TURN 2 OF METAMORPHICAN MADNESS: Nasty Little Insects
Quickrun out the door and push the elevator button, ignoring all other people.
[Agi 6 -> 1] Xabar, seeking a way away from all these other people desperately, decides to make use of his new abilities and sprint to the elevator past them. He doesn't have any bit of sympathy for these idiots. Smiling in anticipation, Xabar warms up his feet, takes a good starting stance, and runs. He's still smiling when he crashes headfirst into the wall at incredible speed a second later, [Toughness 6 -> 3][0] bouncing back screaming. He falls on his back, his head smacking on the ground as well for good measure. His face seems to have left a permanent dent in the wall. Xabar doesn't feel to good when he gets back up, but atleast nothing seems to have broken.
Xabar: Dazed!
Once again try and grab the bug and follow the others.
[Agi 6 -> 4] Clair remains suspicious of the bug, but knows she has to catch it. This time, she doesn't bother with bouncing, instead settling quietly against the wall and waiting for the bug to come clear. A frustrating amount of time passes with the thing crawling around randomly, but at last it comes close enough for her to reach out and trap it beneath her hand. Slowly, savoring her victory, Clair pulls the bug to her. It struggles in her grasp, snapping with its mandibles, [Charisma 6 -> 1] and only gets more and more agitated the longer Clair holds it. [Agi 6 -> 2] She can hardly avoid its bite and it stabs into her hand, [2][Toughness 6 -> 4] though she manages to hold on despite the searing pain.
Trying to keep the thing from biting her again, she wanders off to the others at the door.
Clair Hammer: Right Hand: Lightly Damaged!
"HMM!" Ramerath strokes the magnificent stubble that almost certainly covers his chin. "So Dracula's lowest level guards were waiting just outside. Good job, strong man! Your unexpected assault has turned the battle against them in our favor! Now, I'll handle THIS zombie..."
Engage in slap fight against the disarmed guard. Win due to metal rod-based slaps.
"Hey."
Derm makes a finger gun motion. "Lava gun. Bang."
Make the guards think and look like they are covered in lava. Make a scent of burning flesh.
[Agi 6 -> 5] Leaping through the doorway to Derm's side, Ramerath swings his new weapon in a nice sideways arc to bring it down [Guard Agi 2] against his opponent's check with a pleasant crack. [2+3=5] He goes down, face-smashed, and Ramerath lets out a triumphant cry. [Willpower 5 -> 3] The guard is still breathing, but he seems to be trying to play dead rather than run or fight.
[Willpower 6 -> 1] A wicked grin spreads on Derm's features to Ramerath's side as he raises his hand and makes a finger gun motion. The guard freezes at his quip mid-strike, going white - but then frowns, seeing nothing wrong. Derm wonders where he went wrong - and then Ramerath begins screaming behind him about burning. The guard swings his baton again as Ramerath runs in circles behind them.
[Guard Agi 5 -> 3] His blow is clumsy [Agi 6 -> 6] and Derm steps out of the way absentmindedly. Well... atleast Ramerath seems to be buying into his illusions. The smell of burning flesh fills the air, making some of the gawking scientists gag. Most of them seem to be taking notes and babbling excitedly to eachother, though.
"OH CHRIST! I NEED A MEDIC!"
Look for help from a friendly mutant who may or may not have wound healing powers, then investigate the janitors closet.
[Perception 5 -> 5] Staring in horror at his wounds, Bruce staggers over to the next room, but finds the hopefully healing mutant preoccupied by being covered in steaming lava and running around the room. Shrugging, he moves on, nodding politely to the downed guard and his friend, who is busy with the superstrong one.
Bruce peers around the room, spotting the janitor's closet and decides it would be an exciting place to visit. He strides over to the door and pulls it open, revealing a cramped, narrow room filled with two shelves with various canisters and chemicals - strangely many, actually - as well as assorted brooms, buckets and other junk. The rusty sink could get water for the gilled one, who didn't seem too comfortable last Bruce saw him. Bruce enters and settles down, eyeing his wounds warily.
Fun action: bathe in the blood of guards, hope it works as water replacement
[Agility 4 -> 3] The gilled one has other plans, though. Michal doesn't see water, but he knows over half of the human body is water. Logically, he should get water from people's bodies - and the guard on the floor seems to be the best option. He sneaks forward, giggling at his genius. His mutated body groans and cracks as he moves, slowing him down considerably. By the time he arrives in the room beyond, the guard is already rising. Michal sends a kick towards his skull, [Guard Agi 5 -> 2] but his body refuses to follow orders and only gently brushes the man's hair. He looks very confused by the motion.
Michal is not feeling too well. Breathing seems to be getting harder by the second.
---
The elevator doors open and the scientists begin rushing their way. Out of the elevator step three new guards - one of whom is carrying a pistol.
---
Derm
Health: Unharmed
Stats:
STRENGTH: 30
AGILITY: 6
TOUGHNESS: 6
INTELLIGENCE: 6
PERCEPTION: 6
WILLPOWER: 6
CHARISMA: 6
Mutations:
*953: SUPERHUMAN STRENGTH: This mutant has vast physical strength, hypothetically capable of lifting up to several hundred tons.
*833: ILLUSION GENERATION: This mutant may create illusions within range of any of its own senses. Illusions may not move, are permanent unless dismissed, and affect three senses (touch, smell and taste, sight).
*578: QUICK LEARNER: This mutant has an increased aptitude for learning certain types of skills. The mutant will progress in these areas at least twice as fast as others. Compositional, onceptual, rhetorical and writing skills.
Ramerath, imaginary vampire hunter extraordinaire
Health: Unharmed
Inventory: Metal RodStats:STRENGTH: 6
AGILITY: 6
TOUGHNESS: 6
INTELLIGENCE: 6
PERCEPTION: 6
WILLPOWER: 6
CHARISMA: 12
Mutations: *940: SUPERHUMAN CHARISMA: This mutant is unnaturally alluring, and always inspires trust, empathy, and compassion in others. It is an excellent leader simply by virtue of its emotional influence on others.
*178: TRANSPARENT EYELIDS: This mutant’s eyes have an additional pair of transparent eyelids, such as nictating membranes, that protect the eyes from damage without unduly impairing vision. These eyelids can be tinted, to aid vision in bright light, or designed to filter out certain colours.
*639: HEALING: This mutant is able to boost the immune system and healing capabilities of another individual by reducing its own, or by expending its own energy. Range of Touch.
Clair Hammer
Health: Unharmed
Stats:
STRENGTH: 6
AGILITY: 6
TOUGHNESS: 6
INTELLIGENCE: 6
PERCEPTION: 6
WILLPOWER: 6
CHARISMA: 6
Mutations:
*105: MANE: This mutant’s head is framed by a mane of quills.
*934: SPIRIT MEDIUM: This mutant can summon a ghost or spirit and allow it to speak through its mouth. The mutant enters a trance state once the ghost or spirit has been summoned. The séance lasts for up to several minutes, or until the mutant becomes exhausted. This process is very taxing.
*958: SYMBOL BONDAGE: This mutant’s life force is tied to a symbol, on a small demonic beetle. if the symbol is damaged, so is the mutant, and if the symbol is destroyed, the mutant will die.
XabarHealth: DazedStats:STRENGTH: 5
AGILITY: 5
TOUGHNESS: 5
INTELLIGENCE: 5
PERCEPTION: 5
WILLPOWER: 5
CHARISMA: 5
Mutations: *919: SENSE GOOD: This mutant can sense helpful, positive, constructive, and “good” intentions at a range of 3km/a couple miles. Requires a complex ritual.
*492: SOCIOPATHIC: This mutant is unable to feel empathy or sympathy for other individuals it is not already close to, or who do not benefit the mutant in some direct and concrete manner.
*370: SPRINT: This mutant may sprint at incredibly fast speeds over short distances, up to five times as fast as normal for its species (approx 45 m/s).
Bruce ThomsonHealth: Left Arm:
Moderate Damage,
DazedStats:STRENGTH: 5
AGILITY: 5
TOUGHNESS: 5
INTELLIGENCE: 5
PERCEPTION: 5
WILLPOWER: 5
CHARISMA: 5
Mutations: *820: FORCE FIELD: This mutant can create an invisible sphere of force. Objects that strike the field bounce off. The field lasts as long as the mutant concentrates. Around self only, 6m/20ft in diameter.
*857: INVULNERABILITY TO WEAPONS: This mutant is unharmed by all weapons except for one type - in this case, bullets.
*687: SUMMON: This mutant can psychically compel someone to come to it, as long as the mutant has met them before. They must travel on their own, however, which may take some time.
Sebastian Michal
Health: Unharmed
Stats:
STRENGTH: 6
AGILITY: 4
TOUGHNESS: 6
INTELLIGENCE: 6
PERCEPTION: 6
WILLPOWER: 6
CHARISMA: 6
Mutations:
*371: STIFF JOINTS: This mutant’s limbs and joints are stiff and hard to bend. The mutant moves in a jerky, ungraceful manner, cannot run at full speed, and has trouble with manual dexterity.
*208: AQUATIC ADAPTATION: This mutant’s body is adapted to living underwater. It has gills and any other features that would help it function aquatically. Is beginning to suffocate.
*863: MAGIC RESISTANCE: This mutant has an innate resistance to magic, which is ineffective 60% of the time. This applies to all magic used against the mutant directly, not physical effects caused by magic directed at other targets.
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As you can see, if you do not post, ##bay12rtd will decide your action for you. I think we can all understand why that's not a good thing. Also, the RNG hates everyone but freeform. I'm sorry, folks.
At the end of next turn we'll have our first set of mutation rolls, exciting stuff.