You've been here a while, so you've more or less understood the general rhythm of prison. You get three meals a day (the lights have a day/night cycle), as you and the other prisoners are herded off into a cafeteria. When you're done you need to turn in your metal tray and all the utensils on it. If you don't turn those in they search you. You also get to shower once a day, and prisoners are regularly cycled in groups of six for an hour of exercise each day.
During lunch there's only a handful of guards. You count eight unique faces. They have at least two Centauri needle rifles and all of them have high-capacitance stun pistols, which can knock a man to the floor in a single shot.
You encounter a guard walking by your cell once on the order of a few hours. There are a lot of cells clustered in what looks to be an old cargo container re-pressurized and re-purposed. Cells are located in 2x3 blocs (all 6 of you share a block) scattered around, unevenly, and the cells themselves only seem to be attached to each other, not bolted to the floor. The cell complex itself is about four stories high and features a single catwalk a fair distance above the cells, reached by a ladder on either side. There is always a guard with a rifle here during non-cafeteria hours, although he comes to the cafeteria during lunch and he is also the one who does headcounts.
There is a section on the end of the cafeteria opposite the entrance to the cell block. A guy in a lab coat was once sighted heading through the double glass doors, but a guard quickly escorted him back inside. Your artifacts are more likely there than back in the cell bloc.
The whole setup is linear: <Restrooms><Showers><Fitness><Cells><Hallway/Clinic><Cafeteria><Unknown block>
...
The bell in the cell block rings. It's an old electric bell connected to the security room by a wire trailed along the ceiling. The hammering noise alerts nigh-everyone, signalling it's time for lunch.
In groups of six, other prisoners are led through the hallway into the cafeteria by two guards at a time, one with a rifle. The other guards seem to be stationed in the cafeteria.
After guiding the last group, the pair heads to your six cells, and unlocks the doors...
Your cell is specially-made. Not only is the ceiling somewhat higher than the others, but the floor is made of eight-inch deep compost, fertilized every couple of days and treated with a smell-suppressing agent to avoid driving the other prisoners (and more importantly the guards) insane.
Once you caught sight of the canisters they use to spray the agent. There was a big fire-hazard sign printed on each can.
Dice queue (3 free picks): [-] [-] [-] [-] [-] 20Status Effects: none
Skills:[10]
Persuader: Bonus to persuasion checks.
[10]
Charisma: Helps improve opinions.
Traits:Oversized: -1 Received Accuracy Reduction, +1 Strength
Space Mushroom Physiology: -1 Strength for each day that passes without sleeping in soil.
Max -20 Strength. You get +3 Strength back each day of soil-sleep.
Emotion Spore: Can release AoE spores which incrementally apply Emotion effects
Artifacts:Sanguinem, the Altar of Enchantment[/color]
Demands Sacrifice: -10 / -10
Inventory: Prisoner tag (attached to arm/limb)
Food tray
Water bottle
You're the only one who sees regular contact with the labcoats. That is, they take you into the glass-doors section every few days, mostly for research purposes.
The labcoats seem to have learned of the nature of your abilities, and so they've fitted you with a suit of padded armor that protects you from any and all impacts, and even provides reasonable protection against bullets and high-velocity projectiles. The armor will lock up if hit by a powerful impact, leaving you unable to move but maintaining its absolute protection.
Dice queue (3 free picks): 1 16 14 10 8 20Status Effects:
none
Skills:
[4] Dexterity: +Melee Received Accuracy Reduction
[2] Agility: +Mobility rolls
[2] Crit: +Target Defense Reduction
[3] Mind
[2] Charisma: Helps improve opinions
[21] Appearance: +First impressions
Traits:
Torso scar
Artifacts:
a ghastly knight of black armor
Violent: +3 / -6
[+0] True Steel: Affects the knight's physical attacks
[+0] Live Matter Absorption
[+0] Necro Matter Absorption
[+0] Artifact Synthesis
[+0] Bodily Restoration
Inventory:
Equipped: Padded Armor (+5 Defense, +5 extra vs. blunt impacts) (locks joints if hit by bullets)
Prisoner tag (attached to arm)
Food tray
Your cell is fairly standard. There isn't much to note, other than the fact that you can see some of the other cell groups and perhaps signal to them. The guy behind you, the Violaceous fellow, is in a similar position.
Dice queue (3 free picks): 4 20 12 13 14 10Status Effects:
none
Skills:
[2] Ground Vehicles
[1] Positioning (x2 Cost): +Defense on criticals
[1] Non-Automatic Weapons: +Attack rolls
[1] Construction/Modification
[2] Politics: +Political campaigning
[2] Power Systems: +Science rolls
[1] Business: +Finding jobs/deals
[2] Intellect: +Solving mathematical problems
Traits:
Blamed by Military
Artifacts:
Ardenn
Marshal: +3 / -6 (Modifying objects for military purpose)
[+0] Scaling
[+0] Transmutation
[+0] Weaponization
[+0] Armoring
Inventory:
Prisoner tag (attached to arm)
Food tray
After you whisper with the other prisoners, it seems it's time for lunch. The guards come, drawing your conversations to a close for a bit.
Dice queue (3 free picks): 5 12 20 12 4 6Status Effects:
none
Skills:
[2] Charisma: Helps improve opinions.
[1] Contacts: +Finding criminal zones
[1] Constitution: +Chance to resist debuffs
[1] First Aid: +Debuff/bleed removal
[1] Horticulture: +Interacting with flora
[1] Camoflague: +Hiding things, removing tracks
[1] Infantry Combat
[4] Close-Quarters-Combat: +<=Mid range attack
[2] Crit: +Target Defense Reduction
[3] Automatic Weapons: +Attack rolls
Traits:
Dashing Good Looks
Artifacts:
Heroic Cowl
Noble (+3 / -6) (bonus against criminals)
Underdog (+3 / -6) (bonus when outmatched)
Dramatic (+3 / -6) (bonus in narratively dramatic situations)
[+0] Dexterity enhancement
[+0] Dodge saves: You can replace your Defense roll with this special power
[+0] Environment modification
Inventory:
Prisoner tag (attached to arm)
Food tray
The labcoats tried to study you when you were first brought aboard. They haven't brought you back there since.
You think you saw where they took your orb, a room about two hallways in from the glass doors in the cafeterias.
Dice queue (3 free picks): 3 16 20 20 3 6Status Effects:
none
Skills:
[2] Medical
[2] First Aid: +Debuff/bleed removal
[1] Surgery: +Healing long-term damage
[2] Physician: +Medicines/poisons/antidotes
[3] Genetics: +Genemodding/genecrafting
[1] Elegance: Improves starting opinions.
[1] Politeness: Avoids offending people.
[2] Willpower: +Resistance to mind control
[2] Intellect: +Solving mathematical problems
Traits:
Biohazard
Artifacts:
Orb of Mutagenesis
Perfection: (+3 / -6) (bonus to creating better creatures)
Transformative: (+3 / -6) (bonus to drastic, large-scale mutation)
[+0] Shapeshifting
[+0] Plaguecrafting
[+0] Extreme genetics
Inventory:
Biohazard Suit
Prisoner tag (attached to arm)
Food tray
You were taken into the hallway before the others, left to stand in a long hallway while the other prisoners line up. You're not wearing handcuffs or anything that would restrict your movement, but you don't have your pendant and all you have is a foam tray and a plastic spork.
A rather pleasant smell comes from the cafeteria. It's artificial steak this morning, algae grown in vats and saturated with artificial flavors. It's rather messy, although it does taste good. Once you got a foot-long strand stuck in your teeth.
Dice queue (3 free picks): 15 8 20 9 6 3Status Effects: none
Skills:[6]
Spell Control (x1/2 Cost): -Spell overshoots[6]
Spell Proficiency (x1/2 Cost): +Spell fails[2]
Strength: +Melee Attack, utility[5]
Agility: +Mobility rolls[1]
Predator: +Stealth rolls[1]
Observation: +Reduced Enemy StealthTraits:Multiple ScarsArtifacts:Pendant of PainDestruction (+3 / -6)
Inventory: Prisoner tag (attached to arm)
Food tray
The time is 12:30 pm. The murmurs among the crowd are making it rather hard to listen to any quiet noises or eavesdrop on conversations (-3).