>>I took a few liberties in order here to allow things to get done with the least expenditure of effort and inventory, rather then having people trying to build flashlights while a portable light has been placed right next to them, etc. >>go back to the barracks and ask melandevious (or something ) or new guy to help lift the generator.
>>look for a torch
You drop the portable light next to tiruin in the barracks and wave for maldevious to follow you. It takes several long minutes of exhaustive shoving and grunting, but you manage to get the generator back to the barracks. After another few blind moments you manage to hook the light up and turn the generator on, creating a small island of bright illumination in dark.
You nod your head approvingly and then head back out to the garage and begin searching for a flashlight. You find nothing. Bonuses: Marksman (+6 to firearm rolls, 10% chance of unaimed critical shots) Driver (+5 on simple machine rolls) Crafty (+2 to electronic and mechanical rolls when making, modifying or repairing)
Negatives: None
(50 kilo Carry weight, 14 kilo effective before encumbrance penalties)
(3 meters per move. 1 move every 13 ticks)
(daily required sleep:5 hours 15 minutes )
(Daily Caloric need:2000)
(Fluid need: 2 liters)
>>Stats:
Strength - 4
Reflexes - 7
Brains - 6
Senses - 6
Endurance - 7
>>Skill:
Electronics - 3+3
Medical - 2+3
Melee - 4+2
Firearms - 13
Survival - 8+3
Pilot/Driver - 7+3
Craft - 3+3
Mechanics 0+3
Stealth 0+2
Unarmed 0+2
>>Inventory:
Ablative Torso Armor (5kg)
Cargo pants
Combat boots
Prototype Coil Gun (90% charged) (Warning: requires one move to charge before firing) (4kg) (Weapon proficiency: 5. +5 to firearm rolls with this weapon)
Prototype Coil Gun shell (9) (1kg)
High Power Batteries (2) (1kg)
"Enough with the raider business, I'm gonna check if I can find something that's similar to my coil gun's shells."
>Examine Prototype Coil Gun shells, and see if something more mundane can be used in its place.
>Head to: Barracks > Armory > Unknown Area (as is written on the map a few pages ago.)
>Examine room.
You take a careful look at your coil gun shell. It resembles a normal rifle bullet, though slightly larger and football shaped. It appears to be nothing but a solid metal slug shaped to be as aerodynamic as possible. You could probably replace it with anything of roughly the same size, as long as it would be effected by magnetism.
You leave the barracks and walk to the infirmary.
>Infirmary
The door to the infirmary proper has been sealed off using some sort of foam substance and yellow biohazard bands have been draped across it. Though airtight, the seal doesn't look very sturdy. Though a window in the door you can see two metal crates with the logo of the Red Cross and the stenciled image of a syringe on them.
You take a close look at the door and through the window. The door has been sealed with some sort of expanding foam thats filled in all the gaps around the door jam. The yellow tape hung from the door displays the symbol for biohazard as well as a skull, just for good measure. The seal itself doesn't look too strong, clearly made to keep whatever contaminants are present in the room, not to keep you out. A good kick would be all you need to get in.
Through the door you can see rows of hospital beds, the occasional empty iv stand, a desk and medical supply cabinet in back, as well as two metal crates.
((Oh right, need to keep the show going in a sense that I don't have to intervene while sleeping IRL.))
>Set Auto: On (If possible, reject less important request from allies, wear chem suit and go to the medical room, the one with tape on one of the doors, and examine it after doing everything in my previous posts.)
You pull on your chem suit and make sure all the seals are tightly fastened before switching on the rebreather. You take a deep breath and then give the door a stiff kick. The foam crumbles as the door swings open easily and you quickly rush inside and close it behind you, hoping it's still reasonably airtight. You examine the metal crates and are reasonably sure that they're filled with the vaccine you've been looking for. One at a time you heft them up and out of the infirmary, closing the door behind you once they're finally out.
Bonuses: Hunter(+3 on stealth checks if standing still) Soldier (+3 on firearms rolls) Crafty (+4 to electronic and mechanical rolls when making, modifying or repairing)
Negatives: None
(50 kilo Carry weight, 14 kilo effective before encumbrance penalties)
(5 meters per move. 1 move every 10 ticks)
(daily required sleep: 6 hours )
(Daily Caloric need: 2000)
(Fluid need: 2 liters)
>Edit: Auto On! >Strength - 4
>Reflexes - 10
>Brains - 8
>Senses - 4
>Endurance - 4
>Medical - 6 +4
>Stealth - 8+1
>Firearms - 8
>Survival - 8 +4
>Craft - 5 +4
>Speech - 5
>Electronics 0+4
>Mechanics 0+4
>Pilot/drive 0+4
>Melee 0+2
>Unarmed 0+2
A former member of the Army Corps of Engineers, you were assigned to a UN outpost as part of a group attempting to repair a bridge over a nearby gorge that had been deemed strategically important. After several months without instruction or information you received a dispatch explaining that the bridge you were sent to repair had never existed in the first place and that the gorge it crossed was 15 feet deep, rather then 15 meters. Contact with the UN was lost soon afterwards. With nothing else to do, you settled in a nearby village and lived as a mechanic until the Forgotten Sons arrived. After escaping the siege and razing that followed, you and the other survivors traveled further west before coming upon the enclave you now call home. You are determined to safeguard your new home from the Forgotten Sons, or anything which may threaten the way of life you've grown accustom to.
Camouflage Fatigues (+3 stealth)
Steel toe boots
First aid kit (1kg)
Tool Pouch (1kg)
SIG P220 pistol (1kg)(Weapon proficiency: 5. +5 to firearm rolls with this weapon)
10 round HP .45 magazine (4) (2kg)
Multi-tool (.5kg)
Ballistic Shield(12kg) (Partly Damaged)
Backpack (reduces weight of items carried in it by 20%) (7kg)
1-liter canteen (1kg)
Bread (2) (200 calorie per serving. 4 servings per bread) (4kg)
Bundle of wire (5)
Plastic tubing (2) (1kg)
Air filter (1) (1kg)
Insta-steel tube (half full)
First aid kit (2kg)
Total:24.5kg
>Improvise a light source, by asking any of the nearby personnel if I could commandeer a battery of their weapons, using the materials I have to create it.
>Try to patch him (the raider) up, check for vital signs, focusing on the breathing and pulse rate. Check if he is conscious.
>>Skipping that first part and new guy's giving of a battery because Drago had already dragged that light into the room and I assume, in game world, he probably would have mentioned his plans or you guys could have deduced what was going on. Also because you don't really have the stuff you'd need for a light. You begin working on the raider. You easily suture close the clean wound and bandage it before moving on to the bullet lodged in his back. You move very carefully, slowly excising the slug from the wound, picking out the bits of fabric and tiny fragments of metal before disinfecting, suturing and bandaging it. The man is unconscious but the bleeding has stopped and the blood loss wasn't too bad. Assuming there's nothing to complicate his condition, He'll live. He should be awake in a few hours.
Addition:
>Share my rationed bread and water canteen with anyone who needs it.
"Nearly twelve hours without a substantial meal. We have to find food and water soon," Tiruin mumbled aloud, mostly to himself.
>>Since everyone is coming in going in staggered intervals I'm just gonna assume you offered some to everyone when they were there and that everyone ate and drank what they needed to rather then trying to micromanage that all out.
>>EVERYONE IS NOW NO LONGER HUNGRY OR THIRSTYYour canteen is empty. Your Bread is gone. Bonuses: Vulture (25% chance to discover hidden objects upon entering a new area), Soldier (+3 on firearm rolls)
Negatives: None
(30 kilo carry weight 7 kilo effective before encumbrance penalties)
(1 meter per move, 1 move every 17 ticks)
(Daily sleep required: 5 hours, 45 minutes)
(Daily Caloric need: 2000)
(Daily fluid need: 2 Liters)
Attributes
>Strength - 2
>Reflexes -3
>Brains -5
>Senses - 15
>Endurance -5
Skills
>Stealth -15 +5
>Firearms - 10
>Survival -15+2
>Medical 0 +2
>Craft 0 + 2
>Electronics 0 + 2
>Mechanics 0 + 2
>Pilot/drive 0 + 2
>Unarmed 0+1
>Melee 0+1
Description:
A former UN peacekeeper, stranded when the UN pulled out and the eastern world flooded in. After banding together with other peacekeepers to form the enclave you have lived a reasonably quiet life, fending off the occasional raider party. You volunteered as part of the group to find medication in order to preserve your way of life.
Inventory:
Camouflage fatigues (+3 to stealth)
Combat Boots
Bullet resistant vest (2kg)
UN steel helmet (1kg)
M18 Personal Carbine (1kg) (Weapon proficiency 5: +5 to firearm rolls with this weapon)
15 round 5.56x 45mm NATO HP magazine (5) (2.5kg)
> Set Auto: Off
"I wouldn't waste too much time on this one... I've seen his type on the battlefield before. He's not long for this world. Besides, we don't want to use too many of our supplies on him."
"I'll take a jaunt around the base to make sure there aren't any more of them. But first, I want to find some kind of radio so I can stay in touch with you all. Now we should try to get some sleep, we need to get moving in the morning."
> Go to armory and look for radio or walkie talkie to take on a quick patrol, then sleep if all is well
"I wouldn't waste too much time on this one..." You advise Tiruin, "I've seen his type on the battlefield before. He's not long for this world. Besides, we don't want to use too many of our supplies on him."
"I'll take a jaunt around the base to make sure there aren't any more of them. But first, I want to find some kind of radio so I can stay in touch with you all. Now we should try to get some sleep, we need to get moving in the morning."
You walk to the armory, duck under the door and begin searching. You find nothing in the racks of weapons and armor, or in the file cabinet, but it the desk you find a set of four small radios. You fiddle with one for a moment before figuring out how to turn it on and set it and the rest to a single frequency. You walk back to the barracks and hand one to Tiruin before walking out to check the area. You walk the fence and see nothing new, no sign of reinforcements or other combatants. You shrug and walk back to the barracks, report your findings and fall into bed.
So much happens, while I'm sleeping, it really sucks.
Slowly look from under the pot to see what has happened, make sure everyone isn't dead, all I heard was gunshots, all over.
>>Well, it was pretty much all combat, and there's nothing you can really do in that situation.
You slowly crawl from your hiding space, tilting the pot back to look around. It seems sufficiently quiet so you wander out to where tiruin is attending to the raider.
"Huh, terkiey. Glad to see you awake." Tiruin says without looking away from his work "We've recovered from a raider assault on the base. Killed two, one is crippled and heavily wounded. I'm busy patching him up to interrogate him on our mission. Could you check the local surroundings for anything important? Or maybe get their supplies from their bodies? Maybe a rudimentary burial would do, I'm not sure."