Turn 12
"Ah hell! I need a clean room, stat!" He would shove his way past the guards, running for the nearest clean room (which is probably in the lab) as fast as he can while holding his arm over the mass of fungus in the hole of his suit. this needed to be dealt with NOW!
Arthur points his needlegun at Austan.
"Not so fast."
"Stop shooting, if you value your lives. This man is a dangerous biohazard, and I can shoot his suit to gas us all. Unless you want to end up as amorphous blobs, I recommend dropping your weapons and escorting me to my artifact."
Hold Austan hostage, and shoot him if anyone tries to harm me.
Austan: No, not the... aaggh!
[17] The unlucky prisoner screams as you kick him and roll him over to your cover with your foot. He had already been affected by the spores, which by now are forming a distict haze in the darkness of the room. Note that the lights are on in the hallway past the glass doors, so you can still see easily.
Dustan, meanwhile, the one in the hazardsuit, dashes between the guards. They don't shoot him.
Still, the only thing taking the first prisoner as a hostage has done is form a stalemate. Which may or may not be advantageous to you, but still.
Dice queue (You have 1x 20's, 3 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
2x zIF-30 Aegis (Accuracy: 7/10/13/16) (Power: 17/15/13/11) (2 magazines left)
Split my 5.
Pull "Call" lever.
You split the 5 into a 10 and a -5.
[10] You pull the call.
You hear a voice played through the horn part of the instrument. It sounds familiar, but the specific personage fails to come to mind.
"You... you... how could you have done this... what are you?"
The lights flicker faintly.
"You woke me from the dream. That's impossible."
Dice queue (3 free picks): -5 7 [?]Miniquests: The Butchererer: Commit violent acts of justice two 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
[+2] True Steel: Affects the knight's Strength and melee attacks
[+0] Live Matter Absorption
[+0] Necro Matter Absorption
[+0] Artifact Synthesis
[+0] Bodily Restoration
Arinthnir, Vanguard of the Second Dream
Intent: Unknown
[+0] Muramasa: An alternate sword. Its attacks cause entropy in the target.
[+0] Sands of Time: You can break a timepiece to stop time until the debris settles.
Inventory:
Electrode Jumpsuit (can be used to measure biosigns)
Prisoner tag (attached to arm)
Food tray
"Ah hell! I need a clean room, stat!" He would shove his way past the guards, running for the nearest clean room (which is probably in the lab) as fast as he can while holding his arm over the mass of fungus in the hole of his suit. this needed to be dealt with NOW!
[Politeness + Intimidation: 15+2] The soldiers instinctively part. They don't fire on you, perhaps because they think the electrolasers would pierce the suit, if they were informed at all on just who the prisoners here were. On the other hand, they might not recognize you at all and think you're staff. The prisoner-colored hazartsuit is unique to yourself most likely.
You make your way down the hall, past some elite unit wearing mobile powered armor, and past a lounge where you can clearly see bright and beautiful space scenery through a giant viewscreen on the floor. Quite a nice place they have here, actually.
There is a science wing down the hall, and a general crew quarters down another branch, along with the centrifuge elevator/ladder and offices.
The labs contains Eisenhower and Turaco, although Turaco seems to be headed on his way out.
(See HEN's roll for a description of what's in the lab)
Dice queue (3 free picks): 19 6 2 1 15 20 [?] [?]Status Effects:
Tired (-1 Strength)
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
Ask about the whereabouts of my artifact and how guarded the hanger usually is.
"...Eh? Sorry, I spaced out for a bit. So, the directors ship is the way we make our egress? Sounds simple enough. Though, I would like to know where my artifact is before leaving, It would be bad to leave it behind."
Scientist: Ah, well, let me show you around...
You are currently located in the computer room, with the analog computer up along the back wall serving as a robust means of performing accurate calculations given memory sticks taken from the lab equipment. The reason they don't do wireless is because wireless is a bad idea on spaceships.
Scientist: Anything in space tends to stop working after some time if it has a wireless antenna. It's also contagious, so an infected device is likely to spread it to others. This is especially bad if we take an infected device planetside.
There is a lab up ahead which has two rows of desks, one on each side. At hand are tools, beakers, microscopes, and a number of model tanks on one desk, set atop a game board with holographic trees and shrubs that appear to pop out when you are close.
There are four additional rooms: STORAGE, PRINTING, TESTING, and OBSERVATORY. There is a cleanroom in TESTING, and a connection to the wing's telescope in the observatory, along with starcharts and navigation tools.
Scientist: The hangar, well, I can't tell you. I've been down here since, what, last month? They called me over to help study Ray.
Dice queue (3 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
Sorry for the inactivity lately, I've been really (unexpectedly) busy.
Tip my ridiculous cowboy hat to the scientist and the clerk, and exit the room, heading for the yacht.
Combining the 4 and 16 in my queue for this.
((Assuming free pick to make the 20 have a miniquest attached. If not I'll roll it back.))
[Stealth: 20] You make your way down the halls and bump into a well-dressed man as you reach the elevators.
He immediately pulls a knife on you. True to your rep, you pull a gun on him. Of course you didn't shoot, that would get you caught faster than a trip to the moon.
But whacking him with a big piece of metal did leave a bit of a welt. He may have suffered brain damage.
Judging from his nametag, he seems to have been the director. Specifically the director of the Para-Psionic Studies Task Force, according to the label. That means he must be in charge of the whole "rounding up people with artifacts and imprisoning them" deal.
Dice queue (3 free picks): 12 11 4 2Miniquests: Trick Shot: Use your gun for a non-melee attack without shooting someone directly (Reward: +1 to all pistol-related actions, regardless of context)
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
Dramatic Entrance: You are unable to kill people unintentionally, unless you roll a 20
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
"It's worth a shot...Uh, mysterious glowy bush, can you understand us?"
[Politeness: 2+5] You feel a voice. Well, it's not really a tactile thing. But it's not coming from your ears, nor does it register as some sort of internal monologue as it does in fiction.
It says:
I know what you seek. Ask, and ye shall receive. But all things must remain in balance. Therefore, I demand a sacrifice.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