Sorry for the delays. This roll isn't much bigger than the usual one.
Turn 7
"It took you that long to realize that?"
Pocket sand him. Spray spores in the guard's eyes (so that this next attack will count as a sneak attack)then leap up and tackle him to the ground. Kill him, and shoot the other guard with his gun (the other guard is facing away from me because he shot at the other Arthur, right?).
[Spores: 6] Your concentrated spores should have gotten into his eyes easily. However, for some reason he is still aiming his attacks perfectly in total darkness. Eh.
(Attack: 19) The guard realizes that your body is actually rather squishy, and by stomping on you he is able to make a squishy, fragrant paste. He proceeds to do so, and in the process (Defend: 15) you lose a couple of fingers, though they'll regrow in due time. (You now got a 20). You are wrestled, so you get a -4.
[Attack: 2-10-4] [d6: 6] You flail around ineffectually. Unfortunately the guard doesn't seem to be letting up.
(Bleed: 4) Your wounds from before worsen, making it harder for you to move around.
-4 to wrestling next turn.
Dice queue (You have 1x 20's, 3 free picks): [-] [-] [-] [-] [-] [-]Miniquests: Nightstalker: Slay/incapacitate both riflemen using stealth attacks (Reward: Defense rolls for alerted enemies are now worst-case.)
Status Effects: Knocked Down (Your opponent will attack first, you have no bonuses to combat next round from your skills)
Torso Wounds (mild bleeding, -5 to wrestling, -1 to Strength)
Missing
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
0x zIF-22 Rancor (Accuracy: 10/8/10/14) (Power: 14/12/10/8) (Current Stun Setting: Medium)
Add my 16 to my 4
Raioyris pauses to stare into space. Time and space don't make sense. Time and space never made sense. I am but a name and this flesh is tomb of my spirit.
Enter the yachtish ship sneakily.
If I have to make a second roll this turn use my free pic to select the 20.
[Observation: 15] The vessel is a Hartford 64 called
Plymouth, a ship with a sleek organic fuselage and a trefoil of extendable masts ostensibly used to mount solar sails in cases of emergency, but in practice are there for looks more than anything else.
There are no doors on the outside, aside from an airlock operated by valves. Said valves have been left conveniently unlocked for you to manipulate, allowing you to get inside and take forcible control.
The one issue: The gravity in the yacht is completely off. You find yourself attracted to the ceiling towards the yacht's nose, which is also the direction of the prison ship itself.
All the furniture is bolted to the floor, so no problems there. But using most of the items might be hard.
Dice queue (2 free picks): 20 14 6 11Miniquests: 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
Ask the people about Rayoris disappearance, Dr. Hans' room, and Turaco's location.
"Um, that... is not normal. Did his artifact have anything to do with that? Just what happens in this place?"
There is a light pounding against the door to the chemical storage.
Scientist: His artifact? ha ha.
The scientist fixes his glasses...
Scientist: He is the artifact...Scientist: And in fact, that's what happens whenever he goes unconscious. That knight you saw pictures of? That's what he is now. He took its place.
You, sir, are standing inside a living laboratory. Ever wondered why there are so few prisoners here? Why the guard is so relaxed? The primary purpose of this ship isn't to contain threats. It is to study artifacts. And the most curious, and perhaps dangerous artifact on board, is the one called Raioyris. His knight can be anywhere, anytime. And we are at its mercy.
That, sir Einsenhower, is why he is kept aboard a spacecraft, far from the populace where he is unable to escape without assistance, or injure the general populace.
Suddenly, Turaco breaks through the chemical storage door, wielding a tank of nitrous oxide along with a pair of 7mm automatic hand-cannons, Oxford make, one plated silver and the other a jet black (though it may be able to change color, as do most showmen's weapons).
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
Turaco pushes aside the remnants of the locker door and looks inside. This is it.
If these are actually his things, he takes and wears them. Fingers crossed that his 7mm depleted uranium automatic handcannons are here, useless as they would be on a spaceship.
If these are not his things and are actually something unfamiliar, he examines them carefully.
If they're his and he gets successfully geared up, it's time to break open the door leading out of the hazmat room, use the wrench to open the valve on the nitrous oxide tank to full blast, and grab the scientist who sent him into the hazmat lab and hold the open tank in front of his face to nonlethally subdue him.
The clothing is an unmistakable vermillion. It is indeed yours.
[16] And the pistols are there! (Dramatic: 11+3) But it seems that the bullets are elsewhere. Unarmed, you will have to use your wits to get past the remaining guards.
Attached to one of the guns is a note: "Please do not separate these pistols from the cape. It will kill you if you do. -Dr. Gears"
[Combat: 10+5] (Defense: 4) The bulkhead is a thin one, meant to mitigate chemical explosions, not to stop invaders. After you give it quite the pounding, it falls loose from its hinges, allowing you to dash through the door with the NOX tanks.
It seems, however, that the scientist is in contact with one of your coprisoners, Eisenhower.
(Note that artifacts, if they perform an action of their own accord, won't use your dice queue. You can still use your queue to select which die the artifact uses, though.)
Dice queue (2 free picks): 2 4 14 12 11 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:
Heroic Getup
Prisoner tag (attached to arm)
Food tray
"Oh dear, people are dying already. Please tell me you have a plan of action... if not, can I go hide somewhere quiet, please?"
If the nurse had a plan of action, he would try to assist as best he can. otherwise, he would go looking for a place to stay low and out of the way, in case he was still contagious.
Nurse: I... I think we need more people...
The nurse rushes back into the infirmary. You hear a sound over the infirmary.
NURSE: NEED ASSISTANCE ON HABITAT 3, BOTH GUARDS AND MEDICS, PLEASE.
She walks out, but by this time you retreated into the cafeteria.
[Stealth: 3]
Nurse: What are you doing? Are you trying to get away!
She can tell you are a prisoner by the markings they put on your suit.
Dice queue (3 free picks): 3 6 15 19 6 2 1 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
Oh carp...
Uh...That's not good at all.
Wait!
Stick the red dice in your pockets for heat! Yes! This is totally not a crazy idea! Then, hope for a miracle! Or that this was a dream sequence! It must have been!
MST: Fix this problem. Use 20, teleport Arthur to somewhere safer. Possibly wherever Raioyris is.
Then, Arthur:Remove dice from pocket AAAGH YOU IDIOT.
The dice don't give off any heat. Perhaps they only gave off heat when they
became red.
[20] The towel takes no orders! The dream is real!
You fall back-first onto a dirt surface. Looking around, you see rocky crags and spires sticking up out of a mostly barren plain. A single, burning bush stands before you, surrounded in an ominous fog of smoke and mist gently rising up toward the.. space?
You try to get up. Your back stings, but somehow you didn't break any bones.
-3 mobility until your next series of combat rolls ends.
Dice queue (3 free picks): [?] [?]r [?] 10r [10] [2]Status Effects: Hurt (-3 mobility)
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 TowelPrisoner tag (attached to arm)
Food tray