Turn 15: Mutations! Yay mutations. So fun.
Also, Harry, Scrap, you both suck. Why did you both randomly disappear and not even bother to mention anything on this thread? That's rude, you know.
Examine the vending machines.
[20!]: You examine the vending machines. Amazingly, they are filled completely. Soda, snack food, junk food, candy, dried fruit and nuts, filling the vending machines to the brim.
You're unsure if you're really going to need this food unless this infection becomes a sort of zombie apocalypse, but it's there regardless?
Go through the research hallway to section exit to section primary and go into section primary,if I see any then check corpses or such for useful items and keep moving.
[16]: You go through the research hallway to the Section C Primary. Or you would have, except the door is closed and you don't actually have the card!
You grumble intensely at this frustrating fact of life.
((I am taking no responsibility in you wasting your turn, for it's not my fault you don't have the card, it's Team PC's fault))
Go to larger creature breeding room and look for something to sharpen my teeth with! They must have nail files or something.
[5]: You go to the breeding room. Once again, you do not in fact find anything, especially not a filer (they're not breeding pets for people or zoos or something like that, purely experimental). You begin to question why you apparently really need something to sharpen teeth that were already severely sharpened by a mutation. And wouldn't a knife be a better weapon anyway?
This room is a various mix of cages, half-walled in areas, containment rooms, and a tiny bit of animal supplies. There's not much here at all at the moment, they probably weren't doing any breeding projects here recently. There is waste on the floors of some of the cages, though. Nick probably didn't get to them yet.
Suddenly, you tingle intensely throughout your body, before it stops. You then an itch on your nose, and as you move to scratch it, you notice you moved a new appendage rather than your hand. In front of you is now a long, black, icky, oozing tentacle coming from your back. It is one of about 13 of the same, and by god are you now even more creeped out about yourself. You're just glad you never watched through too much Japanese anime.
Also, there is now a hole in the suit where the tentacles are coming out of. It is extremely disturbing to anyone else who sees it, which is nobody at the moment but that's a minor blessing.
Grab some large standard nets and some large electric nets
[8]: You grab the large nets in a fairly standard fashion. Not many ways you could fluff that up.
I will note however that, although it isn't heavy, you're beginning to have trouble carrying all this stuff with just two hands.
Gained Items:3 Large Nets.
3 Large Electrified Nets.
Go to the Section primary exit and wait for everyone else.
[13]: You go to the Section Primary exit and wait. The door is closed. Starn's here grumbling about the locked door. Surprise surprise, he didn't think of asking Ashley for the key-card.
((Also, I hope you don't mind me slightly retconning your last turn for the sake of introducing a new player. I didn't have getting rid of Dark in mind when I wrote it, and I need a good way to introduce the newbie. Retcon: The camera for the Panic room was out-of order))
Suddenly, you tingle and your legs and feet burst. Your toes lengthen extremely and grow lethal claws, your feet themselves also lengthen, sharpen, and toughen considerably, and your legs become far more agile yet covered with tough armor. Not to mention plenty of random but symmetrical jagged spikes sticking out of both your legs. This is making you uneasy about yourself.
Enter the game.
((I'm going to have your character, like Wade, infected at turn 5, for simplicity. Also, slightly wounded for flavor))
Strain roll: Strain R, The Experimentalist.
((That said, mutation timers have no meaning with this one! No simplification needed! Also, because of the high regeneration, no wounds!))
Shoot, shoot, shoot. This is NOT COOL. Not cool at all. You and your fellow Sub-section F scientists were just messing around playing god when some idiots from Sub-section E went and flubbed with some ALIEN meteor, and now you're IN an Alien movie! This is bad, very very bad. It doesn't help that your retreat was a failure, either. You and you fellow scientists tried to evacuate through the Section C Primary, but an alienish monster knocked you over and blocked your path. You turned around and ran, just as the creature cut your back with its already wet claws. You're not quite sure what was on those claws, but it was probably bad. Because now you have a colossally long tail with a sharp spear-hook sticking out of your rear that will probably make it very awkward to close doors from now on. This is not normal.
Anyway, you ran back into this Sub-section, and directly into the Panic Room before locking it down. You're pretty sure you're fulfilling it's intended purpose, so no harm there. You've been waiting in here for an unknown amount of minutes, messing with your tail to make sure that yes, you are in fact not going insane, you have a absurdly long tail that would probably stretch entire hallways and more.
((For anyone wondering, Sarrak's character ran back before Wade's did, so that's why he didn't see him, and that's the canon I'm going with))
Recently, though, you've been hearing people walking around. Or at least, you think it's people. There's also been some intelligent speaking... Maybe the security teams are here to get you out? Or maybe there are a bunch of people going to murder you... Well, it's a coinflip, you guess. Either way, eventually you're going to have to open the doors and go before you starve to death. There's only enough food in here for... 24 days for one person. In theory, you could stay here. But really, the choice is still up to you.
Die.
Suddenly, a yelp is heard from down the hallway, and Doktorr is never seen again.
((You all had a chance to think of a more interesting death to suggest... don't blame it on me, I'm not some magically creative writer who can imagine everything. Besides, for not even responding to my PM despite being active, he deserves this kind of death anyway))
Link to Sheet.Health: Otherwise Healthy.
Infected with: Strain D.Mutations:A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
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.
Net Shooter (unloaded).
3 Large Nets.
3 Large Electrified Nets.
Link to Sheet.Health: Otherwise 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.
Standard Electric Prod.
Link to Sheet.Health: Lightly Wounded.
Infected with: Strain I.Mutations:Black vone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Items:Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Link to Sheet.Health: Otherwise Healthy.
Infected with: Strain R.Mutations:Extremely long tail with a spear-hook on the end.
Items:Slightly damaged scientist suit.
Relating to location and the building you are in:Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Panic 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), Camera and Break Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
Samarkand
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Larger Creature Breeding 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), 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), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
blazing glory
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Section Exit to Section Primary
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), Miscellaneous Experimentation Room (via Research Hallway).
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).
scapheap
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Camera and Break 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), Miscellaneous Experimentation 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.