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Author Topic: The Long Road: Socially Inept Flailing  (Read 42458 times)

Drago55577

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Re: The Long Road
« Reply #45 on: March 17, 2012, 04:26:01 am »

Ad hoc?


>>Walk through hallway
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piecewise

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Re: The Long Road
« Reply #46 on: March 17, 2012, 04:49:55 am »

Spoiler: Tiruin (click to show/hide)
>Salvage that [useful parts] Engine!

>You dive in and attempt to scavenge anything that looks like it might be useful in the future. Though you have the tools for the job, your lack of mechanical know-how means that large parts of the engine remain inscrutable as to their purpose or method of removal. You manage to tear out a few bundles of wire, some lengths of plastic tubing, an air filter and some scrap metal. You stow them in your pack.

Updated Inventory

Spoiler (click to show/hide)

Ad hoc?


>>Walk through hallway


>>Ad hoc in this case means that the room was converted from one purpose to another or created in an unplanned fashion out of necessity.  "A rifle can serve as an Ad Hoc club in a pinch".

>UN Base: Hallway
A heavy metal door is set in the wall here with the word “ARMORY” stenciled in blue paint above it. Next to the door is a small keypad. The hall continues to the South East.

Exits SE (Hallway), SW (Barracks)

« Last Edit: March 17, 2012, 04:55:11 am by piecewise »
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Tiruin

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Re: The Long Road
« Reply #47 on: March 17, 2012, 06:11:28 am »

Spoiler: Question (click to show/hide)


Spoiler: Tiruin (click to show/hide)

>Travel NW - Warehouse
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Drago55577

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Re: The Long Road
« Reply #48 on: March 17, 2012, 06:19:22 am »

I'm adopting this as my colour

>>Put pack down and take food/drink out
>>Attempt to open the door with keypad
« Last Edit: March 17, 2012, 08:17:21 am by drago55577 »
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terkiey

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Re: The Long Road
« Reply #49 on: March 17, 2012, 07:52:54 am »

Sorry, I'm from the UK, so I get a massive disadvantage, seeing as you guys have said all these things during my sleep! :P

Terkiey, will go to the warehouse, if possible search the area for anything of use or anything interesting
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Does anything bad happen if you accuse someone of being a night creature and they aren't?
Yes, they call you a rasict, and then they shot you and take your cocaine.
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Maldevious

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Re: The Long Road
« Reply #50 on: March 17, 2012, 08:22:42 am »

"I'll check the perimeter of the base."

>> Check around the outside of the base for threats
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Trapezohedron

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Re: The Long Road
« Reply #51 on: March 17, 2012, 11:32:50 am »

"Hey Terkiey, want some help with scavenging for loot?"

Go with Terkiey to the warehouse, and search for phat lutes something we could use, like prototype coil gun parts...
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Thank you for all the fish. It was a good run.

piecewise

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Re: The Long Road
« Reply #52 on: March 17, 2012, 01:56:16 pm »

Spoiler: Question (click to show/hide)


Spoiler: Tiruin (click to show/hide)

>Travel NW - Warehouse

Sorry, I'm from the UK, so I get a massive disadvantage, seeing as you guys have said all these things during my sleep! :P

Terkiey, will go to the warehouse, if possible search the area for anything of use or anything interesting


"Hey Terkiey, want some help with scavenging for loot?"

Go with Terkiey to the warehouse, and search for phat lutes something we could use, like prototype coil gun parts...

>>You can post without waiting. I'm not keeping track of time really exactly, but be wary of traveling. I'll warn you before you do so, but there are some exits that will take several hours to get to their destination. In effect, if you do that without the rest, it will desync you from them so that you could all be standing in the same area but not actually be together  because you're technically standing there several hours before them. It's all kinda strange.

>UN Garage
A large, corrugated metal building resembling a huge shed.  The fading insignia of the UN is painted above the entrance. Inside are several lockers full of tools, a welding area  and a half disassembled jeep. Red jerrycans and dark green crates are piled to one side. To the southeast is the front of the Base, as well as the gate to the barracks. To the north west is a long, flat expanse of blacktop, on the far end of which  you can see something dull gray.

exits
SE (Barracks) SE(Front of Base) NW (airstrip)

Terkiey and New Guy begin searching the garage for anything which might be useful. The racks of tools, though probably very helpful, are far too large to warrant trying to carry around. The Jerry cans seem to be filled with gasoline and the green crates with an assortment of small electrical and mechanical pieces. New Guy liberates a few high power batteries, very  much like the ones used to power his coil gun, from one of the crates. Terkiey rummages through one of the cabinets and finds an airtight chemical suit; he hands it to New Guy.

New Guy Inventory:
Spoiler (click to show/hide)

>>Note: There's tons of useful parts in here, including the tools, but I had you pick up only what your characters would consider immediately useful or good to have. If you need something specific later on, it may be a good idea to recheck this place for it.

I'm adopting this as my colour

>>Put pack down and take food/drink out
>>Attempt to open the door with keypad


>>Error: Your inventory contains no "Pack" or "Food/drink"
>Inventory:

Spoiler (click to show/hide)

>You optimistically type "12345" on the keypad and shrug as it buzzes. You didn't really  expect that to work anyways. You open your tool case, remove the cover of the keypad, and begin working on the circuits inside. After a few minutes of tinkering you reconnect the key pad and type in a set of numbers. The keypad buzzes. Hmm, that didn't work. Luckily you don't seem to have broken anything and could probably try again.

"I'll check the perimeter of the base."

>> Check around the outside of the base for threats

> You walk around the edge of the base, scanning the fields beyond it for any sign of threats. The main gate is secure but there's still that big hole in the fence. It seems pretty quiet for the moment, but you have the sinking suspicion that this chainlink fence would do little to protect you should someone decide to attack.
« Last Edit: March 17, 2012, 01:58:03 pm by piecewise »
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Drago55577

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Re: The Long Road
« Reply #53 on: March 17, 2012, 02:01:00 pm »

>>Keep hacking until successful or broken.
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Maldevious

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Re: The Long Road
« Reply #54 on: March 17, 2012, 02:11:35 pm »

> Look for the safest position on the base, and establish a fallback there in case of danger.
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piecewise

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Re: The Long Road
« Reply #55 on: March 17, 2012, 02:25:08 pm »

>>Keep hacking until successful or broken.
>You remove the keypad and continue working, modifying circuits and retrying them repeatedly. Finally, you cross two wires, reattach the key pad and smile to yourself as you punch in a code. The keypad buzzes loudly, suddenly becoming shrill before hissing as the display flickers and dies. That could have gone better. Oh well, maybe there's another way in...

> Look for the safest position on the base, and establish a fallback there in case of danger.
>Query
>safest Position in that area (UN Base: Front) or safest position in the entire base? Searching the entire base for a safe place would take longer.

Drago55577

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Re: The Long Road
« Reply #56 on: March 17, 2012, 02:35:16 pm »

>>look for welders or anything used for cutting
>>if found try to cut a hole big enough to crawl broth I the door
>>if not found to outside and help salvage 
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I think I've been sigged more times as a result of my comments in this thread than I have in most of my other activity on these forums. 

piecewise

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Re: The Long Road
« Reply #57 on: March 17, 2012, 03:01:09 pm »

>>look for welders or anything used for cutting
>>if found try to cut a hole big enough to crawl broth I the door
>>if not found to outside and help salvage 

>>Crawl Broth I the door? Does not compute.
>>Assuming "Crawl through"

>On a hunch you head back the way you came and toward the warehouse like building you saw earlier. Terkiey, New guy and Tiruin are already there, poking through cabinets. Of to one side you see the object of your search, a welding torch. The torch and it's tubes are light and compact, the same can not be said for the tanks that feed it. Grunting, you heave them back to the door one at a time.  After setting everything up you sit down and begin burning your way through the door. The torch was clearly made to bond metal, not cut straight through several inches of it, but it gets the job done. It's gonna a take a while though.

terkiey

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Re: The Long Road
« Reply #58 on: March 17, 2012, 03:07:04 pm »

Terkiey, will go to the barracks and search for useful objects.
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Quote from: Knigel
Does anything bad happen if you accuse someone of being a night creature and they aren't?
Yes, they call you a rasict, and then they shot you and take your cocaine.
[(√[1]/∞)+3!+|Chicken|] / [100^(1/2)]

piecewise

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Re: The Long Road
« Reply #59 on: March 17, 2012, 03:26:22 pm »

Terkiey, will go to the barracks and search for useful objects.

>UN Base: Barracks
An ad hoc barracks has been assembled in what appears to be the cafeteria, rows of beds line the walls, each neatly made and clean, minus a thin layer of dust. A large kitchen and serving station is set into the northern wall. Light streams in through large plate windows, the strange distortions and shadows hinting that they are bullet proof. Not counting the door from which you entered, there are two exits, a hallway leading toward the north east and a set of doors that appear to lead back outside to the east. 

Exits
NE (Hallway), E (Courtyard)


You search around, carefully making your way from the beds to the kitchen. The beds are almost entirely empty, save for the odd magazine (most of an erotic nature), family photo or various other personal affects. The kitchen on the other hand yields 3 10 gallon jugs of water and a crate full of boxes roughly the size and shape of a paperback novel and marked "3-MRE" followed by various foods. It's all much too heavy for you to carry anywhere, but maybe one of the others would be willing to play pack mule. Hanging from a rack in the food preparation area is a strange instrument: what appears to be a butcher's knife, but with a rounded point and made from some sort of white substance that was clearly not metal. You retrieve it and rest it on a wooden cutting board, looking for something to test it's edge against. The blade slides through wood, and the metal beneath it, stopping only because it's handle could not slip through the slit it cut. Huh. You gingerly retrieve the blade and slip it into a matching sheath also hanging from the rack. You're no good with knives, but maybe one of the others is...
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