geronimo's armor. The knight stands unfazed by the sudden event, having expected it in full, but you and Valenkin reel back in terror. His armor seems to have absorbed the shock fully.
The aftermath of the spark reveals a badly scorched crater in place of the socket from where the spark actually came, revealing exposed wiring. The feeling of charge building up on your skin returns and starts to builds up again.
"Stay close to the walls!
Away from sockets, though! I've got no idea what is going on, but we have to get out of here. We don't know how many of the fuses aren't broken. Try to position yourself between grounded objects such as the ceiling diffusors or exposed girders."
Valenkin looks to you and questions Geronimo's plan, or lack therof.
"Going out there would be suicide. We need something more grounded than us to absorb the sparks. I've got extension cords and alligator clips in the wooden desk, but we need something sharp and pointed to attract the charges."
Unholy_Pariah, AKA Kenjaro"ಠ_ಠ"She stares at you blankly.
[6]
"Yeah, I'm not sure what to say to that. I can tell you are trying to be sincere, but... without some sort of justification or way of telling me who you even are, I can't just give you unlimited power. How about..."She raises a cardboard box depicting a lamp-sized fusor from beneath the desk. It seems she has a small elevator beneath the desk that brings goods up from some lower level.
"Two of these... and a tank on your back... should be able to keep you going for a while. Together they put out the right power, and the tank isn't too heavy. They can't sustain fusion reactions normally, but I've given them a little boost, if you know what I mean. That I can give out. You need helium three, which is fairly common throughout the universe, although you'll only find a dedicated vendor at shipyards and such where they maintain colossal ships that can't run on anything but fusion."Proposed sales:-1200 Ack:
Microfusion Cell (Last fueled: Roll 74) (Module for Landmark Industries Power Armor)
HEN, AKA Dominic Zoshan[5] Having true experience as an outdoorsman and explorer, you know just how to deal with most lifeforms that aren't too different from what you'd expect on a telluric world.
New Miniquest: Back, Foul Beast!Flailing your arms rapidly and also waving your gunberd around for good measure, you scare off the beast into the woods and proceed back up the treacherous face of the mountain. However, sooner than later, you discover that the same creature--or one of its kind--is still stalking you! To scare it off, you fire your gunberd into the air, and the ring of its noise scares the beast into the shape of a tree.
Reloading your weapon, you continue to hike up the forest to a clearing. Here, you can see the great visual display that the planet's magnetic field creates. Golden lightning, bright blue and green glowing patches, and dark, ominous clouds define the region of sky over the mountaintop. The summit just barely pierces the bottom layer of the chaotic storm. At this point, there are patches of snow everywhere, and you spot a white snow leopard stalking the frozen hillside.
Caellath, AKA Russano Neskratt[3+1] You flash through the wall, coming into a room filled with smoke and echoing voices. Your senses are dulled by the sudden surprise and the stench of burnt air rushing into your lungs, but you stay just long enough to make out several figures facing each other, taking notice to you and starting to walk to you. As they approach, the smoke gets thinner and thinner until you see their faces. One is a dark man in a pitch black cloak that seems to blend in with the smoke. One is a woman in a light blue cloak wearing what appear to be NV goggles. One is a young man in a yellow cloak who appears to be very angry, and the last one wears a green cloak and a face-concealing mask with a rebreather and air filters.
As they come too close, you flashback to your previous position.
...
Jo inquires about the dungeons.
"Are there any high priority targets inside the dungeon? Dangerous prisoners in cahoots with the assassins?
Also, this is the only hall leading further into the basement. There are no other exits.""I believe none of the inmates are psions. However, given the situation... there may be something we do not know."