Turn 8
Pretend to die. Once the guard's guard is down, use my 20 to ram him so hard that flies through the air so hard that he hits his buddy on the catwalk and both guards die instantly on impact.
Since I use my attack roll for both guards, they'll both have to roll against a 20.
[All-Out Assault: 20] You perform a lightning kick from a prone position as the guard lets his... guard down. (Defense: 2) He goes flying, and you hear him hit his head on something loud and metal. Looking back, it's a janitor's soap-bin, left sitting out around the corner.
...The corpse then starts accelerating. Toward the catwalk. This wasn't in the script.
The catwalk guard, completely unsuspecting, is hit in the back and dragged along with the accelerating corpse to a place beyond the cell block. You can't see them unless you follow them, but you assume falling from that catwalk hurt. A lot.
You stand covered in blood, your fingers on one hand ruined. Around you are the writing bodies of twenty-some prisoners, surrounded by the screams of even more prisoners suffering in their cages due to the spores.
The body count: Four men killed, three by electric shock to the face, one by nothing short of pulverization. IOther casualties: Two incapacitated by taser, two missing, presumed crippled.
The rifles are on the other side of the cell block, if you dare to look. You can still wield a rifle you hope, even with the messed up right hand, so long as you just brace the weapon with your hand. Your accuracy will suffer by 4, though. It will hurt your accuracy a bit with pistols two since you can't get a proper two-handed grip (only a -1).
[Bleeding: 15] The bleeding slows down, and eventually fades. The wound is still there, but you won't have to worry about it worsening on its own.
Dice queue (You have 0x 20's, 2 free picks): [-] [-] [-] [-] [-] [-]Miniquests: all completed
Status Effects: Torso Wounds (-5 to wrestling, -1 to Strength)
Missing fingers on right arm (-4 accuracy on two-handed weapons, -1 accuracy on pistols)
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.
Nightstalker: Defense rolls for alerted enemies are now worst-case during stealth attacks.
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)
Pick 20 using free pick, then combine y 14 and 6 for another 20. Mini-quest time.
Summon knight outside yacht to tear back into the ship. Arise! It's time we got out of here, I don't want to be alone.
Tear into the ship. The bonds of the flesh are severed! Drawn near spirit! Let us witness your distant grace!
[20] You draw your sword,
Duskadder, and wield it with a profound sense of honor, and a duty... to escape.
Hacking away at the pristine surface of the vessel, you notice that the sword creates sparks upon hitting it, scalding the special space-paint but leaving no lasting impression on the armor. The surface is nearly impenetrable. This is strange, for yachts are never armored.
And then you hear a voice from behind. It is a telepathic one, but you can hear breathing normally. Space is now full of air, whatever the cause. Maybe it's the stupid nebulas.
A child approaches you. He is of very short stature, his years clearly numbering less than a baker's dozen, but perhaps more than a dozen. You are sure of this.
His robes are of three colors. The outer ones are of jet black, studded with fist-sized gold plates at the hem, etched with iridescent patterns of rising dragons, birthing phoenix, and the formation and deaths of stars in patterns across the back and sides.
The next layer is colored like yellow alabaster. Only a strip is visible around the hem, but the edges are frilled and mostly hide the inner layer, one of snow white, which can be seen under, joined somewhere other than the front.
In his hands he holds a star-sword. You're sure it's not a regular sword. He speaks in the language of ancient templars, muttering something about the transience of the glory of the world before challenging you to a duel and extending his weapon edge on.
Star-Child: You whose soul speaks no words. You have disgraced the vessel which has carried me since birth: for this I cannot allow you to walk away without the blood of one of us being shed.
Dice queue (1 free picks): 20 11 13Miniquests: 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))
Astral Combat: Win the duel (Reward: Your knight grows in strength. +2 Strength in the knightly form.)
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
Take the first 20 and turn it into a skill point, adding it to Charisma.
Question why Turaco just burst out of the chemical containment room.
"Oh, hello there Turaco. Fancy meeting you hear. But, um, just why did you just...burst out of Chem Storage? How did you even get in there?"
It so happens that you are now better at getting on the good side of people. Hopefully the scientist will forgive you for just letting him get floored right in front of you.
[Charisma: 17+1] He raises a single thumb on his free hand as he flies. You're sure that was intentional.
(I'm going to roll independently most of the time for actions that happen without your consent.)
Dice queue (2 free picks): 12 10 20 14 18Status 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
[1] Charisma: Helps improve opinions.
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
"Eisenhower! I'm glad you made it. I was let into the chemical storage," Turaco says as he strides across the room, small tank hissing in his hand.
"Our belabcoated friend here directed me there, it's where they keep our personal effects. To study us, like animals. They're studying you, too. Once I was inside, he sealed the door and flooded the room with a tranquilizer. It was a good plan, really. Too bad he didn't count on me coming back to return the favor!"
Violaceous Turaco lunges at the scientist and grabs him, putting him in a choke hold and holding the open tank of nitrous oxide in front of his face until he seems calm.
2 4 14 12 11 4 Combining these.
I suppose I could just choke him out, but trying to incapacitate him with nitrous oxide is so much more dramatic and poetically justified that it's practically the only option.
[Combat, Wrestling: 4+4+1+3(cloak-approved)] The nitrous oxide works to subdue him. He doesn't go unconscious, but he stops struggling.
Over in the distance, you see the clerk leaving the computer station and tiptoeing over in the direction of the hazardous materials door.
Scientist: I... uh... didn't trust you. But right now there's... something more pressing.
The intercom blares:
LAB TEAM A, PLEASE VERIFY PRISONER 1'S STIMULANTS ARE PROPERLY ADMINISTERED. THIS IS AN ORDER.Scientist: Yeah... that's not going to work anymore.
Dice queue (3 free picks): 4 16 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
He would look at the nurse like they were stupid.
"why would I head to the cafeteria if I wanted to escape? I would obviously head to the lab if I was going to do that. No, I am just trying to find someplace quiet and out of the way so I don't spread this any faster!"
(use a 6 on common sense explanation.)
[Persuade: 6+1]
Nurse: Well you're right about that, but the lab is... uh, never mind.
She turns around and starts examining one of the choking and prone prisoners, and then the guards, some of which seem to have been shot by laser weapons. She sees the fight between Arthur and the guard, and decides to retreat to the clinic without ordering you back inside, perhaps because she saw the pistol wounds.
Pretty much everyone around you is choking, unconscious, or dead. You're free to go wherever.
Dice queue (2 free picks): 3 15 19 6 2 1 15 20Status 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
Arthur:Look at the dice again. That's really odd. Other than that, inspect the surroundings and rest.
Er, by the way, how is the spaceship not currently venting its atmosphere, again?
A spray would be visible if the ship were venting its atmosphere. But you answer your own question when you instinctively exhale, having too much carbon in your lungs, and then effortlessly take in another breath.
There's air! In space!
One of the dice has stopped being red.
Looking around you, you notice that the ground you are on belongs to a small planetoid, visibly curved at the horizon. It's much like a comet, but being made of rock it isn't evaporating in the slight-above-room-temperature space air.
The burning bush calms down. Its remains look like glass, perfectly clear and transparent. It looks like it's flickering faintly, sending pulses of light down its branches or back up.
The mist from the burning bush, and the smoke that still slowly rises from the chars seems to be drifting to one side. Watching it more closely, there seems to be a ring-shaped trail in the sky, extending to the point where it's invisible.
This rock is also spinning at about... half a degree per second, you calculate using the nebulosities in the sky.
Dice queue (3 free picks): [?] [?]r [?] 10r [10] [2]Status Effects: 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