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Registered Warrant Reason?

Smuggling
- 0 (0%)
Colonial Raiding
- 0 (0%)
Reaving (Pirating and commandeering)
- 0 (0%)

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Author Topic: Space criminals 7/7 players *Full*  (Read 8760 times)

Gotdamnmiracle

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Re: Space criminals 7/7 players *Full*
« Reply #120 on: December 19, 2012, 06:22:20 pm »

The group crawl through the makeshift door, sending small brown packages flying until they all stood in a small room, lit only by helm light, knee deep in floating meal replacers.

"Well?" someone says before an arc cutter is lit up and slices the hinges off one of the doors, and with a swift kick sends it flying.

The crew stares out at a sea of large metal crates lit only by the teams individual beams. each crate is fastened down by nylon straps in flourescent colors, keeping them anchored. The engines are to the crews left, a rather short walk. The more complex systems are located to the right and it is a bit of a hike, walking up the walls of steel crates and all, nothing you couldn't close in a few minutes though.
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scapheap

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Re: Space criminals 7/7 players *Full*
« Reply #121 on: December 19, 2012, 06:30:39 pm »

"half that way and half the other?"
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

javierpwn

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Re: Space criminals 7/7 players *Full*
« Reply #122 on: December 19, 2012, 06:35:27 pm »

"I call those complex systems"
Go to complex systems
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Gotdamnmiracle

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Re: Space criminals 7/7 players *Full*
« Reply #123 on: December 19, 2012, 06:38:07 pm »

(Since I took so long, bonus)

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scapheap

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Re: Space criminals 7/7 players *Full*
« Reply #124 on: December 19, 2012, 06:40:07 pm »

"Dib on complex systems as well."

follow Javier.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

rabidgam3r

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Re: Space criminals 7/7 players *Full*
« Reply #125 on: December 19, 2012, 06:42:13 pm »

"Half sound about right. Engines HO!"

Stand by the engines doorway and wait for others before going down it.

(So....Tired.....)
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IamanElfCollaborator

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Re: Space criminals 7/7 players *Full*
« Reply #126 on: December 19, 2012, 07:49:14 pm »

Wait near the engine doorway.

Thecard

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Re: Space criminals 7/7 players *Full*
« Reply #127 on: December 20, 2012, 12:28:10 am »

"Heh, complex systems sound fun." Jeb says, following the other two.
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

Gotdamnmiracle

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Re: Space criminals 7/7 players *Full*
« Reply #128 on: December 20, 2012, 07:01:58 pm »

The engines are a short walk away and are seperated by a large thick wall and a large set of blast doors to allow vehicles to enter and perform maintainenece. These doors take a bit of coaxing due to lack of oil and use but eventually screech open. The engine room is rather underwhelming save for the lack of a coat of dust and with little obvious habitation, giving the place a sterile feel. The only thing that catches your eye is that there is a holopad lying on a workbench. After a moment of fiddling with it it lights up and text splays across it's clear screen.

-SUPPLY MANIFEST-

162 crates of standard protien staple [Held in Main cargo hold]
14 crates of medicinal equipment [Held in Main cargo hold]
1 occulus drone [REDACTED] {NOTE: Fragile, hand over to technician immediately upon arrival.}
59 crates of textiles [Held in Main cargo hold]
8 crates of miscellaneous repair equipment Held in Main cargo hold]
22 crates of concrete mix [Held in Main cargo hold]


The other team is not so lucky moving at a dead run, at a number of angles. The dark box jungle is difficult do decipher and despite the fact there is only one direction to go the fact that you can not find the best way through it often leading to being road blacked and having to either overcome or backtrack. the whole experience slows you quite a bit. You begin to feel heavier.

Eventually a pair of double doors set into a large wall, thick but only about 7 feet tall and 10 and a half feet across. The door is locked with a electronic lock, computerized. The lock is still functioning. It seems that it has a battery power source. Maybe the JUKH aren't as clueless as you thought. The door is to thick to cut through to expect the ship to still be dead when you finish.
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rabidgam3r

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Re: Space criminals 7/7 players *Full*
« Reply #129 on: December 20, 2012, 07:14:24 pm »

"Oooh, shiny! lets take a look around, see if we can find anything else.


Pocket the Holopad, search the room, then exit to assist Team 2
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javierpwn

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Re: Space criminals 7/7 players *Full*
« Reply #130 on: December 20, 2012, 07:16:49 pm »

"Let me handle this guys... Just cover me!
Hack computerized lock
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Thecard

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Re: Space criminals 7/7 players *Full*
« Reply #131 on: December 21, 2012, 12:18:24 am »

Jeb hacks the lock the only way he knows how.  CUT ALL THE BUTTONS

Naw, just hack it like normal people.
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

IamanElfCollaborator

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Re: Space criminals 7/7 players *Full*
« Reply #132 on: December 21, 2012, 09:23:21 am »

Stay on watch for others.

Gotdamnmiracle

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Re: Space criminals 7/7 players *Full*
« Reply #133 on: December 22, 2012, 02:48:37 pm »

The first attempt at hacking has set the whole ships computers on edge. You manage to fake identification but you only after fussing with it for a bit. The whole team grits their teeth as lights begin to flicker and slowly dim to full power and full gravity begins to take affect. You hear the bang of crates that had become disturbed by your being here dropping only a couple of inches. After a few minutes the door relents and magnetic locks power down. A lon corridor greets the 2nd team that seems to be pretty usual for any type of ship, large enough for cargo vehicles to drive through it seems. Ahead of you is the bridge as well as some more rooms that branch off unrecognizeable. As the second team is about to step off the other team joins them from behind and they all move up in a line formation, unsure of what to expect. As the team continues along a loud screeching sound with what sounds like jolting electricity can be heard. Out of a passage way about 40 meters ahead of you a massive floating drone encompassing most of the hallway tears out. The automaton sweeps a scan through the hall and begins peeling straight toward the crew. Blue arcs of electricity swipe out of the drone as it manipulates gravity in the atmosphere and it looks as if it is confused being in such a confined space. The drone is closing fast and about 2 meters of spherical steel is nothing to laugh at when going as quick as it's traveling.
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IamanElfCollaborator

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Re: Space criminals 7/7 players *Full*
« Reply #134 on: December 22, 2012, 02:55:16 pm »

Jump out of the way, then sink my machete through it's back if possible.
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