Turn 7The Pioneer Taricus
Open the other two doors (That have not been examined, then head to the elevator.
Seeing no threat in the crawling inmate, you head over to the next cell in row, settling to work that's quickly becoming mere routine.
[Electronics (Medium/40):79] Half-way through the process, you pause, hearing something. Metal clanging on metal, coming from the door you arrived through. You tense, moving away from the door and then hit the ground as fast as you can as the dull boom of a heavy machinegun cracks into life on your right.
Rolling away on the ground, you cast a desperate look at the direction of the noise but see nothing. The sound dies as quickly as it began, though wary, you take your time getting up.
There's a scraping sound, like chalk on a blackboard and booming laughter erupts throughout the room, impossibly deep and unnerving. It moves up the corridor before fading into the wall. You wait for a good half a minute, but nothing happens. Then, just as you're about to move, you hear a cheery ping from the elevator, and turn to see the doors close and the box begin moving upwards.
The crawling man from the first cell pulls himself into the corridor, blinking hard in the sudden light. He puts a hand against the wall for support and straightens wavering feet. He gestures at you and you come closer, cautious.
'WHAT'S GOING ON? I CAN'T HEAR ANYTHING!' he shouts, having trouble controlling the volume of his voice. 'WHAT THE HELL'S GOING ON HERE?'
Checking the room you just opened, you find it occupied by a broad-shouldered giant of a man, immensely muscled and staring straight at the open door with an expression of disdain. He stands still, and you decide to check the last door.
[Electronics (Medium/40):19] It doesn't open. The deaf prisoner approaches you again, anger flaring across his battered face. You can see dried blood in and below his ears.
Health Points: [€€€€€]
Energy Points: [€€€€] (Recharge rate: 1p/turn)
Abilities:
Superstrong Brawl [Free, 3 physical melee damage]
Neural Uplink [3 EP, +40 to active Electronics test]
Augmented Eyesight [Passive, +20 to Perception]
Engineering Genius [Passive, +30 to Construction]
Current Effects:
Immune to Gas [Protected from gas and airborne toxins]
Weighed Down [-30 to Acrobatics]
Inventory:
Damaged Pioneer Armoured Suit
Gas Mask [Enables Immune to Gas, -5 to Perception]
Ayers' Body [Enables Weighed Down]
Light Metal Plates
Assets:
None
Location: Solitary Confinement Corridor [The Hold]
Tombstone Terenos
He growled low beneath his breath, turned to his minion and said simply "Keep up."
Tombstone breaks out in a sprint, towards the inmates traveling up the hill. Attempt to identify them when he gets closer. If unsuccessful, just run them down
"Keep up."Limbs energized by newfound rage, you rush after the inmates, feet thudding on the dry gravel. You move in great leaps, off the path and across the broken landscape like you had lived there your entire life. The world flies past in a blur, your only focus the two inmates closing in on the larger group.
[Acrobatics (Hard/60):61] You catch up with them just before a wooded hill separating them from the larger group. [Perception (Very Hard/80):66] You never saw the two men who shot you, clearly, and it's impossible to tell if these are the same people. Atleast one of them is holding a pistol.
[Stealth (Hard/60):14] Your approach didn't go unnoticed, though. The pistolier reaches for his gun. You are not standing far away from them, but it's possible he might be able to fire off a shot in the time it'd take you to close the distance.
You left your henchman far behind, though you can make out his stumbling shape heading up the road.
Health Points: [€€€€€€]
Energy Points: [€€€] (Recharge rate: 1p/turn)
Abilities:
Brawl [Free, 1 physical melee damage]
Arcane Blade [3 EP, 4 magical melee damage]
Draining Ritual [3 EP, transfer 3 Health Points from the enemy to yourself. Must remain untouched to the end of the turn.]
Master of the Arcane [Passive, +30 to Occult Knowledge]
Hold Knowledge [Passive, +30 to Castle Knowledge in the Hold]
Current Effects:
None
Inventory:
Wayne's Clothes
Hangman's Noose
Hold Blueprints [Enables Hold Knowledge]
Black-and-Red Stone Fragment
Assets:
1 Henchman Brawler [€€€][€] Heading to Tombstone
Location: Castle Lands [The Black Castle]
Cole O. Straiter The Fool
Cole was surprised that someone found him so quickly, but he put the blame on the intercom almost immediately. There was no sense in hiding right now, since the fact that he's wearing a dress shirt instead of a jumpsuit isn't helping. If he didn't expose himself there was no way he'd get out of this room alive. "I suppose you heard the announcement then? Do you want to be free, or do you want to live here until they lock us up again?" After such an announcement, a hint should be all that's needed to say who he was.
"I suppose you heard the announcement then? Do you want to be free, or do you want to live here until they lock us up again?"
You think it's a fine phrase, and enough to turn the heads of any inmate unfortunately, the prison staff, terrified and mentally exhausted and as far from an inmate as you can get, scream and run for the other door. Confused, you watch the three women disappear down the corridor, and hear a more authorative shout, barking orders from somewhere beyond. The owner of the voice begins running up the corridor, and you don't doubt that he's a guard.
Health Points: [€€€€]
Energy Points: [€€€€€]
Abilities:
Brawl [Free, 1 physical melee damage]
Silvertongue [Passive, +30 to Charisma]
Analytical Mind Passive, +30 to Perception]
Master of Disguise [Passive, +20 to Stealth]
Hold Knowledge [Passive, +30 to Castle Knowledge in the Hold]
Current Effects:
None
Inventory:
The Conductor's Clothes
Hold Information Manual [Enables Hold Knowledge]
Assets:
None
Location: Break Room [The Hold]
KB-1981 - MonkeyHead
Quicky get to the elevator. If they work, ride one to the surface then liberally use force in making sure they are out of action. If they dont work, after trying to jack the systems, climb the cables to the surface. Send a reply to the radio message: A simple "Friend or Foe?" request for now should suffice.
You fiddle with the radio for a bit, but most of the channel's are dead. Ending up on what seems to be a general guard frequency, judging from the sparse traffic, you send out a clear Friend or Foe?. It should reach whoever sent the message as long as it had been sent from a security station fo some kind, as you assume.
Frenzied calls for identification and questions fill the frequency, but not the voice of the Conductor, so you tune it out and head for the elevators.
They seem to be working normally, and you thumb the surface button. The doors grind close and the cargo elevator begins rising upwards with a pained groan of metal. You can't see anything, but automatic scans fire up and begin tracking your progress up the elevator shaft.
When the doors open again, surface light floods into your viewports and subroutines scramble to adjust your vision. When it recovers, you take a look around.
You're standing on a plaftorm stuck the edge of the monolithic concrete structure of the Hold you just left. Asphalt covers the ground below, and several trucks lay abandoned in the space, some still open to the platform. Sunlight comes in weak through a distant force field.
To your north, beyond a chainlink fence and a larger concrete wall, you can see a medieval-looking castle of myriad towers seeming to race eachother to the skies. The Hold covers everything else from view.
Hand still grasping the edge of the platform, there is a dead guard sprawled down on the ground. You can see a neat little hole punched into the back of his helm by, presumably, a high-powered rifle or other ranged weapon.
Health Points: [€€€€€€]
Energy Points: [€€€€]
Abilities:
Brawl [Free, 1 physical melee damage]
Integrate Weapon [2 EP, removes energy cost for using a weapon]
Combat Droid [Passive, +1 to both melee and ranged attacks -1 to enemy attacks]
Robotic Mind [Passive, +30 to Perception, +30 to Electronics.
Heavy Frame [Passive, -10 to Acrobatics]
Gunshot [1 EP, 2 physical ranged damage]
Current Effects:
None
Inventory:
Guard Pistol [Enables Gunshot]
Guard Radio
Assets:
None
Location: Hold Cargo Entrance [The Hold]