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Author Topic: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 2/4]  (Read 9527 times)

FallacyofUrist

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Re: Roll to Escape the Spaceship [new game starting - needs players! 3/4]
« Reply #60 on: April 12, 2017, 10:07:59 am »

Name: Mark
Background: After decades of training on a remote island, Mark is now the best martial arts master in the galaxy. Too bad he's also the oldest.
Special skill: Elderly Kung Fu!
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

ziizo

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Re: Roll to Escape the Spaceship [new game starting - needs players! 3/4]
« Reply #61 on: April 12, 2017, 10:55:01 am »

For waitlist

Spoiler (click to show/hide)
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GG, Ziizo. May my spirit live on in your boobs.

CubeJackal

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 1/4]
« Reply #62 on: April 12, 2017, 04:14:50 pm »

CALAMITY BEGIN

Ship Class: [1] = Derelict Mining Ship
Calamity Class: [2] = Space Beasts

For those of you who recall your last experience with a spaceship, that was months ago. Frank and Bracken, two fortunate survivors of the calamity that claimed the anonymous Imperial freighter that they served on, were able to escape their enlistment with the Empire due to the traumatic nature of their injuries, and elected to strike out on their own. With their extensive engineering and ship maintenance knowledge, they began a freelance scavenging company, trawling the depths of space for abandoned and wrecked ships to scavenge for useful parts. It's simple, lucrative work, with almost no risk of catastrophe... right? Their team of seasoned scavengers have made contact with a wrecked old mining ship orbiting inside a dense asteroid field, and have already made good progress in stripping its remaining pieces away to sell later. By the time anyone realises anything is amiss, they're already deep inside the wreck...

Frank is happy to play again. Well, he's not, but he has no goddamn choice.
[2] To be entirely frank - no pun intended - it hasn't been an easy start-up year for your new venture. Neither you nor Bracken managed to maintain much capital after the initial costs of starting your business, and Imperial-sponsored salvage crews and pirates already have many of the galaxy's great ship graveyards and abandoned colonies locked down for their own purposes. This ship that you're on sat curiously untouched well within Imperial space when you ran upon it, and you're depending on a big haul to prevent yourself from going bankrupt. Currently, you're deep inside what's left of the engine room, peering down rusty crevices in search of loot and trying to avoid tearing your cheap spacesuit up on the edges of the jagged metal surrounding you. You've little equipment to speak of, other than an incomplete set of engineering tools strapped to your belt. It's only when you hear the telltale vibrations of something scuttling along the hull below you that you realise how far you've managed to separate yourself from your team... which, after you remember the recent lay-offs, is actually just you and Bracken. Hopefully, your short-range radio still works.

Bracken is ready to play again.
[1] Honestly, you don't know what Frank has been griping about recently. Something about 'lack of funds' and 'going bankrupt' and 'watch out for that asteroid' - what does it matter? You're having a blast! You've been generously embezzling funds from your business partner's venture in order to treat yourself to all the premium space lager that you can get your hands on, and he doesn't suspect a thing, surprisingly enough. He could barely wake you from your bunk this morning after last night's celebratory bender (to celebrate buying another crate of Martian whiskey, obviously) and you barely had time to strap your gear on before he dragged you off the ship and into your latest mission. Your gear, such as it is, is extremely lacking. You mostly just tag along with Frank and annoy him while he does the heavy lifting, but you got separated from him when he took a weird turn down a half-vented corridor, and when you tried to follow him, your foot plunged straight through a loose tile and you dropped into the ship's maintenance shafts below. Currently, you're stuck, with your suit caught up on the dangling wires around you, and you forgot to bring the magnetic rope you'd normally use to extricate yourself from holes such as this one. Hope crops up in your mind, however, when a pair of ominous red eyes peer at you from further down the shaft. Frank has red eyes, right? Something like that.

Spoiler: Sheet (click to show/hide)
[1] Your hunt was a success! Sure, you got caught by the trading ship's security staff almost as soon as your boots touched the outer hull, and yeah, you got thrown in the brig with all your gear stripped from you, and sure, you had to overload the ship's reactor and destroy the entire thing to ensure the death of your target... but he's dead, and that's what matters. In any case, that was four days ago. Your escape pod is starting to run out of oxygen, and you're exceptionally hungry. You're about to slip into yet another boredom coma when your navigation panel lights up, indicating that there's a large, unknown object within a few kilometres. You allow yourself to get excited when a peek at the visualiser confirms that it's a ship of some sort, but your hopes are dashed when you realise that it's less of a ship and more like what's left of a ship. Nevertheless, your pod is about to collide with the outer hull, so you pull on the provided emergency spacesuit and yank the door release lever when you feel your craft tap against the newly-discovered wreck. You step out with a whoosh of stale air, the suit's boots allowing you to cling to the hull handily... wait, what in the name of space are those things over there, clinging to the hull nearby? And are they getting closer?

Name: Mark
Background: After decades of training on a remote island, Mark is now the best martial arts master in the galaxy. Too bad he's also the oldest.
Special skill: Elderly Kung Fu!
[3] Unlike the other three intruders stumbling around the derelict, their presence unknown to you, you know full well what you're up against. You've never quite managed to get a good look at the things infesting this ship, but there's a few things you know for sure: they're huge, they're ravenous, and they absolutely refuse to engage you in an honourable melee. You've been here for two days now, in search of a young apprentice who you last saw when you ordered her to 'search out the most dangerous creature you can, and defeat it with what I've taught you'. It was meant to be her final test, and indeed, after not hearing back from her for months, you began to think that it may have ended up being her final anything. Never one to give up on your apprentices, you rented out a small shuttle and traced her FTL signature to this decrepit old mining vessel. You don't even want to know how she discovered its existence, and now that you've gotten little glimpses of what lives here, you're hoping that nobody else has discovered it either. Your equipment is sufficient to allow you to remove obstacles in your way, and you've enough supplies for another week of searching, but you have no weapons to your name - after all, you've never needed them until now. Presently, you're creeping around the ship's worker barracks... and you're certain you're not alone in the room.
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Coolrune206

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 1/4]
« Reply #63 on: April 12, 2017, 04:24:16 pm »

Frank checks to see if radio communications are still up. He slowly begins to make his way back towards his ship, being careful not to make any noise if possible.

((Space Beasts... not sure if I'm expecting Alien-esque creatures, or giant space whales. Probably the former. Hopefully neither.))
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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: 1/4]
« Reply #64 on: April 12, 2017, 04:27:35 pm »

((Jesus Christ this luck))

"Hey! Frank ya gobshite, come over here and help get me loose."

Start trying to shake out of mess of wires
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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.

FallacyofUrist

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 1/4]
« Reply #65 on: April 12, 2017, 04:28:36 pm »

"Hmph. Well, let's see what we have here."

Mark keeps walking, looking for whatever's lurking here.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

crazyabe

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 1/4]
« Reply #66 on: April 12, 2017, 04:45:23 pm »

I'd best look for a way in Quickly.
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

CubeJackal

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 1/4]
« Reply #67 on: April 13, 2017, 07:37:07 am »

(update will be a little delayed this time around, sorry! it should be up later tonight, possibly early tomorrow)
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CubeJackal

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 1/4]
« Reply #68 on: April 14, 2017, 11:42:29 am »

CALAMITY ROLL: [6]
Whatever beastly presence inhabits the derelict seems to be reacting to the sudden activity in their habitat - though not, as one might have feared, in an aggressive fashion. Rumbling and skittering echoes through the airless corridors as innumerable shadowy, unseen creatures begin making their moves, scuttling away from the ship's extremities and deeper into its core. Wide-open hallways and rooms are left bereft of stalking horrors as they retreat into the belly of the ship. It's impossible to say whether they're preparing to ambush their prey or moving to defend something important from these new interlopers, but the ultimate effect is that for the time being, moving around in the open will be just a little bit safer.

Frank checks to see if radio communications are still up. He slowly begins to make his way back towards his ship, being careful not to make any noise if possible.
[5] You turn around ever-so-gently and peer around the room with your flashlight, illuminating the various crevices and crannies where a potential assailant may be waiting. Your heart skips a beat when you catch the briefest glimpse of a chitinous tail disappearing into an open vent on the other side of the room. You've never heard of a creature that can live and thrive in the airless void of space, but you decide that you don't have time to start documenting it scientifically as you delicately creep away from the chunks of scrap you were appraising and make a quick, quiet exit. You don't struggle to recall your route out of the ship - you passed through the arrivals dock, the mess hall, and the ore storage bay on your way here, so you just need to retrace your steps to get back to the ship safely. Once you figure you're a safe distance away from whatever was stalking you, a quick push of the transmission button indicates that your radio is still functional. Once you get hold of Bracken, extricating yourself from the derelict should be simple enough... you think.

"Hey! Frank ya gobshite, come over here and help get me loose."
Start trying to shake out of mess of wires
[2] You writhe and wriggle around in the web of cords holding you, but every time you manage to pull one of your limbs free, it seems to get caught in another obstruction. Ultimately, you only succeed in re-arranging yourself in your impromptu restraints. When you twist your neck to peer back down the maintenance shaft in order to chide Frank for not assisting you, you realise that he must've ran off while you were struggling. Your radio crackles briefly, and when you realise you can just barely reach it, you pull it off your belt and prepare to give your unhelpful compatriot a piece of your mind... then it dawns on you. Frank doesn't have red eyes at all. In fact, now that you think about it, he doesn't have weird, quasi-reptilian eyes that stare hungrily at trapped scavengers, either... oh, jeez. Fortunately, whatever non-Frank stranger was staring you down earlier isn't present any more, leaving you plenty of space to both take your time getting free and yell at the real Frank on the other end of the radio.

I'd best look for a way in Quickly.
[2] Your mind snaps into action as you start scanning the hull for airlocks, broken windows or hull breaches that you could use to enter the ship proper. Your suit's visor begins to condensate as anxiety sets in and you breathe heavily, panic rising as your gaze flicks from hull panel to flat, intact hull panel. As fortune would have it, you appear to have landed on the most intact side of the vessel, and locating an entry point isn't as simple as you initially figured. When you glance back up to the shifting, shadowy shapes further down the hull, certain that they'll be upon you now, you realise that they're gone. Could it have been a hallucination, induced by the sensory quasi-deprivation of being stuck in a tiny pod for half a week? Real or not, you don't want to stick around to find out. If there's no holes surrounding you, perhaps you'll need to make one... maybe there's something in your pod that could help.

"Hmph. Well, let's see what we have here."
Mark keeps walking, looking for whatever's lurking here.
[4] You mutter quietly to yourself as you flash your suit's light around the room briefly, in search of the presence you know is almost upon you. You elected to bring a light, mechanically-sealed suit on this excursion, and while it doesn't provide the same protection as a traditional spacesuit, it gives far more freedom of movement - something you knew you'd need if you wanted any chance of putting your martial strength to use. Fortunately, once again, whatever you were expecting the presence of seems to have absconded instead of putting up a fight. It's the same pattern as ever, you realise with a quiet sigh: wander around the ship, feel something following you, find that there's nothing there when you turn around. You know there's something out there - maybe multiple somethings - but it simply refuses to let its presence be known in anything but the must subtle manner. Nevertheless, you're now free to continue your search.
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FallacyofUrist

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 1/4]
« Reply #69 on: April 14, 2017, 12:03:33 pm »

"All right then. Bother."

Mark continues his search, then.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Coolrune206

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 1/4]
« Reply #70 on: April 14, 2017, 01:07:09 pm »

Frank readies himself to leave... then stops. He looks back at where the tail disappeared.

"Ah, shit."

He hops over to the vent, and enters, carefully following the creature.

((We should have zero gravity, correct?

Oh, and totally called it on the Xenomorphs. Ruh roh.))
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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: 1/4]
« Reply #71 on: April 14, 2017, 01:20:21 pm »

Wiggle on out of those cables 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.

Starver

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 1/4]
« Reply #72 on: April 14, 2017, 02:13:37 pm »

Well, if I'm on the Waitlist, I won't miss whole new exciting chapters this time round, right..? ;)

Spoiler: Character sheet (click to show/hide)
« Last Edit: April 14, 2017, 02:15:31 pm by Starver »
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crazyabe

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 2/4]
« Reply #73 on: April 15, 2017, 12:05:54 pm »

Search Pod
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

CubeJackal

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Re: Roll to Escape the Spaceship [Players: 4/4, Waitlist: 1/4]
« Reply #74 on: April 15, 2017, 06:32:51 pm »

CALAMITY ROLL: [6]
Deafening silence grows around the derelict like dust collecting on a shelved antique. The four intruders trudging around its corridors are left to wonder if they imagined the apparitions stalking them previously, as they decline to show their shadowy faces for another tantalizing minute. The tension in the air is almost as total as the vacuum that has claimed the ship's ruined innards, and while the curious inactivity persists for now, you know in the back of your mind that it can't go on like this for much longer.

"All right then. Bother."
Mark continues his search, then.
[4] You pass out of the worker's barracks and into the voided corridor beyond, with only your own gentle breathing and the sound of your footsteps to accompany you for now. A quick scan of the area reveals something you hadn't noticed before: a few congealed droplets of curious red liquid, some of them stuck to the wall nearby and others floating suspended in the vacuum before you. You feel your stomach sink as you try to comprehend what could've put them here - it doesn't take a biologist to know that you're looking at blood, and it's far fresher than a few of the other long-clotted stains you've seen dotting the corridors here and there. Much of it seems to have collected around one of the edges of an airlock labeled 'Engine Ducts'.

"Ah, shit."
He hops over to the vent, and enters, carefully following the creature.
((We should have zero gravity, correct?))
(Your suit has magnetic boots installed that allow you to cling to the ship's hull, including walls and ceilings, but you can turn them on and off at will if you need to. Presently, they're on.)
[4] You slowly twist back around to face the direction you came and peer into the recently-disturbed vent, eyeing it in your flashlight's light for any signs of whatever just disappeared down it. There's nothing to report - evidently, whatever it is moved very rapidly down the long duct ahead of you - but you do take note of the tiny perforations in the metal below you that the apparition left in its trail. They're claw marks, without a doubt, resembling the impact left by many tiny knives digging into the ship's decrepit surfaces.  Nevertheless, you swallow your apprehension and hustle into the vent, peeling your mag-boots off the hull in order to crawl deep into the ducts before you. After a short and uncomfortable journey, the chain of small marks in the vent's plating leads you to another wide-open vent cover, this one seemingly having been torn open with great prejudice. The room below is exceptionally large, enough to prevent your flashlight from illuminating the opposite end, and you appear to have emerged near its ceiling. Before you can worry about getting down to the floor, a loud thump rings out around you and the vent section just behind you suddenly grows a large dent on its upper surface.

Wiggle on out of those cables again.
[2 + 1 (GM pity bonus)] You wrestle incompetently against your accidental restraints with no luck, seemingly totally incapable of freeing yourself from this simple initial obstacle. Eventually, the cords around you seem to take pity on your ineptitude and slough away, depositing you loudly against a protruding ventilation duct running along the shaft below you. Your weight causes you to sink into the thin metal a little, and once you pick yourself up, you stare up wistfully at the hole you fell through. A mighty leap could get you up there if you turned off your mag-boots, you assume.

Search Pod
[5] A quick check inside the vessel you emerged from reveals a veritable bounty of useful gear. There's a powerful flashlight, a small set of power cells, a basic box of engineer's tools and a small survival sidearm, all arranged neatly in a box below your seat. You waste no time in girding yourself with these assets, and in no time at all, you're ready to cut a hole into the ship - which you do, for the sake of saving time. A couple of minutes of welding and kicking sees you deposited in an anonymous corridor, which is quickly illuminated by the solar light spilling in from the hole you just created. There's nothing special to see, other than a few wide-open, unlabeled airlocks - one to the left end of the corridor, one to the right, and one directly ahead.

(Sorry about the slow start! I wasn't banking on the dice keeping the titular space beasts at bay for this long...)
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