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Author Topic: Assemblage (4/6; Possibly starting) - Turn 13  (Read 18225 times)

Glass

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #45 on: June 11, 2017, 06:54:48 pm »

Um. Uh. Ok, then.
What's the coin do?
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Eschar

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #46 on: June 11, 2017, 07:09:28 pm »

The coin, a monumental piece of self-disguising technology, will vibrate to warn you of some dangers and will shield you from things coming at you with high velocity - within certain limits.


Dustan, I'm going to see if another person will come soon to complete the team of you and Crazyabe. If none, you two will start without a third member.
« Last Edit: June 12, 2017, 05:02:55 pm by Eschar »
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Eschar

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #47 on: June 11, 2017, 07:14:03 pm »

Nix, the Orator replies:
"The cube will extend your nervous system while you touch it, allowing you to use a form of telekinesis, and has some shielding from EMP attacks. But it uses some energy from you. So don't use it too much. I [the Orator, not me!] have no pity if you die, but it means it's longer before the Project is retrieved.

I have no idea how you got that vial, but keep it safe. And don't ingest it."
« Last Edit: June 11, 2017, 11:33:09 pm by Eschar »
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Eschar

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #48 on: June 11, 2017, 07:15:46 pm »

((This comment has been removed to maintain retroactive continuity.))
« Last Edit: June 12, 2017, 05:03:37 pm by Eschar »
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Eschar

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #49 on: June 11, 2017, 07:19:19 pm »

Actually, Dustan, you can go alone. I'll start you as soon as Group 1 is out of the Cold Room.
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Eschar

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #50 on: June 11, 2017, 07:25:56 pm »

Although I'll keep you there until you can't murder them as soon as you come out.
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Glass

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #51 on: June 11, 2017, 07:33:39 pm »

Leave with Dustan.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Eschar

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #52 on: June 11, 2017, 11:34:09 pm »

Leave with Dustan.
Is that an action?
Please note that because the Orator wants as many chances as possible for someone to retrieve his precious device, Dustan is not part of your group. He'll be a group with Bob and whoever joins next.
« Last Edit: June 11, 2017, 11:36:59 pm by Eschar »
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Dustan Hache

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #53 on: June 12, 2017, 01:05:44 am »

Thought: he never spesified a maximum group size. He also said that there were other teams, but never said we couldn't join forces and/or change teams. Loopholes that I hope to exploit.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Glass

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #54 on: June 12, 2017, 07:57:04 am »

I really don't know. I have no idea what I'm doing right now.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Eschar

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #55 on: June 12, 2017, 04:56:12 pm »

Thought: he never specified a maximum group size. He also said that there were other teams, but never said we couldn't join forces and/or change teams. Loopholes that I hope to exploit.
Sorry about that.  :-[ (According to the BBCcode, that symbol is 'embarassed.'')
- The maximum size is three.
- Teams can join forces, but the Orator will still only remove Condemned status from three people, though they can be from different starting-groups. When (if?) the device is retrieved, all of you will decide who those three people will be. There is an experiment immediately after the device, studying its properties; to conserve power, the Orator will use the people already revived instead of bringing more from the mindbank.
- You cannot change teams.
I assume that Dustan's turn is "leave with Nix, Erin, and Juni"? If so, I can go ahead and post the next turn.
« Last Edit: June 12, 2017, 05:01:00 pm by Eschar »
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Eschar

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #56 on: June 12, 2017, 06:06:06 pm »

Turn 3: No Turn Name
Dustan/Dustan and Crazyabe/Bob, both of you are now in. In Dustan's pocket is a pocketknife, the edge of which can be heated by a tiny switch on the case. Bob gets a handful of scrap parts.
Juni practically ignores the Orator, opening the fridge and grabbing several vials of cold stuff.
(5) You succesfully grab several vials. Noticing an object in the dark corner of the fridge, you grab it too. It appears to be a medkit.
"First of all, $%@# off. Now with that out of the way, what are these items *show the black cube and vial* for?"

Take as much stuff as possible from the refrigerators, try and identify what they are.
(3) You take a bunch of vials and equipment. You identify several vials as being... some sorts of unfamiliar antipsychotics, judging by their faint smell. You also get a medkit and a dazzler.
Leave with Dustan.
(3) You leave the room. Dustan follows you, as do Juni, Nix, and Bob.

Spoiler: Knowledge (click to show/hide)

The five of you - Juni, Nix, Erin, Dustan, and Bob - exit the room, understandably relieved to be further from the Orator. You are in a large square room, made of the same metal as the other room. Heavy crates, splinters of metal and gouges are all over the floor. One corner of this room has buckled and melted. A functioning computer panel and keyboard are set into the wall opposite from you. In that wall is a door - a normal door, not like the thing connecting you to the Cold Room - labeled EAST STAIRWELL. Another normal door is in the north wall, unlabeled.
Several places in the walls look to be blown out, with wires dangling from them. There are several industrial fans, protected by grates, embedded in the ceiling. None are moving.
The door to the Cold Room silently closes and you hear a hissss as it seals itself. The alarms you heard earlier blare just above your heads, then shut off abruptly, and the room fades back into the former silence.

« Last Edit: June 12, 2017, 06:13:51 pm by Eschar »
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Glass

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Re: Assemblage - Turn Two (Joining open): Keep your Wits
« Reply #57 on: June 12, 2017, 06:09:45 pm »

Investigate the crates, and collect scraps.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Coolrune206

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Re: Assemblage - Turn 3: No Turn Name
« Reply #58 on: June 12, 2017, 06:33:44 pm »

Juni investigates the destroyed segments of the wall for larger shards of metal that may be re-purposed as weapons.
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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: Assemblage - Turn 3: No Turn Name
« Reply #59 on: June 12, 2017, 07:06:26 pm »

>Check Pockets
>Head for the Stairs
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.
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