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Author Topic: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 2/4]  (Read 9559 times)

CubeJackal

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Re: Roll to Escape the Spaceship [4/4]
« Reply #30 on: April 08, 2017, 08:08:42 pm »

(GM Notice: I'm opening up four waitlist slots just in case some of the current players don't make it out of this one. If you do survive, feel free to use the same character for the next soon-to-be-ex-spaceship.)
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CubeJackal

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Re: Roll to Escape the Spaceship [4/4]
« Reply #31 on: April 09, 2017, 12:17:11 pm »

CALAMITY ROLL: [2]
The freighter lights up like a meteorite as it hurtles downwards, peeling apart at an alarming rate. Gaping holes in the outer hull tear open as heat and aerodynamic forces wreak havok on the cheaply-built superstructure, venting the interior atmosphere in many multiple compartments and sucking out unfortunate crewmembers. Air currents force the disintegrating ship to nose upwards, and it begins spinning around dangerously in the rapid winds. If any of the survivors are still planning on using the escape pods to survive the upcoming impact, it's now or never - even if they aren't destroyed in their docks by the indomitable forces of physics, it'll be too late to ensure a safe landing for them in a few more seconds of free-fall.

Run up to Frank and push him aside.
"Shit... almost there, now."
Unless interrupted, Frank makes a dash for any open escape pod, and immediately launches.
If the up-until-now unseen person tries to push him aside, Frank will do the obvious thing that a terrified human in his situation would do; he punches the shit out of the man, and then continues the above action.

[2] vs [1] Bracken blunders into Frank with all the grace of the drunk belligerent that he is, and the two of you sprawl over along the floor, grappling with one another impotently. Every one of Frank's attempts to resist or retaliate fly wide in his panic, and you both waste valuable seconds of time trying to extricate yourselves from one another. Just as Bracken looks ready to pick himself off his adversary and make a break for the pods, the hull lets out a metallic screech and a huge panel of exterior plating along the corridor is torn asunder, revealing the entire room to the elements outside! Air whooshes out of the new window instantly, and the two of you are sucked dangerously close to the white-hot precipice of the hull breach. Neither of you retain your footing, but Bracken manages to stay in the room - Frank, meanwhile, is left dangling, holding onto an exposed pipe for dear life as the flames of re-entry outside threaten to burn his boots off.

Er, I'll head Downwards.
[2] You make your movements quick as you feel the ship shudder and lurch around you, hopping straight down into a knocked-aside vent cover and descending into the shafts below. Your pen-light provides little in the way of help in the pitch-black environment, and the various loose chunks of piping and tiles ricocheting around the enclosed space make for a slow, painful journey. Judging by the deafening noise of the hull breaking apart nearby, and the fact that the floor is getting uncomfortably hot, you'd estimate that you're running along the ship's lower extremities - nowhere near a viable escape route, and perilously close to a potential hull breach. You doubt you'd be able to get to the pods at this point, especially since you're practically lost in the ship's underbelly, so you might need to start thinking of alternative ways of slowing your own descent.
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crazyabe

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #32 on: April 09, 2017, 12:31:47 pm »

pray for Salvation since at this point I'm Screwed?
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Coolrune206

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #33 on: April 09, 2017, 12:47:20 pm »

Frank uses any piping he can to clamber his way over to the goddamn escape pod. He must survive.
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"You are a shameful gaggle of cowards who has made a mockery of the challenge, but you have avoided death. Sit and eat."

Yottawhat

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #34 on: April 09, 2017, 01:14:21 pm »

Bracken starts to crawl on all fours toward the escape pod.
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(1) You start forward with determination and certainty. You carry this determination with you right into the gaping crater that opens under your feet. You fall into a pit. The sounds of combat above dim, along with the light from the suns. In the quiet below, you hear some other noises instead.

OceanSoul

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #35 on: April 09, 2017, 03:13:05 pm »

(How did I miss an update?)

Have a safe landing, and if successful, look for the escape pods of other survivors.
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

CubeJackal

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #36 on: April 09, 2017, 03:58:04 pm »

CALAMITY ROLL: [1]
The ship's uncontrolled gyration causes some key structural bolts in the engine housing to fail, causing the entire rear end of the vessel to tear away spectacularly and hurtle asunder from the rest of the burning wreckage. The loss of the ship's power plant causes all the systems that haven't already melted to short out, including the artificial gravity generator - everything that's not nailed down is immediately pressed into the ceiling with a judicious helping of g-force, and anyone left on the ship is now at the full mercy of the laws of physics. The ground is getting close enough to make out details on now, and what's left of the ship is still falling at well beyond terminal velocity.

pray for Salvation since at this point I'm Screwed?
[3] You put your head between your legs and start begging whatever's up there to cut you a break. It's at about that point that you feel the artificial gravity below you ceasing to exist, and you begin bouncing around the maintenance tunnel like a fleshy tennis ball. Good thing you thought to protect your head just then... as soon as you're able to grab onto something and hold on, you start wracking your brain for a real way out of here. You're understandably a little too anxious to come up with a concrete plan of escape at the moment, but a few possibilities fly through your potentially-concussed mind... you came from the cargo bay, right? There's gotta be something useful in there, even if it's just a crate full of soft things to cushion your impact.

Frank uses any piping he can to clamber his way over to the goddamn escape pod. He must survive.
[4] The sheer heat outside begins creeping into the room as you clasp your welding-gloved hands onto the nearest pipe, then the next, then another. They creak in protest, threatening to snap under your weight, but the aerodynamic forces threatening to throw your body aside like a used paper towel force you to keep your movements rapid and focused. After a deft feat of agility, you finally pull yourself back onto somewhat-solid turf, squeezing into a small hole in the exposed hull plating that drops you directly into the escape pod bay. Lo and behold, there's one remaining pod - it looks a little melted, and you've no way of checking its seating capacity or integrity now that the power is out, but you've no other choice now. You just need to find a way to open the launch tube door... you're briefly distracted from coming up with a solution, however, when you hear a Bracken-shaped object slam into the ceiling above you and drop down next to you.

Bracken starts to crawl on all fours toward the escape pod.
[4] You only watch long enough to see Frank helplessly skid towards the hole - you can't quite bear to check if your brief fracas ended up dooming him, and there's no time, anyway. You scuttle towards the hanging-open airlock leading into the escape pod bays just as the ship's artificial gravity shorts out, and you receive a generous helping of g-force that removes you from the disintegrating floor tiles and catapults you partway towards your destination and partway towards the ceiling. You hurtle through the airlock just as half of it drops away into the open void next to you and you barely manage to orient yourself to avoid smashing your head against the ceiling. You bounce off it in a clumsy manner and hit the floor, where you raise your bruised head to see Frank gripping tightly onto the pod launch controls. You don't know how many people that thing holds, but if it's just one... then the fight still isn't over.

Have a safe landing, and if successful, look for the escape pods of other survivors.
[1] Escape pods are of somewhat lighter construction than Imperial freighters, so you figure things will go fine as you sail free of the burning wreckage, seemingly flying upwards as your velocity drops far more rapidly than the heavy vessel below you. Still lighter than your craft, however, is the fist-sized, super-heated chunk of hull plating that shoots through your pod like a molten bullet, very nearly removing your leg in the process and causing critical damage to its cheaply-designed systems. The in-built navigation computer fails in a spectacular shower of sparks, and these things don't come with windows - as such, you've no idea what you're going to be landing on, when you're going to be landing on it, or how fast you're going to hit it. To make matters worse, a good chunk of your calf is missing. You really wish that weird old guy who inducted you into the ways of the Friction was here to guide you now...
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Coolrune206

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #37 on: April 09, 2017, 04:32:04 pm »

"Stand back. If I don't get this open, we're both dead. I assume you don't want to interfere now, do you?"

Frank pulls out a welding torch (assuming he has one) and tries to use the heat to soften the metal holding the doors shut, then forces them open, using one of his miscellaneous tools as a lever mechanism to pry it.

Spoiler: GM Only (click to show/hide)
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"You are a shameful gaggle of cowards who has made a mockery of the challenge, but you have avoided death. Sit and eat."

crazyabe

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #38 on: April 09, 2017, 05:08:14 pm »

BACK TO CARGO BAY!
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Yottawhat

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #39 on: April 09, 2017, 06:07:21 pm »

"Uh... right, got it buddy."

Like for something to hold on to in case the ship starts to shake again.
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(1) You start forward with determination and certainty. You carry this determination with you right into the gaping crater that opens under your feet. You fall into a pit. The sounds of combat above dim, along with the light from the suns. In the quiet below, you hear some other noises instead.

CubeJackal

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #40 on: April 10, 2017, 02:30:25 pm »

CALAMITY ROLL: [4]
There's relatively little left of the outer hull now. The ship looks something like a huge, burning brick of swiss cheese as it plunges into the uppermost layer of clouds surrounding the planet, heading deep into the stratosphere. The situation outside seems to have stabilised as the ship closes in on its terminal velocity, and the flames of re-entry wracking what's left of the outer plating begin to cool. You're still hurting groundwards at excessive speed, but if you fall out of the ship at this point, you'll at least avoid burning to a crisp before you hit the ground.

"Stand back. If I don't get this open, we're both dead. I assume you don't want to interfere now, do you?"
Frank pulls out a welding torch (assuming he has one) and tries to use the heat to soften the metal holding the doors shut, then forces them open, using one of his miscellaneous tools as a lever mechanism to pry it.
Spoiler: GM Only (click to show/hide)
[1] Of course you have a welding torch - it's your most trusted engineering implement, and you never leave your quarters without it. You give the blast trigger a practiced squeeze and shield your eyes as you bring the torch up close to the pod bay door... and nothing happens. You're out of gas. Frustration sets in as you realise your only chance at survival is slipping away from you and you haughtily chuck the useless torch to the floor, where it collides with a tiny heap of molten slag left over from re-entry and immediately explodes. Turns out it did have fuel, and you just forgot to open the valve. Whoops. You don't have time to curse your ineptitude, however, since the shower of burning welder fuel has caught your jumpsuit on fire - and you're still no closer to opening those doors.

"Uh... right, got it buddy."
Like for something to hold on to in case the ship starts to shake again.
[2] You clap a hand onto the nearest available handle sticking out from the room's walls, which immediately falls off, scorching your palm in the process - seems like the re-entry had both weakened and super-heated it. You turn away from Frank as you curse quietly and wave your burnt fingers around, but your attention is quickly re-centered when a loud explosion rings out at your feet and your pants legs are set alight by a spray of fire. You don't know how the most experienced welder on the ship managed to screw up this badly, but unless one of you works out how to get those doors open without the use of a welding torch, you're in deep trouble. Also, you're both on fire.

BACK TO CARGO BAY!
[2] Your injuries begin to catch up with you as you try to crawl back the way you came. Your back hurts from being packed into a crate for so long, your head hurts from being bounced around like a rubber ball, and your everything hurts from trying to squeeze through this over-long crawlspace. Finally, your tortured legs give out and you collapse, breathing heavily. You catch the unmistakable scent of fresh air coming from nearby, however... and a quick check of your surroundings reveals a wide hole in the exterior plating further down the crawlspace. Your heart sinks as you recognise that particular stretch of maintenance tunnel - it's the way you came in through, and this new window has rendered it off-limits. If you want to escape now, it'll have to be with whatever's on-hand - all sorts of things end up in the seldom-used spaces between rooms in starships, so perhaps if you get lucky, you can scrounge together something to enable you to survive the landing.
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Coolrune206

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #41 on: April 10, 2017, 02:34:29 pm »

Frank furiously kicks at the doors, ignoring the burning sensation. Any good lifepod MUST have a fire extinguisher, right? He just has to get in. Re-entry should have already heated the door enough to soften the metal. Hopefully, a few good and solid kicks will open it.

If he manages to get it open, he waits for the second individual to get in, even if it's a one-seater.
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"You are a shameful gaggle of cowards who has made a mockery of the challenge, but you have avoided death. Sit and eat."

Yottawhat

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #42 on: April 10, 2017, 02:36:57 pm »

Tear off my jumpsuit, and throw away the burning material.  If Frank gets the pod open, hop in.
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(1) You start forward with determination and certainty. You carry this determination with you right into the gaping crater that opens under your feet. You fall into a pit. The sounds of combat above dim, along with the light from the suns. In the quiet below, you hear some other noises instead.

OceanSoul

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #43 on: April 10, 2017, 02:51:15 pm »

I missed an update again. Oh well.

Stay calm, and use the friction to slow down the pod. Worst comes to worst, the heat will cauterize my wound.
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

CubeJackal

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 0/4]
« Reply #44 on: April 11, 2017, 01:40:29 pm »

CALAMITY ROLL: [5]
You could be forgiven for believing that the worst of the descent is over. Most of the turbulence has subsided now that you're deep within the atmosphere, and if you weren't in imminent danger of falling to your death, you might even think that the view outside (from the hundreds of gaping holes perforating the exterior of the ship) is quite idyllic. At least the planet you're about to impact has a breathable atmosphere. All the same, there's easily less than a minute left now until you make landfall, so time is of the essence.

Frank furiously kicks at the doors, ignoring the burning sensation. Any good lifepod MUST have a fire extinguisher, right? He just has to get in. Re-entry should have already heated the door enough to soften the metal. Hopefully, a few good and solid kicks will open it.
If he manages to get it open, he waits for the second individual to get in, even if it's a one-seater.

[4] Fire eats away at your clothes as you furiously wail on what's left of the launch tube doors, but you manage to fight through the burning pain long enough to deal sufficient damage to the already-weakened metal. With one final solid kick, the panel flies off and is sucked away by the air currents wreathing the falling ship. Now that you've got your escape route open, it's no difficulty for you to wrench open the door of the pod itself. Fortuitously enough, it seems like there's space for two occupants - that is, if one of you allows the other to sit on your lap. The internal systems might need a jump-start considering that the power is out, but outwardly, everything seems functional - including the fire extinguisher clasped to the pod's interior, which you waste no time in grabbing and spraying all over yourself. You might have severe burns covering a good deal of your body, but it's nothing fatal - the upcoming impact, however, most likely will be if you don't get this thing launched immediately.

Tear off my jumpsuit, and throw away the burning material.  If Frank gets the pod open, hop in.
[4] You quickly disrobe before your burning garments can inflict similar injuries to the ones Frank appears to be sustaining, leaving yourself in only your underwear - still, you're mostly unharmed, if a little chilly. You crawl your way into the cramped escape pod as soon as Frank pulls the door open, and take a tentative poke at some of the control panels inside. Worryingly, there's no power inside the pod, and it's unresponsive to your attempts to switch it on. The internal battery must've been damaged during re-entry. Unless Frank has something in his engineering kit that can enable him to jump-start the craft, you might need to start looking for a replacement - or indeed, anything that could give this thing power for even just a minute. Perhaps there's something lying around the room that could help?

I missed an update again. Oh well.
Stay calm, and use the friction to slow down the pod. Worst comes to worst, the heat will cauterize my wound.
[5] You remain focused and serene in this time of peril, and place your hands gently against the sides of the shuddering, turbulent vessel. With mighty concentration, you use your mystical friction powers to force the craft to slow down in the air, aiming to bring your speed low enough to enable a safe landing. The outer plating glows dangerously as it grinds against the air particles whooshing past it, but fortunately, you make landfall before everything starts to melt.  Your pod slams into the ground, jarring you out of your trance as it bounces once, then rolls to a halt along the planet's surface. The cushioned interior prevents you from sustaining any serious injuries, and you kick the pod's door open and emerge with only a few cuts and bruises - plus your damaged leg, which you limp on tenderly as you pull yourself out. Against the odds, you've survived, and there's enough undamaged supplies left in the pod for a week of sustenance - more than enough time for rescue to arrive. All you can do for now is watch the rest of the ship hurtle towards the surface from a safe distance, hoping against hope that anyone left on it can make it off in time.
Congratulations! You escaped the spaceship!
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