Turn 13
Throw the guy that I picked up at riot shield guy, then shoot 'em all.
[Strength: 1 -> d6:5 (saved)] Yeah, no. He's too heavy, and you come close to worsening your wounds just by trying.
The troops use this opportunity to come up over your cover and take some shots at you up close. (11) It's pretty difficult to avoid getting hit. [Defense: 19] But oh-ho! Your nervous system isn't quite as vulnerable as a human's! You could pretend to get tased or just ignore it even. It tickles.
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 7.
Dream?
The knight replies into the phone. "This is the tomb of my spirit, endowed in the colors death and king."
I must release myself from this form. It's inhibiting my soul from observing the spirit.
Take my sword at stab myself through the lower side.
[-5] You take your sword and stab the lower wall to the right side.
It comes out the left side of the hallway and stabs you in the other side.
It does not, however, seem to cause any structural damage. Rather, it's ignoring metal as if metal is intangible.
Dice queue (3 free picks): 3 4 [?] 20Miniquests: 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
Investigate the model tanks and game board, and check to see if my artifact is among them.
"Oh, nice models you have here. Didn't think anyone would have such a hobby abroad a prison ship."
You hear a high-pitched rattling noise and smell smoke. One of the tanks begins to roll your way--followed by the others in a close column.
You notice little scratches on the table from your tank's treads, although the plastic models don't scratch the table.
Scientist: Yeah, about that, it took us four months to get the models shipped from planetside. That artifact then proceeded to make them work like the real thing. I don't believe it.
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:
Ardenn (miniaturized)
1x Russian T-34 Tank (miniaturized)
1x Panzer IV Ausf. H (miniaturized)
1x Sherman Firefly (miniaturized)
1x Logikoma (miniaturized)
Food tray
(Split 19 and 15. combine 1 and 2.)
Rushing onward to the testing room, he would shout to the scientists nearby.
"My suit has been breached! I need a fresh one, and access to the cleanroom in testing as soon as possible!"
Scientist: Crap, it's that guy!
[9] The scientist runs over to the testing room door and throws it open, allowing you to get inside. He also shouts at another scientist (Dr. Hans) who is currently inside to get out.
You switch places with her, noting that she left the current experiment running in the cleanroom with you. There is a stack of petri dishes inside a glass containment unit along with your Orb, with a small airlock about the size of your hand used to transfer materials in and out. There are a series of pumps used to clear the airlock, and there's a control panel with metal knobs controlling the whole testing apparatus.
The bacteria in the petri dishes already seem to be stirring, perhaps due to your presence. You feel the orb speaking to you. It's a sort of heart-language that all artifact users share, and while it doesn't directly translate perfectly the Orb's feelings can be best described as those of a child seeing his dad again. Of course, it's more of a "Look what I found out!" rather than a "Welcome back!"
The dishes start growing prehensile hairs about a foot long, which move around and start feeling their surroundings. Some of them reach at the orb, as if they can feel its presence.
Dice queue (1 free picks): 10 6 3 7 8 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
Violaceous Turaco steals the director's clothes, ID tag, wallet, space yacht keys, knife, and whatever else he had on him that isn't his underwear or his virtue, wraps the clothes into a bundle, and continues on towards the yacht keeping an eye out for a utility closet or other small, secluded space to change into his new threads.
[Stealth: 7] You notice that there's a worker quietly doing some maintenence work on the elevator, but there's a utility closer a ways back. He doesn't see you, but he's blocking your path, and there's only one elevator and ladder, and they're both set in the same room.
With that, you get dressed, ripping off the prisoner's tag connected to your arm by a little metallic bracelet. You won't need that anymore.
Yes, with an effort to pull it off as a (nominally) legitimate disguise. If the director's clothes are as flamboyant and fancy and baroque as I would expect from the director of a distant future space prison, maybe wear the cape as a cummerbund or an ascot or something and hang the hat on my back.
I'm banking on the clothes being over the top enough that a scarlet cummerbund and hat and two enormous pistols don't look too out of place.
Also, if I find a place and it's somewhat nearby, I want to drag his unconscious body into the closet and look for something to tie him up with. Like a rubber hose or some trash bags.
In retrospect, disguise is a little bit too strong of a word. I'm trying to look as good as possible in a totally-not-a-prisoner type of way.
You wrap an extension cord around the director's arms and torso. It won't break, but it should work long enough to keep him from reporting you until you've gotten off the ship.
The clothes are more than fabulous. Certainly nobody will recognize you if they knew the director, but if this is their first time seeing him [15] you have a very good hunch they'll pass it off withotu thinking too hard.
Dice queue (3 free picks): 11 4 2 [?]Miniquests: 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 Sash
Fabulous Suit
Food tray
"I don't... Uh.
How about one of those lives on the ship? I feel like something's probably happening up there that might get you what you're asking."
[Persuader: 13+5]
Yes, I believe that would be correct. But it is not right for me to collect my own sacrifice.A branch extends from the bush. One edge begins to flatten, forming a sharp edge in the rough shape of a machete.
Go forth. Bring it to me.The bush itself grows rapidly, forming a crystalline ladder. It continues reaching up toward the ship, although the two beams of the ladder weave together toward the top. The trailing end at the top appears to sway alarmingly.
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