Ok, I rushed to get this update out before I lost access to my computer for 24 hours, so expect typos.
Turn 3
Kusil (Tomasque)
1. Write a message in blood on the ground: Pertct Armry! Argn in Lbry?
2. Take nearby flashlight and point it so it illuminates my message.
EDIT: So did I just kill one and incapacitate two actual players?
Also, reserving a spot for a new guard character sheet.
<Endurance=3+1-2>
Despite your best efforts, you just can't coordinate well enough to write anything. You feel dizzy. There's too much pain. Your senses are shutting down. Everything becomes silent as you close your eyes and fall to the ground. Your final thoughts fade from your mind. Why did it have to end like this? You were skilled. You were talented. You were so powerful...
...but you were still human.
<YOU ARE DEAD>Attributes:
[Terrifying] Your displays of physical prowess frighten your enemies. If your total roll for any combative action is 6 or higher, all nearby enemies receive a -1 penalty to any combative actions directed at you during the next turn.
Status:
Dead (Game Over)
Inventory: Bloody Guard Uniform, Bloody Communicator(Silent, 4 messages)
Harold (FallacyofUrist)
"Nace tooth ye got thar! Real shiny, it is! Anymaybehow, this door is ratha secure. I'm going to check da others. Be on da lookout, yes?"
Harold steps past the man with the gold tooth, stepping on his toes in the process, promptly heading over to one of the other cell blocks.
<Agility=4-1>
<Awareness=2+1>
As the new guy is about to speak, you interrupt him and say:
"Nace tooth ye got thar! Real shiny, it is! Anymaybehow, this door is ratha secure. I'm going to check da others. Be on da lookout, yes?"The new guy's expression changes to one of confusion. He doesn't seem to understand your "accent". Probably not the sharpest tool in the shed. As the guy opens his mouth to speak once again, you quickly walk past the man, stepping on his toes as you go by. He yelps a bit, and looks at you with an annoyed expression on his face. Yep, that should teach him the importance of proper dental care.
You continue east toward the library, ignoring the meaningless drivel being spoken behind you. As you walk into the library, you see several guards standing around with their flashlights on. They seem to just be waiting. There's bookshelves lined up against the walls, and several tables and chairs placed throughout the area. The library is actually looking a little cluttered, with books and garbage thrown haphazardly onto the floor at several places. There's also dust on top of the bookshelves too. Well, it seems some people are just too lazy to clean up after themselves.
As you're critiquing the library's cleanliness, one of the guards approaches you. He's wearing a priest's robe over his uniform.
<Recognition=2-1+2>
The robe makes him stand out. You've definitely seen him around the prison before, though you're not sure if you've ever officially met.
Attributes:
[Excellent Aim] +1 dynamic bonus to firing a Ranged Weapon. Gain a +1 to your roll if your total roll is 4 or less, +0 if 5, and -1 if 6 or more.
[Loathed] All allies hate you for being such an obnoxious actor wannabe. Any action toward allies requiring their trust or cooperation suffers a -1 penalty. Some allies might even be eager to betray you. Don't expect them to help much.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent, 4 messages), Flashlight, Dazzler (100 uses), Paintball Gun (12 pepperspray pellets), Taser (11 uses), Tranquilizer Gun (4 darts), Pistol (6 Rubber Bullets)
Gilbert (Ruludos)
"Hey, guys, I'm getting a creepy feeling about this."
Gilbert points to the sickly-green lighting.
"We might want to go see what's happening. These prisoner's aren't going anywhere right now."
((Thanks for all the hard work! Don't worry about the update speed so much, we're not going to lynch you over such a silly thing.))
(Thanks

)
<Charisma=2>
The other guards look toward where you're pointing, but seem confused. You look back to the east and squint, but notice that the dim green lighting is gone. The older guard stares at you and starts speaking up:
"What are you pointing at, Gilbert? It's just a dark walkway. Lad, you're probably just seeing things. The night can disrupt-" The female guard suddenly interrupts.
"Hey boys, has anyone else been checking the communicator? Some girl said that Argon is trying to escape. Think it's legit?""Bah, young people and their unbridled imaginations. Of course it's not true. This isn't the first time that the power's gone out. I remember back in 97', this place was powerless for over twenty minutes. It wasn't some secret scheme, just the dang rats chewing on wires. The power should come back on any minute now. The maintenance crew installed a brand new backup generator over a year ago. Ask Alan Gibson, he even helped with the installation. The only people we have to fear are the freshmen guards who might just panic and start haphazardly shooting up whatever they see."
"Oh right, Alan could fix this! Where is he anyway? He should know how to manually activate the backup generator. I'm sick of waiting.""Who knows? Just use the communicator. That's what we have these things for."<Awareness=2>
You remain standing near the center of the prison, surrounded by cell blocks. You don't see or hear anything new.
Attributes:
[Self Doubt]Your mistakes and failures continue to haunt your mind and cloud your judgment. If you roll a 1 or less on any action and experience catastrophic results, then during the next turn all actions you take will receive a -1 penalty.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent, 4 messages), Flashlight(Held, On), Paintball Gun (9 pepperspray pellets), Riot Shield, Rubber Baton
Aria (The Moonlit Shadow)
Ask the others if they recognize the man coming up to us, while picking back up my knife. Be wary for any sudden motions. Stun him if he attacks.
<Awareness=5-1>
The unknown man begins speaking, only to be interrupted by Harold before he can even get a word in.
"Nace tooth ye got thar! Real shiny, it is! Anymaybehow, this door is ratha secure. I'm going to check da others. Be on da lookout, yes?"The man tries to speak again, but instead lets out an "Ouch!" as Harold rushes past him, stepping on his toes. Which was obviously on purpose. Rude, confusing, careless, and pointlessly hostile. Yep, classic Harold.
As Harold thankfully leaves your sight, you decide to ask Dina and Tim if they know this guy.
<Speech=4>
You look toward them and say,
"Hey, have either of you met this man? I sure haven't." As you speak, you swap out your flashlight with your Swiss Army Knife. The flashlights held by Dina and Tim provide more than enough light, so you can see fine.
In response to your question, Dina and Tim both look at each other for a moment, and then back toward you. Tim shakes his head, while Dina shrugs. As you tighten your grip on your weapons, the man nervously speaks up again.
"Hello. My name is....Bowie Jameson. I'm kinda new. I, uh, started working here a couple weeks ago."
<Memory=3>
You try to remember. You vaguely recall new staff arriving a while back, but you're a bit fuzzy on the details. You're pretty sure it was only two or three people. At least one of them was a woman. As you stare at "Bowie" and think to yourself, you hear a new voice come from behind you.
"I can vouch for him"You turn around and see another man standing a few steps to your west. He's wearing a guard uniform and his flashlight is off. He has dark brown hair, hazel-colored eyes, and stubble along his chin. His hair is combed in such a way as to cover up his bald spot.
<Recognition=6>
You have definitely never seen this man before, though he does remind you of Dr. Stevens, your dentist. He had a comb-over just like this guy. It's a shame he was charged with fraud. Hopefully you'll see him again one day.
The new man continues talking.
"My name is Archie Rowles. Me and Bowie began working here at the same time. We even trained together."
He's speaking in a confident tone. He seems pretty sure of himself.
Attributes:
[Bored] Wow, you wish your job was more exciting. You can barely stay focused. Your Awareness receives a -1 penalty, but after you first enter combat, this penalty is permanently removed.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent, 3 messages), Flashlight, Dazzler (100 uses), Stun Baton (Held, 11 charges), Swiss Army Knife(Held)
Pastor Tom (Tomasque)
Well, it seems like you'll need to reschedule your evening plans. You arrived at the library twenty minutes ago to just sit down and relax with a piece of fine literature,
Culture and Society by Raymond Williams. Your career keeps you busy, but you've been waiting for an opportunity to brush up on your cultural studies. The prisoners here come from a variety of different cultures, so the knowledge could help you personally connect with the prisoners and make their last rites more meaningful. However, as you were reading, the power went out. Other guards immediately rushed out of the library or called for the Warden, but you instead sat patiently for the lights to come back on. You thought that you could keep reading by using your flashlight, but it's not easy to focus. The other guards in the library are too distracting. It reminds you of home.
It's been five minutes since the power went out. You calmly stand up out of your seat, navigate to one of the bookshelves, and place your book back in it's rightful place. After all, you don't want to have any trouble finding it next time. You hear quite a racket coming from the cell block west of you and you turn your gaze in that direction. You see a guard, who you immediately recognize as Harold, walk into the library from the western door. The other guards are looking at Harold with hatred in their eyes. You take a deep breath to fight back your bitter feelings toward Harold and walk toward him. At a time like this, it's best to be cooperative. Something odd is definitely happening, and you suspect Argon might be involved. Time to find out.
Goals: Survive. Identify where Argon is and prevent his escape.[Character Creation Roll = 5]Major Advantage:
[Wisdom] Knowledge is the greatest weapon, and you know how to wield it. All actions you take come with an additional Mental roll, and if the Mental roll is 5 or higher, then your action receives a +1 bonus.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent, 4 messages), Flashlight(Held, On), Paintball Gun (9 pepperspray pellets), Gauze Bandages, Riot Helmet, Handcuffs
Note: Since your Mental stat gives you a +2 to mental rolls, that means that you'll get a +1 to an action 66% of the time.
Map

H = Harold
G = Gilbert
A = Aria
T = Tom
Ignore the K on the map. I forgot to remove Kusil.
"Rain" (Xvareon)
I slowly step back from the corner, lift my shotgun to bear with my right hand, and get my flashlight with my left. If I sense someone round the corner, I shine the flashlight on them and speak in a low but commanding voice, "Stone!" If I don't get the proper countersign (Nevada) or if they don't say my callsign, I repeat the challenge once more before ordering them to drop to the ground or be shot. I want to play this up like I'm a prison guard; hopefully they won't be able to make me out that well behind the flashlight I'm shining on them.
If I see them make any sudden or hostile moves towards me, I promptly ream them with a shotgun blast to their center mass. If they shout for help, well... that complicates things. In that case, I throw my flashlight at them as a distraction, then rush in to club them unconscious with the butt of my shotgun, two-handed.
If they are indeed a friendly, I lower my flashlight and shotgun, treat them with friendliness and gratitude, and ask them what's going on and where I can help (and also what their callsign is. I give them mine, too, if they don't know it). If they don't have much idea themselves, I tell them to follow me, and then call in to Antonio that I've made contact with a friendly.
If they aren't on my side (or just don't get the challenge right) and respond by going down to the ground like I say, then I tell them to stay there (keeping my shotgun trained on them) while I call for backup to straighten things out. In reality, I'm calling Antonio to say: "This is Rain. Interrogative: What do you want us to do with prisoners? Over."
Oh, I forgot to say. If no one comes around the corner, then I hold my position and keep watching and listening for what the hell's going on.
<Agility=1
-> 4>
As the footsteps approach, you freeze up, doubt clouding your mind. However, after a deep breath and mentally reminding yourself that you are a true professional, you regain your composure. You take several steps back and ready your shotgun and flashlight.
<Awareness=6-1>
To the north, you are able to make out two sounds that resemble gunshots. Sounds like these shots were partially muted by a suppressor. Seconds later, you hear several loud thuds nearby. After several moments, you hear footsteps approaching once again. Finally, someone walks around the corner.
<Recognition=5>
You shine your flashlight at the person, and quickly say "
Stone!" in a dominant tone. The man is wearing a guard uniform and has brown eyes, balding brunette hair, a thin mustache, and appears to be of Mexican descent. He's holding a custom-made sniper rifle with night vision and suppressor attachments, and also a gray bag. There's no doubt. It's Antonio. As if to confirm any doubts, he says,
"Nevada. Rain, it's me. Antonio." Soon after he speaks, you hear the sound of footsteps and large objects being dragged across the floor, slowly fading as these noises go north. You lower your flashlight and shotgun, but before you can say anything, Antonio speaks up.
"I have something for you."<Antonio Generosity=6+1>
Antonio throws you the bag he's holding. Inside the bag you find a Guard Uniform, a Communicator(Silent, 4 messages), a Pistol(2 Rubber Bullets), a Dazzler(98 uses), and a Can of Pepper Spray(6 uses).
"I took these off of several guards who....won't be needing them anymore. Put them to good use. The communicator is-"You hear two sets of beeping, coming from both your communicator and Antonio's communicator, though the communicator in the bag remains silent. You and Antonio quickly raise your communicators to your ears. You hear the sound of a voice.
"Antonio, this is Alan. One of the guards used her communicator to warn everyone of the breakout. It was a tall girl named Aria. I don't think anyone will believe her claims just yet, but she could cause problems. She's usually in the library around this time of night. One more thing, have your team be careful near the center cell blocks, there are nine guards standing there together. Over."Antonio sighs and returns his communicator to its place.
"So, one of them knows. If she mobilizes the guards then this mission will become much harder."Antonio turns away from you and begins walking north. However, after several steps he stops.
"Rain, get dressed and find this girl before she poses a threat. Silence her....by whatever method you deem appropriate."As you let those words sink in, Antonio becomes silent and resumes walking back the way he came.

Your location is designated by the R. There is no ceiling above the hallways separating each room, so there is some slight illumination coming from the moon and stars. Most of the room interiors are completely pitch black, however.
Attributes:
[Expertise] You are prepared and know how to use your tools properly. While doing any action requiring the use of weapons or items, if you roll a 1, you will roll again and use the new roll. This Attribute will only activate once per turn.
Status: Sneaking (-1 to Agility, +1 to avoiding detection)
Inventory: Communicator(Active), Flashlight(held, on), Shotgun(held, 6 shots), Brass Knuckles, Swiss Army Knife, Helmet, Gauze Bandages
Note: If you have anything to say to Antonio, he's still within earshot. The gray bag is on the ground in front of you. You can take whatever you want from it.
-----
Short Johnny (SaberToothTiger)
Wake up, if woken up, kill this motherfucker with extreme prejudice. With my own hands, I will strangle him. If he is dead, or I kill him, I will search his pockets for keys and any clues. If he is dead, also take off what remains of my night vision goggles and perform basic first aid (remove the bigger shards from my eyes).
<Awaken=1>
<Dream=5>
You fall deeper into unconsciousness. As you do, you begin dreaming. You're back home with your gang, sitting down at a table. The boss is proudly patting you on the back. The other mobsters are bragging about you. The mission was a success. You're the man of the hour. The boss's personal chef brings out a plate of authentic pasta marinara and pours you a glass of fine wine. The pasta is better than you ever expected. The basil, onions, parsley, and garlic blend together to provide the dish with the perfect amount of spice and flavor. It has just the right amount of salt and pepper, and the diced tomatoes give the meal a pleasurable texture. Within seconds, you realize that this is the greatest meal of your life....
Too bad it's only a dream.

Your location is designated by the S. There is no ceiling above the hallways separating each room, so there is some slight illumination coming from the moon and stars. Most of the room interiors are completely pitch black, however.
Attributes:
[Untrained] It's a shame nobody taught you how to use this baby. Hopefully, it's just like in the movies. All rolls involving firing a Tommy Gun receive a -1 penalty.
Status: Deep unconsciousness, blinded (-2 penalty to actions requiring sight), minor bleeding, terrified (-1 to combative actions next turn)
Inventory: Guard Uniform (disguised), Communicator(Silent, 5 messages), Flashlight(off), Tommy Gun (held, can fire 12 short bursts of bullets), Crowbar
Note: Now, in order to wake up at the end of the turn, you need a roll of 5, and to wake up and attempt your action, you need a roll of 6.
-----
Goon McGoon (conein)
You are slowly walking west along the northernmost hallway of the prison. It's difficult to navigate using only the light from the moon and stars, but you manage. Ahead of you, at the very end of this hallway, are two guards with their flashlights on. The man and woman are chatting with each other. As you quietly limp toward them, you think back to how you arrived here.
You've been a crooked person most of your life. Several months back, you began working for a drug lord named Antonio. The work was risky, but it paid well. While other hired goons screwed up their assignments and got themselves caught, you managed to get the jobs done adequately. Antonio was mildly impressed. One day, he contacted you with a special assignment. He was assembling a team to help him break out someone contained within the Linde Penitentiary. He wanted you on the team. If the mission was successful, you would be paid enough money to last you for decades. You accepted.
After joining up with Antonio's team, you received a mission briefing. Antonio was able to blackmail one of the prison's guards into assisting him. The guard's name is Alan Gibson. He'll shut down the prison's power generators after Antonio's team arrives. Afterward, he will stay in the prison's maintenance room and make sure that the backup generators stay off for as long as possible. However, after an hour, the backup generators will activate regardless of Alan's tinkering. Escape Helicopters will arrive about 30 minutes after the power shuts off. Antonio wants the prisoner found and rescued by the time the helicopters arrive.
This prisoner, codenamed Argon, is hidden somewhere underneath the prison. According to Alan's intel, there is a secret entrance somewhere on the first floor that can be used to access the underground section of the prison. The Warden and his team have been using it, but Alan is not sure of where it is. The team needs to locate it, whether via searching the place or interrogating the staff. You were told the basic layout of the prison, so you might be able to use that knowledge to narrow down where you should look.
Antonio designated an entry point for you at the north side of the prison. Once the power shuts down, you'll be able to scale the north fences and the northern wall to enter into the prison. At your entry point, Alan has taken the liberty of hiding a guard uniform that you can use to disguise yourself. Hopefully, there won't be any problems.
Your thoughts are interrupted as a flashlight is shined on you. The guards have noticed you. They walk up to you, but with smiles on their faces. As they approach, the man speaks.
"Howdy there! You enjoying the darkness too?"Both of them take a moment to look over you and the guard uniform that you're wearing. The woman speaks up next, with a bit of shyness evident in her voice.
"So, what's your name? Um, sorry that I don't know. Chris and I have only worked here for a few weeks now. We still don't know everyone yet.""Heh, this is some place. I wasn't expecting this so-called 'Ultimate Prison' to have electrical problems. Does this happen often?""Ya, the training courses didn't cover this. We don't exactly know the proper protocol for this situation. What are we supposed to-"She suddenly stops speaking as she glances toward your left leg, her face taking on a shocked expression. She speaks again in a worried tone.
"Oh! What happened to your ankle? It looks like it's swelling. Are you okay? Do you need me to call for a doctor?"You glance at your left ankle. Yep, it's just as you thought. When you had climbed the north wall, your footing slipped and you fell to the ground, spraining your ankle. Not only that, but as you hit the ground, several loud crunching noises could be heard. Most of the stuff you brought with you is broken....
The two guards are now staring at you, waiting for a response. What will you do?
Mission assigned: Locate the secret passage that leads to Argon. Contact Antonio when you find it.
Your location is designated by the G. Two guards are standing beside you. There is no ceiling above the hallways separating each room, so there is some slight illumination coming from the moon and stars. Most of the room interiors are completely pitch black, however.
[Character Creation Roll = 1]Major Disadvantage: You suffered a hard fall after climbing the wall. You've sprained your ankle and most of your stuff is broken.
Status:
Sprained left ankle (mild pain and swelling, -1 to Agility)
Inventory: Guard Uniform (disguised), Communicator(broken, unusable), Flashlight(broken, unusable), Shotgun (6 shots), Night Vision Goggles(broken, unusable)
Note: Your agility is now 2, so you won't gain a +1 to agility-related rolls