Looking around the biology room I begin to see different body parts belonging to that familiar face. Scribbled on the tanks is "Test Subject #00417". One particular tank catches my interest and it's a piece of skin with a tattoo on it. A tattoo I recognise from the psychic who committed suicide on the last ship I was on. Foolish enough I had opened the door, looked out and then returned to find this information, zo while I was standing there I heard a voice from behind asking what I was doing. I turn around in the doorway stands a tech-priest. Before I can answer he begins spouting out that this is a restricted area and toxic and I need to get desinfected. Yet again poisoned. Well this was a great start. I comply and follow. He takes me to a room where I undress and takes of all my armor and weapons. Then onward to the next room. While there I get showered in something that burns the skin a bit. Then another room... with a single chair in it. On the chair I notice some handcuffs. On the wall there is chains. Asking unsecurly what room this is I get the answer, "the interegation room". Oh, fun. Trying my best to avoid the chair he commands me to sit down. And start to ask what I'm doing there. Being one with my character I loose it, I just happened to be in this floor due to jumping into the ventilation when some enforcers knocked on the door, I didn't get through customs due to problems with the bureacracy and those xenos I was travelling with. Mercifully, the GM decided to cut away there.
The psychic w ho was with the rabbit mafia decided to go through with the plan and lending his hands for their escape. He finds a ship that are supposed to leave and decide to make a psychic check. Which fails, so he starts hoovering in the air while static electricity fills the air. Landing on his feet he runs to escape the guards and then tells the ribbins about the ship and a way to get in. The scum then was in sickbay to treat the poison while the cleric sat outside. She began hearing sounds from the ventilation, crawled in and stumbled upon a private conversation. The person we have been sent to investigate has given orders that we must be eliminated since we are from an evil cult so the scum must be killed by an overdose. Time skip till the moment the cleric ribbin burst in the sickbay shouting to the doctor to stop, then wrestle him and throwing him unconciously into the wall. The scum gets up and they strap the doctor into the chair. After some interegation the cleric fails her intimidation roll and knocks him out. The psychic apears, they gear up and check into the one giving the order. They find the head surgeons room and open the door. Schocked the surgeon grabs a neddle gun and starts firing. The ribbins hide behind the scum who braces his mashine gun and fires... missing. The cleric then procceeds to fire and emptying the whole magazine in the surgeon. And the GM said the cleric was the most peacefull character in the party.
Back to me and having enough with my blabbering the tech-priest informs me that he is our contact person on this ship and that I should be lucky that he found me and no one else. So I grab my things and head for the elevator. On my way there there is a fluctuation in the åower grid (my non-character guess is that the weapon is being prepared for a test)! And suddenly an explosion throwing me at the side. A perfect agility roll and I grab the side walk without injury. I hurry onward to the elevator and get in with the rest of refugees and goes to the top floor, the command center. I stand there for awhile until I see our own tech-priest talking with the head of the control center. Suddenly the man attacks him strangeling him. At that precise moment a crimson guard grabs my shoulder snd prepares to take me away. Now, since I definitly can't take out that guard and there was nothing near me to help me or my friend so I was paralyzed. Couldn't do anything so I followed the guard leaving my friend to an unknown fate as he failed all his attacks move, ending with fatiguing himself into knockout.
The others discovered some energy on the deck belows and tried to follow it. At so eelevators they found me being pushed into a container so they began talking to the guard who pushed them away. The psychic answered with hitting him with his staff. After some pushing the guard falls to the floor with me wrestling him for control of his weapon. The other holds him down and I cut the cord, disabling it. I tell the others of the tech-priestand we head back to thecommand center. No ones there, all we find is his axe and blood leading to an elevator. We get in and prepare ourselves, drawing our weapons while the psychic summons a ball of light. The doors swings open and two servotors armed to the teeth looks at us. The psychic sends the ball past them and they follow it with their "eyes". I follow up with a perfect shot with my shotgun obliterating the robot on the right. With ONE shot. The scum not wanting to be left out fires his mashine gun destroing the remaining servitor. We hurry down the corridor till we find a door. We open and a sight so horrible that itgives me 5 insanity points which pushes me to 10 total and freezes me in fear. The sight is that of the tech-priest laying straped, upside down on a table with his head opened up revealing some technical parts.
The others get to it and try torealeasehim, but he has wires all over his body, snd even into his brain. Without much failures he is realeased intact. The cleric goes afterr his axe thatvI picked up and she take it from me... while I stand at the door still frozen in fear after failing three willpower saves. The cleric slapps me in the face so I wake up. Oh, and due to the insanity points I also get a - 10 to fellowship rolls for 24 hours since I get more reclusive (as one of the other players pointed out "even moreso than now?"). We follow a red carpet and interupts the command center operatoras he speaks with our target over some long distance divice. The commander looks at us and more or less tells us that our objective "is in another castle" and he wants us to leave since there is nothing for us here. He let his guards escort us out and allowing me to see the head magistrate who I confront with the incident in the archives. He says he couldn't do anything so I roll inisght, or whatever it is called, to see if he is lying. Since I haven't taken any points of it it is halved base score. I SUCCEED!!! The bastard islying. I tale a note of his name and return to the ship. I need to do some investigating on this one. We fly of with yet another mission behind us. And I think the second one where we weren't sure if we knew the objective. Well, well.
Side note, no dnd this sunday since two players were ill and a third one couldn't make it. So Mendoza Anagallis has to wait a bit longer (yes, I changed the name since Thundercat wasn't that good of a surname, and he is half-elven now).
The psychic w ho was with the rabbit mafia decided to go through with the plan and lending his hands for their escape. He finds a ship that are supposed to leave and decide to make a psychic check. Which fails, so he starts hoovering in the air while static electricity fills the air. Landing on his feet he runs to escape the guards and then tells the ribbins about the ship and a way to get in. The scum then was in sickbay to treat the poison while the cleric sat outside. She began hearing sounds from the ventilation, crawled in and stumbled upon a private conversation. The person we have been sent to investigate has given orders that we must be eliminated since we are from an evil cult so the scum must be killed by an overdose. Time skip till the moment the cleric ribbin burst in the sickbay shouting to the doctor to stop, then wrestle him and throwing him unconciously into the wall. The scum gets up and they strap the doctor into the chair. After some interegation the cleric fails her intimidation roll and knocks him out. The psychic apears, they gear up and check into the one giving the order. They find the head surgeons room and open the door. Schocked the surgeon grabs a neddle gun and starts firing. The ribbins hide behind the scum who braces his mashine gun and fires... missing. The cleric then procceeds to fire and emptying the whole magazine in the surgeon. And the GM said the cleric was the most peacefull character in the party.
Back to me and having enough with my blabbering the tech-priest informs me that he is our contact person on this ship and that I should be lucky that he found me and no one else. So I grab my things and head for the elevator. On my way there there is a fluctuation in the åower grid (my non-character guess is that the weapon is being prepared for a test)! And suddenly an explosion throwing me at the side. A perfect agility roll and I grab the side walk without injury. I hurry onward to the elevator and get in with the rest of refugees and goes to the top floor, the command center. I stand there for awhile until I see our own tech-priest talking with the head of the control center. Suddenly the man attacks him strangeling him. At that precise moment a crimson guard grabs my shoulder snd prepares to take me away. Now, since I definitly can't take out that guard and there was nothing near me to help me or my friend so I was paralyzed. Couldn't do anything so I followed the guard leaving my friend to an unknown fate as he failed all his attacks move, ending with fatiguing himself into knockout.
The others discovered some energy on the deck belows and tried to follow it. At so eelevators they found me being pushed into a container so they began talking to the guard who pushed them away. The psychic answered with hitting him with his staff. After some pushing the guard falls to the floor with me wrestling him for control of his weapon. The other holds him down and I cut the cord, disabling it. I tell the others of the tech-priestand we head back to thecommand center. No ones there, all we find is his axe and blood leading to an elevator. We get in and prepare ourselves, drawing our weapons while the psychic summons a ball of light. The doors swings open and two servotors armed to the teeth looks at us. The psychic sends the ball past them and they follow it with their "eyes". I follow up with a perfect shot with my shotgun obliterating the robot on the right. With ONE shot. The scum not wanting to be left out fires his mashine gun destroing the remaining servitor. We hurry down the corridor till we find a door. We open and a sight so horrible that itgives me 5 insanity points which pushes me to 10 total and freezes me in fear. The sight is that of the tech-priest laying straped, upside down on a table with his head opened up revealing some technical parts.
The others get to it and try torealeasehim, but he has wires all over his body, snd even into his brain. Without much failures he is realeased intact. The cleric goes afterr his axe thatvI picked up and she take it from me... while I stand at the door still frozen in fear after failing three willpower saves. The cleric slapps me in the face so I wake up. Oh, and due to the insanity points I also get a - 10 to fellowship rolls for 24 hours since I get more reclusive (as one of the other players pointed out "even moreso than now?"). We follow a red carpet and interupts the command center operatoras he speaks with our target over some long distance divice. The commander looks at us and more or less tells us that our objective "is in another castle" and he wants us to leave since there is nothing for us here. He let his guards escort us out and allowing me to see the head magistrate who I confront with the incident in the archives. He says he couldn't do anything so I roll inisght, or whatever it is called, to see if he is lying. Since I haven't taken any points of it it is halved base score. I SUCCEED!!! The bastard islying. I tale a note of his name and return to the ship. I need to do some investigating on this one. We fly of with yet another mission behind us. And I think the second one where we weren't sure if we knew the objective. Well, well.
Side note, no dnd this sunday since two players were ill and a third one couldn't make it. So Mendoza Anagallis has to wait a bit longer (yes, I changed the name since Thundercat wasn't that good of a surname, and he is half-elven now).