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Mutant Quest #2

!!qiiH7o7G3sk ID:NUFT+4n0 No.5290379 View ViewReplyOriginalReport
Year 2082. Your name is Gabriel Cole, average Canadian. Following a fire in your flat, you are abducted by a megacorporation and shipped off to a laboratory in Alaska for experimentation. After being rescued en route by a two-man commando, and unceremoniously introduced to your new mutant powers – superhuman strength, rapid regeneration and, most of all, control over a mysterious black substance flowing below your skin – you discovered that your saviors belong to group of anti-corp mutant living in a secret base.

Your choice was to either struggle alongside them or go face the wolves alone. You picked the former.

Now your story begins.

Previous thread: https://suptg.thisisnotatrueending.com/qstarchive/2022/5241666/

Rules:
>Dice roll pick is best of first three.
>One roll post per person.
>System is roll-under, lower is better. Critfail (100) and Critsuccess (1) override normal rolls.
>Write-ins encouraged: write something good and you may be awarded INTERVENTION POINTS.

Gabriel’s stats:
>Strength: 20
>Agility: 15
>Intelligence: 10
>Charisma: 10
>Perception: 10

Intervention Points Count: 1

>By burning a point you can automatically succeed in any action that requires a roll AND involves utilizing your powers. You can both use them preemptively (to guarantee success) or after the roll (to correct unsatisfying results). However, be warned: using them has consequences. Furthermore, if you burn a point to accomplish something very arduous, or use one to attack a very strong foe, auto success will turn to a reroll (stopping handgun rounds with a mutie shield - no problem. Doing the same with a .50 bullet - reroll.) In cases like this, I will ask if you are sure to burn the point before writing. Once you decide to use one, you will have no control over Gabriel's actions for that specific roll.