Roll 79
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 - -
Lightning Shield -
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:Exhausted (Every time you cast a spell, you incur a -1 to all rolls on the next action. This value stacks each time you cast the spell and wears off the next turn.) (Current malus: 0)
Miniquests:New Power: Cleanse all debuffs (1/5 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:Miniquests:Discover Power: Ra--bo-n
Decrease Effect of Amnesia Trait (1/6 successful persuasions)
Increase Perception (1/3 successful traps disarmed)
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: -
Eternal Plasma Gunberd - 19x Gunberd Round
-
☼Gentleman's Grappling Hook☼ -
{Gore-covered} Armored Trenchcoat and Top Hat (Light) -
Repair Kit - 3x Large Paper Cup
-- Popcorn
-
=Granite Dagger= - Cryogenics Bay Keys
Conditions:Strained Neck (-1 to close combat)
Gore-covered face (-2 to social interaction)
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-
HEN, AKA Dominic Zoshan[5]
"Wait, really? You weren't sent here? No reason? I don't..."Perhaps the inhospitability is the reason people don't usually come up here. The old man seems incredulous at your claim. Still, he answers your question:
"That's a Mimic. Strange beast, some say they've seen the things on other planets, but in aquatic environments. I believe the scientific consensus is that it's some kind of octopus, but subject to whatever the precursors usually did to the native wildlife they sent out. Every animal is the product of some sort of genetic experiment or another, only Terra has the true ecosystem, or so it is said."He explains to you that Mimics are opportunistic predators and scavengers with uncanny levels of intelligence, utilizing deception and mimicry to lead their prey into a false sense of security. They tend to chase larger animals across the Razorleaf forests, occasionally feigning an assault and then pretending to be scared off. They can take all sorts of shapes, able to mimic almost anything smaller than an elephant. However, they are unable to make sounds and rely on learning body language in order to manipulate animals.
"So, visitor, must you go now despite your condition or do you wish to stay for a bit? The cabin's fully decked with plumbing and all the stuff you'd normally find in the city. You could wash your coat."superBlast, AKA Ryan[5] Outside of the room, you find that the halls are vacant and dark, lit only by showers of sparks coming from the heavy-duty light fixtures. The power must still be working in some regions, judging from the sparks and from your own perception. Your senses pick up a concentration of energy beneath one of the lights. As you step underneath, you feel charge building up on your skin! Immediately recognizing the threat, you banish the rogue offshoot of your intellect by UPGRADING!!! the light fixture into an oil lamp. Arguably superior in this situation considering the threat of what was most likely an EMP.
As you investigate the stairwell, you find that the central beam has buckled, plunging the steps into the nearby wall. It's untraversible in its current state, although it can most likely be climbed.
Unholy_Pariah, AKA KenjaroYou press the pieces together and concentrate on mending the wounds in the sphere. Hopefully this will alleviate the feeling of numbness.
[3] You don't feel anything immediate, and give up after a while. However, when you release the sphere and let it roll on the table, it stays together in one piece.
Caellath, AKA Russano NeskrattAs you begin your flashy show of power, channeling copious amounts of energy through your arms and controlling every twist and turn of each arc directly, the assassins begin to look at least a
little intimidated, judging by their body languages.
Black, judging by his body language, seems to be signalling something to
Blue... but she is injured and cannot respond!
Yellow uses a power:
-
ParadoxA
Superposition of Blue appears near the wounded assassin! It is not long before the shadow winks out of existence, but not before casting Overload once again!
[1] [6] Your stored energy is released in a blinding flash, forcing you to redirect it and channel it into a single direction to prevent it from simply destroying the palace. Regrettably, firing it at the assassins could result in great collateral damage, so you redirect the stored potential energy into the ground beneath you, searing a small tunnel a foot and a half across and miles long into the depths of the planet. A gust of vaporized concrete begins to pour from the hole!
(You are now
Exhausted)
-Jo decides it would be the best course of action to shoot to main the rest of the assassins as they are all equally dangerous. (4) Showing surprising accuracy in the dim conditions of the room, she places several rounds into the limbs and extremities of all four assassins--or attempts to. [4][4][2-1]
Black evades the rounds, somehow, able to dart away from wherever she aims.
Blue,
Green, and
Yellow all slump to the floor from their wounds, still alive but injured.
-Perfectio regains his composure, only to lose it again at the sight of the plume of smoke rising out of the gap in the ground and filling the room. He rushes against the door and beats on it.