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Author Topic: Mission 23: Thing that Goes Bump in the Night  (Read 55069 times)

piecewise

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #300 on: October 06, 2015, 01:21:29 pm »

Am I gonna have to hunt down the rest of our players again? Or is this a sign of a lack of things to do? If things are too easy I'm sure I can liven them up.

Twinwolf

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #301 on: October 06, 2015, 02:16:50 pm »

((I'm just not exactly sure what to have Petra do.))
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Ozarck

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #302 on: October 06, 2015, 04:08:57 pm »

Am I gonna have to hunt down the rest of our players again? Or is this a sign of a lack of things to do? If things are too easy I'm sure I can liven them up.

For our uncertain teammates
((Hey guys, if you don't know what to do, just send messages in character talking about figuring out what is going on or asking for updates and orders and whatnot. I'll try to keep you busy, though it might take a couple days for the situation to settle in my brain enough to give good suggestions. Interaction will help jumpstart that process though))

possible actions:
Grunts (and handiwork specialists): scout around the lower levels in pairs. Get a feel for the tension levels and find rumors of the dangerous cult. try not to engage directly yet. Ask the Sons for a safehouse elsewhere than on of our main our for you to fall back to in case of major trouble.

Charisma peeps: Begin inserting yourself into conversation in society. Rabble rouse a bit. sway opinion toward stomping the dangerous menace in the deeps. Maybe help Ryan with the below.

Ryan: I don't know. You and I are pretty muc hdoing what we oughta. And since we have docs doing our jobs for us, that means "nothing." Oh, maybe you could move to a different location in the stacks with a son or two and begin setting up a second set of operations there: establish bases, sip in some medical supplies, make contacts with more shady doctors, determine i the cult has spread to that section of the stacks.

Sons: maybe start stirring up normal crime a bit. this is supposed to be a cesspool colony after all. Maybe begin expanding the demographic for the emigration scheme so our recruited doctors have a bit more to work with. Still weed out relatively stable, healthy families though. No sense destabilizing people who are merely dissatisfied.

Actions: Have our cut-out men establish a food bank somewhere relatively safe in the lower stacks to disperse very basic foods. Filter people through a medical exam to get the food. Take one in a hundred or so to ship out.

Spoiler: AutoActions for Idlers (click to show/hide)
That oughta get us in a lot of trouble.

« Last Edit: October 06, 2015, 05:24:29 pm by Ozarck »
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DoctorMcTaalik

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #303 on: October 06, 2015, 04:50:07 pm »

((Gus ain't no grunt. He prefers "handiwork specialist".))

If anyone wants to make an excursion with me into the lower areas, per Ozarck's suggestion, let's do it. Otherwise, I'm going to ask the sons about importing some better weapons.
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adwarf

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #304 on: October 06, 2015, 04:57:34 pm »

Am I gonna have to hunt down the rest of our players again? Or is this a sign of a lack of things to do? If things are too easy I'm sure I can liven them up.
No need to hunt me down, just waiting for people to actually need someone that punches other people.

Head down lower in the stacks, preferably not low enough to run into these cult bastards, and start looking for anyone that looks like they're down on their luck. See what I can do about getting a small gang set up, use some cash from the Sons to buy a safe house not connected to us, and make sure to bring a handgun and a knife.
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Egan_BW

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #305 on: October 06, 2015, 07:54:08 pm »

Do not go on adventures. continue the previous actions.

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Twinwolf

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #306 on: October 06, 2015, 07:57:17 pm »

If Ryan does the thing Ozark suggested, go help with that. Else, help [Kedley] with their stuff.
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Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Gentlefish

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #307 on: October 06, 2015, 09:01:11 pm »

NO ONE FUCK WITH THE CULTISTS.

They are not our job. They aren't our problem, either.

Our job is to harvest bodies.

If their rising means more criminals and bodies to ship offworld, great. But don't even look at them funny before then.

Ryan will look into expansion... Once we start pulling in families more than our facility can process at a time. Things are slow now. Boring is good. Take time on surgeries. No sense fucking it up because I'm rushed. Be sure to play with my pet orangutan to help de-stress after long hours of surgery and make sure she's well-fed and taken care of.

Once we start getting a stable flow (not a trickle), talk to the Sons about a new location. If it's feasible, bring along most of the already-trained surgeons. A new statoin isn't the best place to train novices. Look into med-school students for new pool of recruits for Dester's quarters.

Keep an eye on the news.

Kedly

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #308 on: October 07, 2015, 07:27:24 pm »

Yeah, I'm gonna still keep the previous action. But yeah, I might start setting up a known or set of known personalities after that.
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Ozarck

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #309 on: October 08, 2015, 07:21:15 am »

((Action consolidated))
« Last Edit: October 10, 2015, 07:42:29 pm by Ozarck »
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Egan_BW

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #310 on: October 08, 2015, 07:42:10 am »

"The cult is not a threat as of now. However, if they learn of our existence they will become a threat. It would be good to gain intel on them, but walking up and asking is not the right way.
Xael thinks for a moment.
"It would be best if we could get access to police intelligence. Why scout when someone already has for you?
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piecewise

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #311 on: October 08, 2015, 12:24:36 pm »

Use drugs to hopefully find out when shit is going to hit the fan. Repeat this regularly.
Make sure I'm not sleeping on the floor.
Try to get Skyler to reprogram Manuel into a more useful scouting bot. Failing that, take a look at his programing myself.
Watch medical procedures and maybe learn something.
Provide moral support.
I'm not sure exactly what you mean by that.

Is Manuel the robot hand even with you guys?

We'll say that you watch what you can and get a rough idea how to do it.

And you lobby for more murder, less sense, and increased violence on all fronts.

1: *ER taps the side of its head.* Intuition, geddit?

2:  Yup, he's in my inventory.
No.

Then consider that done.

Discuss operations with the Sons:
Looks like we have more doctors than emigrants. Is the word getting out slower than expected, or is it truly primarily families with children who want to leave this place?

Now doesn't seem quite the time to contact the Criminal Affairs head, with crime lowering and al. It seems that public interest in exporting criminals might be shallow. On the other hand ... that religious cult might stir things up. But probably not in a good way. Do we have any information about that other than what's on the news? DO we know their organization, goals, beliefs? What are they fighting over or for?

"Most people like to emigrate together. Young men on their own will often just sign indenture contracts to get where they want to go, so they don't need us."

"They're a sect originating from the lowest level. They believe in a sort of inverted sin; the idea that only in the most debauched, violent or sacrilegious acts is someone truly free and sinless. They hold no true power structure because they believe that, when they begin their worship, there are no such things as master or leaders. They kill others, each other, themselves. Using them would require guile and subterfuge, not diplomacy. We would need to steer their actions via actions of our own. "


 
"I think getting information on this new cult should be a current priority, do we have any contacts in the lower stacks that can get us that info?" Double chek with son's if we have contacts in the lower stacks that can help us get information on this new gang/cult
"We have contacts in the lower stacks, but the ground level is too chaotic for us to establish a firm foothold. No one goes down there except those who are sent there; and those are not the kind of people it is easy to establish a rapport with."

Am I gonna have to hunt down the rest of our players again? Or is this a sign of a lack of things to do? If things are too easy I'm sure I can liven them up.

For our uncertain teammates
((Hey guys, if you don't know what to do, just send messages in character talking about figuring out what is going on or asking for updates and orders and whatnot. I'll try to keep you busy, though it might take a couple days for the situation to settle in my brain enough to give good suggestions. Interaction will help jumpstart that process though))

possible actions:
Grunts (and handiwork specialists): scout around the lower levels in pairs. Get a feel for the tension levels and find rumors of the dangerous cult. try not to engage directly yet. Ask the Sons for a safehouse elsewhere than on of our main our for you to fall back to in case of major trouble.

Charisma peeps: Begin inserting yourself into conversation in society. Rabble rouse a bit. sway opinion toward stomping the dangerous menace in the deeps. Maybe help Ryan with the below.

Ryan: I don't know. You and I are pretty muc hdoing what we oughta. And since we have docs doing our jobs for us, that means "nothing." Oh, maybe you could move to a different location in the stacks with a son or two and begin setting up a second set of operations there: establish bases, sip in some medical supplies, make contacts with more shady doctors, determine i the cult has spread to that section of the stacks.

Sons: maybe start stirring up normal crime a bit. this is supposed to be a cesspool colony after all. Maybe begin expanding the demographic for the emigration scheme so our recruited doctors have a bit more to work with. Still weed out relatively stable, healthy families though. No sense destabilizing people who are merely dissatisfied.

Actions: Have our cut-out men establish a food bank somewhere relatively safe in the lower stacks to disperse very basic foods. Filter people through a medical exam to get the food. Take one in a hundred or so to ship out.

Spoiler: AutoActions for Idlers (click to show/hide)
That oughta get us in a lot of trouble.

Hmm, interesting idea. Though medical exams for free food might be a little odd. Any selection critera? Just based on their physical qualities or anything else we should find?

((Gus ain't no grunt. He prefers "handiwork specialist".))

If anyone wants to make an excursion with me into the lower areas, per Ozarck's suggestion, let's do it. Otherwise, I'm going to ask the sons about importing some better weapons.
"What kind?"

Am I gonna have to hunt down the rest of our players again? Or is this a sign of a lack of things to do? If things are too easy I'm sure I can liven them up.
No need to hunt me down, just waiting for people to actually need someone that punches other people.

Head down lower in the stacks, preferably not low enough to run into these cult bastards, and start looking for anyone that looks like they're down on their luck. See what I can do about getting a small gang set up, use some cash from the Sons to buy a safe house not connected to us, and make sure to bring a handgun and a knife.
Ie you want to wander down and round up a posse of hobos and street kids?

NO ONE FUCK WITH THE CULTISTS.

They are not our job. They aren't our problem, either.

Our job is to harvest bodies.

If their rising means more criminals and bodies to ship offworld, great. But don't even look at them funny before then.

Ryan will look into expansion... Once we start pulling in families more than our facility can process at a time. Things are slow now. Boring is good. Take time on surgeries. No sense fucking it up because I'm rushed. Be sure to play with my pet orangutan to help de-stress after long hours of surgery and make sure she's well-fed and taken care of.

Once we start getting a stable flow (not a trickle), talk to the Sons about a new location. If it's feasible, bring along most of the already-trained surgeons. A new statoin isn't the best place to train novices. Look into med-school students for new pool of recruits for Dester's quarters.

Keep an eye on the news.

Getting more would require changing something. We might need to look into running a false indenturement scam.

adwarf

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #312 on: October 08, 2015, 02:43:45 pm »

Am I gonna have to hunt down the rest of our players again? Or is this a sign of a lack of things to do? If things are too easy I'm sure I can liven them up.
No need to hunt me down, just waiting for people to actually need someone that punches other people.

Head down lower in the stacks, preferably not low enough to run into these cult bastards, and start looking for anyone that looks like they're down on their luck. See what I can do about getting a small gang set up, use some cash from the Sons to buy a safe house not connected to us, and make sure to bring a handgun and a knife.
Ie you want to wander down and round up a posse of hobos and street kids?
Yeah, that's the general idea.
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Egan_BW

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #313 on: October 08, 2015, 02:49:22 pm »

Figure out how to field-test our scouthand.
Use magical Intuition to think about if anyone is having a Very Bad Idea and yell at them if so.
Attempt to glue cat ears to the stasis-comatose Skyler.
Tinker.
« Last Edit: October 10, 2015, 08:07:03 pm by Egan_BW »
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Ozarck

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Re: Mission 23: Thing that Goes Bump in the Night
« Reply #314 on: October 08, 2015, 04:52:22 pm »

To the Son
A cursory medical exam is a service for those without general access to such, and people poor enough to need food often won't question minor inconveniences like that. As for selection, simply look for people least likely to be missed - quiet homeless, elderly, that kind of thing. Oh, the food delivery and medchecks should be mobile rather than located in one place, so we aren't taking a noticeable portion of the homeless community from a given spot. There can of course be a central base, but a mobile dispensary or something would be wise. Of course, some simple medical aid should be dispensed as well. That could be the nominal reason why we are giving these checks. That was the idea anyway.

What's this about indenture? Why aren't we doing that? Let's get these men indentured. What popular indentures are out there? service on farms, in industry, to specific households, what?

that cult sounds ultimately horrible and pointless. It also sounds like the kind of thing that will not disturb our operations much, and as long as it is confined to the lowest levels, can be ignored. It should burn itself out, or become pat of the background nightmare that you describe as the lowest levels anyway.
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