Turn 3
Wait, I thought I was just coming out of my cell. Why am I in a line, and possibly in a cafeteria?
Maybe we should get a map.
Apparently, trying to bluff the guards into thinking I was sick (with my +10 bonus) didn't even get a roll. Well, on to Plan B.
If there's only one (or none) guard who's in an appropriate position to shoot at me: Taser the guard that can shoot at me to death. Then, squish the guards that are under me (to complete the mini-quest), possibly crushing some of them to death. Then, pick up a needlegun and shoot all of the guards that I can with it. If I can, have everyone that I kill this turn become a sacrifice to my artifact.
If there are too many guards to fight: Continue flailing. "Sneeze" some fear spores with such "force" that I "accidentally" crush the guards beneath me. Dodge any taser shots/needles, "accidentally" disarm the guards beneath me with my "flailing", and try to swap my taser for a needlegun.
(You are coming out of your cell. The line is right next to your cell. Your cell block was close to the hallway.
Who needs a map?
Anyway, I never said they don't think you're sick right now...)
Able Guard: Someone help this thing up!
The lone guard not pinned realizes that he is alone. The other guard that was with him seems to have scampered off to help Archie do something.
Able Guard: Frick... what the hell are you doing? Come on, we need to--
That's when you shoot him. On the highest setting. Because he wasn't expecting it, you autohit for a critical strike. (Defense: 4) The shot impacts him directly in the face, not only causing his whole body to sieze, but probably flying his brain in the process. You aren't supposed to shoot people in the head with those. There are two brown marks visible on his nose where the plasma channels entered.
[Strength + Wrestle: 6+1] You settle down further on top of all the guards to keep them in place, but with an organized effort they manage to heave your girth off of them, throwing you back.
None of them have needleguns, fortunately for you, but they all have stun pistols except the one you stole it from. They somehow don't notice the pistol you're holding behind your back.
Unarmed Guard: Where'd my pistol go?
Raioyris tries to sneak past, but one of the three guards you just tried to squish sees him and goes off. That leaves three guards immediately next to you, and another guard over at Archie's cell. Raioyris is currently midway through the hall.
(Miniquest might not be practical anymore. Quest updated. Also I clarified on which roll is picked for all of them. The
defense roll is used for all of them. You only roll once if you wrestle them all at once, since it's a single action.)
(You also don't have your artifact on you. It's probably beyond the glass doors in the cafeteria)
Dice queue (You have no 20's, 3 free picks): [-] [-] [-] [-] [-] [-]Miniquests: Body Slam: Pin one guard such that his action modifiers are -20. (Reward: If you wrestle multiple people at once, you now use the lowest defense roll for all of them.)
Status 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
zIF-22 Rancor (Accuracy: 14/14/10/6) (Power: 14/12/10/8) (Current Stun Setting: Medium)
Avoiding the vision of the guards, attempt to leave through the glass doors.
Raioyris' pays 'the butcher' a last look before walking away. I hope I didn't hurt him too bad.
[Stealth: 10] One of the guards catches you as you walk past. He runs up to you as you make your way through the hall.
Guard: Hey, hold on...
[Charisma + Suspicious Opinion (-1) + Persuasion: 14+2-1] You're just getting food, aren't you? He lets you go, having bigger things to worry about.
(A character that is suspicious will have a -1 modifier. Your Appearance only gets you so far, if you cause an NPC to shift to a negative attitude your +1 goes away.)
Lunch isn't being served anymore. You wonder who's supposed to be serving it, and where he ran off to.
You innocently walk through the glass doors, wearing the padded suit that's sure to get you shot if you're sighted. [Stealth: 10] Narrowly avoiding the guard in an office you pass (who walks out and heads back toward the cafeteria), you come across a lounge. Something tells you someone was here before.
At the end, you enter what looks to be a lounge area. Half the floor is taken up by a giant round window with a grate over it to make it smooth. Perched over the window is a short coffee table too small to hide under, a large sofa, two rotating chairs, and a polymer desk next to a bookcase.
On the coffee table you find a white towel with a note attached to it. You read it: "This is NOT the towel! Whoever mixed them up is about to be fired. -Dr. Hans"
The desk has an open book on it, a classic Epic known as Hitchhiker's Guide to the Galaxy. It's turned to a part about a towel, apparently. The desk lamp is still on.
The bookcase itself is sparsely populated, but contains mostly classic from across the galaxy, both ancient, pre-virus, and post-virus.
There are two hallways branching off from this room. The signs on the wall says one goes to the research wing [RESEARCH PERSONNEL ONLY], while the other goes to the rest of the quarters.
Dice queue (1 free picks): 4 20 16 2 11 1Miniquests: The Butchererer: Commit violent acts of justice three more times (Reward: You unlock the ability to use both hands in unarmed combat (you can attack twice))
Status Effects:
none
Skills:
[4] Dexterity: +Melee Received Accuracy Reduction
[2] Agility: +Mobility rolls
[3] Crit: +Target Defense Reduction
[3] Mind
[2] Charisma: Helps improve opinions
[1] 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
Use 1 free pick to turn the 20 into a skill point, putting it into Predator. (+stealth rolls)
Then, use another free pick to roll a 14 to sneak through the glass doors to the restricted area.
Well that was exciting. Now, the cowboy probably went over to get our artifacts. I won't be of much use here, so I may as well join him in the endeavor.
[Stealth: 14+1] You sneak past effortlessly, following about thirty seconds behind Raioyris. However, a guard with a needle rifle comes through, and you just barely take cover behind a food table upon hearing the footsteps before he shows up. As he walks past, back into the hallway, and wades into the noise of the faceless prisoner crowd do you walk past.
You bump into Raioyris in the lounge.
At the end, you enter what looks to be a lounge area. Half the floor is taken up by a giant round window with a grate over it to make it smooth. Perched over the window is a short coffee table too small to hide under, a large sofa, two rotating chairs, and a polymer desk next to a bookcase.
On the coffee table you find a white towel with a note attached to it. You read it: "This is NOT the towel! Whoever mixed them up is about to be fired. -Dr. Hans"
The desk has an open book on it, a classic Epic known as Hitchhiker's Guide to the Galaxy. It's turned to a part about a towel, apparently. The desk lamp is still on.
The bookcase itself is sparsely populated, but contains mostly classic from across the galaxy, both ancient, pre-virus, and post-virus.
There are two hallways branching off from this room. The signs on the wall says one goes to the research wing [RESEARCH PERSONNEL ONLY], while the other goes to the rest of the quarters.
Dice queue (1 free picks): 4 12 10 20 20 10Status Effects:
none
Skills:
[2] Ground Vehicles
[1] Positioning (x2 Cost): +Defense on criticals
[1] Non-Automatic Weapons: +Attack rolls
[1] Predator: +Stealth 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
Pfff. She doesn't know what she's missing.
Grab the towel. Crumple up the note and toss it under the coffee table.
Anyway, Violaceous Turaco uses that 20 to enter the research section in search of his cape and anything that appears to be a weapon.
You focus all of your will, all of your pride, every last drop of luck into making this count. You're not getting shoved back inside that cell.
(The 20 was already at the front, but yeah. I assume you want the quest.)
[20] You barge into the door. Dramatically. A scientist stands in the center of the room, examining a strange, demonic altar in the middle of a reinforced glass tank that can be raised into the ceiling by a hydraulic actuator (the control panel for it is nowhere to be found).
Analog computers cover the far wall up to the ceiling, along with a stepladder for shorter employees to reach the upper dials and switches. Lots of cable and wires are present, although you're not quite sure what everything does.
To your right is a female clerk, who prior to your entrance was working a desk job. There's a stack of smartpapers on the corner of the desk, as well as a divider holding record papers and a desk light. She stands up and grabs the closest weapon she can find: A foundtain pen from a desk drawer.
And lastly, just at the door to the left (marked HAZARDOUS MATERIALS STORAGE) is an indescript worker in a hazmat suit. He carries a tray of petri dishes, apparently illuminated by a UV lamp clipped to the tray.
There's a camera in the far right corner. Better make this one count.
Dice queue (0 free picks): 4 11 17 6 7Miniquests: Dramatic Entrance: Subdue all who have been alerted by your presence. Non-lethally. (Reward: You are now unable to kill people unintentionally, unless you roll a 20)
Status 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
"It's a bit of a tricky proposition, but What I do is retract my arms into the body of the suit, twist it the torso so that my face-screen is behind me, crouch slightly so as to give the head part of my suit a bit of freedom of movement, thus allowing me to get a window by flipping the head of the suit forward. this provides me a narrow window to see the controls. after that, I do most of it by hand feel, using what little vision I have to fine tune controls."
Archibald would explain as he demonstrates the positioning as he prepares to change tanks. He would then quickly set to work on switching them out, and the guard could hear him audibly inhale as he prepares to disconnect the old tank.
(does this get affected by augmentation? It's not exactly a implant, but..)
[Maintenance: 20] You make the switch.
A puff of yellow gas comes out as you remove the first tank and replace it.
You then realize that the old tank was leaking, its inner seal corroded away. As colorless gas leaks out, you notice that it's having an effect on the guard: He is now itching profusely, feeling rather uncomfortable, and limping around half-asleep at the same time. You're not sure why the oxygen is doing that, unless the tanks were laced with some sort of chemical mixed into the gas.
Dice queue (1 free picks): 20 3 6 15 19 6 15Status 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] Conduct (Intimidation, Politeness, Elegance)
[2] Willpower: +Resistance to mind control
[2] Intellect: +Solving mathematical problems
[1] Persuader: Bonus to persuasion checks.
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
Oxygen Tank
Electric Screwdriver
Wrap the dice in the towel, but re-roll that 2 and the 3 first.
You throw the 2 on the ground. [2] It comes up as 2 again. Most interesting, the chances of that happening are 1 in 20.
You then roll the [3]. It comes up again as three. That's a 1 in 400 chance.
Something is definitely up here. You put the dice back in the towel and behold the chaos that is ocurring in the cell block, with several guards clustered around a very, very sick mushroom person, who seems to be hiding a stun pistol behind his back.
[13+3] Something happens when you jumble the dice together. You're not sure what, exactly, but you have a feeling that, well, something is happening.
Dice queue (2 free picks): [?] [?] [?] [?] [?] [?]Status Effects: none
Skills:[5]
Persuader: Bonus to persuasion checks.[5]
Politeness: Avoids offending people.[5]
Mediator: +Conflict resolution[5]
Bartering: +HagglingTraits:Perfectly Normal
Artifacts:The one, the only, the egregious, magic space towelUnnormalcy (+3 / -6) (Strange things, strange coincidences)
Inventory: Magic Space Towel
Prisoner tag (attached to arm)
Food tray