Turn 13: Chivalry is dead, because someone rolled a 1.
"Ooh, look, an armory! Say, Mr. New Person, you were stuck in here for a while, can you give us the rundown on if there's anything worth looking for around here?"
Ask Nick. If he can't provide an intelligible answer that could potentially save us a lot of pointless exploration, go to the Animal Control Armory!
[18]: Nick says nothing, either because he can't roleplay or because he doesn't notice you, so you go to the Animal Control Armory. He goes a different way anyway.
This is just what you'd expect from the name, an armory. An armory filled with various electric prods, tasers, Tear gas grenades, high-powered water cannons (which are connected by a hose to the wall and only have enough length to make it to the Section Exits), net shooters, flashbang grenades, metal cuffs (of varying sizes), and there are also a couple batons.
There are no lethal weapons in this room. Or at the very least, none out in the open. It is clear that whoever filled out this room was determined to be nonlethal.
Go to the Animal Control Armory.
[1!]: You would've gone to the Animal Control Armory, but Jimbo bumps you and you smack face-first into the floor. Fortunately, you are at least competent enough to turn away from hitting your nose.
See, this is why you never stick around others. They'll just trip you over when you least expect it. You probably need to convince them to stop doing that before you break your neck or something.
You notice everyone looking around in the armory. Gee, you sure wish you could've been doing that but noooooo...
((I am in an emotional state of somewhere between sorry and feeling completely justified in doing this))
Go to the Animal Control Armory.
This
[15]: Like Elsa, you go to the Animal Control Armory.
This is just what you'd expect from the name, an armory. An armory filled with various electric prods, tasers, 2 different types of (probably) nonlethal grenades, high-powered water cannons, net shooters, metal cuffs (of varying sizes), and there are also a couple batons.
There are no lethal weapons in this room from what you can see. Or at the very least, none obvious.
Go to the Animal Control Armory.
I follow, while on the lookout for any hostile entities
[6]: Like Elsa, you go to the Animal Control Armory. After, of course, stumbling and knocking over poor Starn.
This is just what you'd expect from the name, an armory. An armory filled with various electric weapons, 2 different types of grenades, high-powered water cannons, net shooters, metal cuffs (of varying sizes), and there are also a couple batons.
Also, you very poorly look around for hostiles but you are too distracted by the armory.
Enter random door.
[13]: You enter the Miscellaneous Experimentation Room.
Inside the room is a number of shelves, cupboards, and all sorts of various things that aren't frequently used. Beyond the room are experimentation rooms that are completely empty. There is an active experiment that was going on not too long ago, but there's nothing of value to your group unless you like grabbing random crap.
Oh. Well then go to the surgery room and find something sharp
[12]: You go to the surgery room and lo and behold, you find a fairly large cutting knife. It looks very high-tech for a knife, though as with most knifes that aren't designed for combat this has no hand guard and stabbing with it too hard might result in cutting your hand if you're too careless. Still, if you get a good cut someone could bleed quite seriously.
In this room is everything you'd need for inserting, removing, altering, and so on and so fourth for larger creatures that can be manipulated by the bare hand. It looks like it hasn't been used for a while, though there's a small amount of blood stains that someone didn't manage to wipe away entirely.
Gained Item:Cutting Knife.
Link to Sheet.Health: Otherwise Healthy.
Infected with: Strain D.Mutations:A maw of teeth and flesh for a mouth.
Items:Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet.Health: Otherwise Healthy.
Infected with: Strain F.Mutations:Both feet have two talon toes.
Beefed up legs.
Very pale skin.
Expanded mouth.
No lips.
Sharp teeth.
Elongated and spiked head.
No hair.
Has the mass of three people.
Items:Damaged Alexandria Corp Hazmat suit.
Link to Sheet.Health: Lightly Injured.
Infected with: Strain V.Mutations:Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Items:Combat Knife.
Link to Sheet.Health: Otherwise Healthy.
Infected with: Strain P.Mutations:Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet.Health: Otherwise Healthy.
Infected with: Strain X.Mutations:Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Link to Sheet.Health: Mostly Healthy.
Infected with: Strain T.Mutations:Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:Ruined Tennis clothes.
Level 1 Security-class Security card.
Scalpel.
Link to Sheet.Health: Otherwise Healthy.
Infected with: Strain G.Mutations:No hair.
No mouth.
Gooey head.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Link to Sheet.Health: Lightly Wounded.
Infected with: Strain I.Mutations:Black Bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Items:Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Relating to location and the building you are in:darkpaladin109
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Section Exit to Sub-Section F
Travelable locations (all can be traveled to): Sub-Section F, Quarantine Room Hallway (via Research Hallway), Research Hallway (Sub-Section E), Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
scapheap
blazing glory
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Research Hallway
Travelable locations (all can be traveled to): Section Exit to Sub-Section E, Microbe Breeding Room, Larger Creature Breeding Room, Gene Manipulation Room, Surgery Room, Containment Room, Panic Room, Animal Control Armory, Camera and Break Room, Miscellaneous Experimentation Room, Section Exit to Section Primary, Storage Room.
Samarkand
Harry Baldman
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Animal Control Armory
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Surgery Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Miscellaneous Experimentation Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.