Turn 5
Taser that new guard, belly flop onto the unconscious one (use my 20, completing my mini-quest), kill the unconcious guard, and loot a new taser and a needlegun (and some ammo for each) from the dead guards.
[Attack: 16] You deftly bring the weapon to bear on the last guard and shoot him down from mid-range. (Defense: 10) The weapon brings him down as well, knocking him cold with a
Whew, this weapon seems to be rather effective. You might actually use one some other time.
[Wrestle + Strength: 20+1 (new miniquest)] (Defense: 1) Just for kicks, you finish off the one you downed before, breaking every bone in his body with your massive girth. Some of his bones prick your skin from below, giving you a rather embarrassing wound.
You swap out a new stun pistol so you don't run out of charge. There are no needleguns around to loot though. You dealt with all the taser guards though. Bodycount: 4. 2 wounded. None of the guards are wearing first aid kits.
The prisoners start to applaud. And then--
*click*
--then the lights turn off. The other prisoners are murmuring.
Cafeteria Rifleman: 'ey.
The voice is coming from the cafeteria. You see a red pinpoint coming from there. Said pinpoint is also present on your chest. You hear footsteps from behind.
Cell Block Rifleman: What is this mess? Did you do this by yourself!? My God..... *cough*
Cafeteria Rifleman: Don't shoot 'im yet. You'll hit the others. Plus, I've got a couple of new scores to settle..
The one from the cafeteria starts walking your way. [Observation: 6] You can't tell how far he is.
The other one is behind you. [Observation: 4] You can't tell how far he is.
(The darkness gives a -4 to accuracy against targets with laser pointers, -10 to all others. The guards may or may not get this penalty, depending on their equipment.)
Dice queue (You have 0x 20's, 2 free picks): [-] [-] [-] [-] [-] [-]Miniquests: Nightstalker:
Status Effects: Punctured Posterior (mild bleeding, -3 to wrestling)
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
Body Slam: If you wrestle multiple people at once, you now use the lowest defense roll for all of them.
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: 10/8/10/14) (Power: 14/12/10/8) (Current Stun Setting: Medium)
Use my free pick to turn my twenty into a skill point. +1 Crit.
Search for a weapon then convince lab personnel to remove my armor.
"So that's why you are keeping me here..." Raioyris says with slight melancholy, "Remove this armor from me now!"
[2] You arm yourself with your wits and courage. The scientists don't feel all that much more threatened.
Clerk: Can he even do it in that?
"Not sure," says the scientist, currently busy in conversation with Eisenhower.
[Intimidation: 11]
Clerk: I'll comply...
She removes the padded suit from you, revealing an unusual jumpsuit covered in wires below it.
Dice queue (0 free picks): 1 15 16 4 14Miniquests: 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
[4] 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:
Electrode Jumpsuit (can be used to measure biosigns)
Prisoner tag (attached to arm)
Food tray
Check the terminal after Rayoris leaves it. Search for Turaco and I's profile, and any profiles about the staff.
"Wait, how do you know who I am? And how do you know I was framed?"
If the staff in my prison know that I was framed, then how am I still being blamed?
Scientist: Well, in all honesty, (he begins)
Scientist: You were due to be a free man soon. The other scientist, the one in the hazmat suit that just walked into the labs, she made preparations to discharge you.Scientist: Yeah, it's going against your sentence. But we're not Centauri. Screw those royal bastards--sorry, I was referring to the guys that sentenced you.[Improve Opinion: 15] He seems to respect you. His attitude is now Trusting (+3 to persuasion), as is the Clerk's. The hazmat scientist will be Very Trusting if you meet her again (+6 to persuasion).
The miniature tank complied with all testing. It was determined to be a regular RC tank in all respects when and it is being held in Dr. Hans' office on the desk.
The rest of the file details your circumstances. The evidence in your case. In fact, there is a text-processing document present written by Dr. Nyvenne Martins, outlining the issues with your trial and why you shouldn't be on this ship. Apparently you were due to be released three days from now.
There are also lots of pictures of Centauri tanks, and their schematics.
The cape didn't seem to have any powers of its own, and the hat was stored with it. Neither would comply with experimentation.
The remaining data present is some sort of x-ray image. It shows that the cape is filled with strange etchings and vein-like tree structures.
Dice queue (3 free picks): 12 10 20 20 14Status 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
Betrayed! Oh, the drama!
Violaceous Turaco strides into the atmospherics lab and assembles a functional breathing apparatus from the tanks and materials available, or finds an emergency apparatus. I'm using a free pick to grab a 16 for this. Also, look for some bold cutters to open the locker and some gloves for something else.
The Atmospherics Lab contains a wind tunnel and a gas chamber. The toxic spores are pouring in fast, so you first regain your breath by entering the airlock after setting it to flush the chamber with oxygen.
[Construct Equipment: 16] You can use this chamber to breath and assemble a pile of parts. Soon enough, through repeated trips into the storage room, you find some tubing, an emergency mask with nothing but a filter, and an oxygen tank. You put them together, just in case the toxin in the air will pass the filter.
[Search: 6] You can't find bolt cutters. It seems that such a tool would be a good way to release harmful chemicals into the room. Obviously they don't want that. You do find smaller tools, such as some small wire cutters, wrenches, and generally all the equipment needed to manipulate the hazardous material tanks.
Dice queue (0 free picks): 7 16 10 2 4Miniquests: 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:
Stapled Arm (Slight bleeding. Nothing too serious. -1 to combat.)
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
(Use a 15)archibald would respect the nurse's space, and calmly try to explain the situation.
"I'm sorry nurse, but there are people out there in need of medical attention, possibly quarantine. Please go get some biohazard gear on, and help me get the situation under control!"
[Improve Opinion: 15]
Nurse: What? You're... alright. How many are injured?
She puts on an airtight suit from a closet. Apparently this place was completely prepared for some sort of biohazard outbreak. There's dozens of suits available. They're all made of a flexible material with a rigid helmet section.
The nurse will now take orders without persuasion. (Subordinate?)
Dice queue (1 free picks): 3 6 15 19 6 2 1Status 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
Look at the red dice. See if there's anything different about them. You know, other than their color.
Inspect the contents of my pocket, just in case.
You try to roll the first red die, but it burns you.
The next die doesn't burn your hand. This is odd. It was a [20].
Suddenly, the lights turn off. You can't see the dice anymore. You drop the first red die from before, [Attack: 17] and you hear a loud impact below you, causing you to jump.
Upon inspection, it seems the red die cracked the cloor below you. You can't tell what number it landed on.
Dice queue (3 free picks): [?] [?]r [?] 10r [20] [10]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
That mushroom is really pulling his weight in combat. He doesn't seem to need your help or anything, eh.
Dice queue (3 free picks): 6 4 1 15 20 11Status Effects: Dislocated Shoulder (-2 to melee combat)
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