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Author Topic: Castle:Reboot [Retromach's Missions]  (Read 29371 times)

JaxtalMK2

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Re: Castle:Reboot [Retromach's Missions]
« Reply #300 on: July 11, 2017, 03:36:20 pm »

"Hmm... I've read up a bit on languages, but my skills still lie more towards guns. Still, I think I'll go with Gate activation. They'll need a few guns on hand just in case something else comes up on them."
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retromach

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Re: Castle:Reboot [Retromach's Missions]
« Reply #301 on: July 12, 2017, 03:10:44 pm »

Gate Activation Team:
Wolfram von Steinheil
Vigil Henderson
Kaito Yorito

Repair Team:
Ian Klemmer
John Boiy
Stella Evenglide
Sertan Tarf

Unassigned:
Ricardo De Castillo
Johnathan Cross
Danh Loi
Frazz Goldman
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retromach

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Re: Castle:Reboot [Retromach's Missions]
« Reply #302 on: July 12, 2017, 03:14:38 pm »

The gate team starts to make progress, identifying gate addresses.

Before they get too far, they'd probably get a radio message from the Repair team. The doors to engineering are sealed shut, and they need Danh to come down and open them.
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Bill Chompski

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Re: Castle:Reboot [Retromach's Missions]
« Reply #303 on: July 12, 2017, 03:19:23 pm »

Of course.
Over radio, Danh asks, "Don't you have some sort of fancy cutter thing for situations like this?" as he makes his way down to the door, going over standard rules for safe explosive handling in his head.
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retromach

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Re: Castle:Reboot [Retromach's Missions]
« Reply #304 on: July 12, 2017, 03:22:52 pm »

Danh looked through the kit, passing over the melting gel that would normally be used in space salvage to cut precision lines, and found a demolition pack. He arrived below, placed it in the door, got everyone back, and detonated it. A deep thrum echoed through the facility, and when he looked, there was a hole in the door to engineering just big enough to squeeze through head first. [47 - marginal success.]
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Kuma

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Re: Castle:Reboot [Retromach's Missions]
« Reply #305 on: July 12, 2017, 03:25:00 pm »

"Well that was uh a little disappointing, So uh who wants to go through first?" Sertan says as he examines the new whole in the wall
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Bill Chompski

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Re: Castle:Reboot [Retromach's Missions]
« Reply #306 on: July 12, 2017, 03:26:24 pm »

Peering in for a moment, Danh steps back from the door, taking a few steps away from it.
"There you go, it wasn't supposed to be a fuckin' nuke." The man grunts at Sertan, before waiting where he is. "I'll be here."
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Cynicalwhovian

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Re: Castle:Reboot [Retromach's Missions]
« Reply #307 on: July 13, 2017, 09:03:51 am »

Stella, using the optics from her Gauss rifle, peers through the hole in the engineering door for any threats.
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zomara0292

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Re: Castle:Reboot [Retromach's Missions]
« Reply #308 on: July 13, 2017, 09:06:14 am »

Vigil will continue to work on getting the gate up and running. An address, at this point in time, any address, needs to be found.
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The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

retromach

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Re: Castle:Reboot [Retromach's Missions]
« Reply #309 on: July 13, 2017, 12:36:46 pm »

Stella pressed against the corner, scouting the room. It was clear, though she couldn't make heads or tails of what else was inside. Metallic orbs strewn about the room between columns of reddish black crystal, illuminated only by the sweeping light of her gun. [Commando 113 - crit. Stella wins the rolloff.]
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Cynicalwhovian

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Re: Castle:Reboot [Retromach's Missions]
« Reply #310 on: July 14, 2017, 01:15:29 pm »

"Volunteers to go first, then?" Stella asks.
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retromach

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Re: Castle:Reboot [Retromach's Missions]
« Reply #311 on: July 14, 2017, 03:26:03 pm »

In the meantime, the gate team discovered something unfortunate. There seem to be two characters used here that aren't used on Mars. This is going to take some work. Wolfram is at least certain that the symbols are a cypher of some sort, but the search goes slow and tediously without computer assistance. [47 - moderate success.]

[Will update this again when repair team catches up to the 1 hour mark.]
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retromach

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Re: Castle:Reboot [Retromach's Missions]
« Reply #312 on: July 16, 2017, 12:29:04 am »

The room was clear anyway, and the engineering team got to work.

Meter-wide orbs and crystal pillars made difficult work. Klemmer examined it all carefully, before deciding that placing an orb onto one of the pedestals might reconnect power.

The lifting was heavy, and the team shoved the orb and broke something. There was a loud shattering sound (heard by those touching the orb), followed by an explosion. [3. Botch. ]

The team rolled and caught themselves, standing on the walls. There were few injuries, but engineering was in pieces. Well, this section at least. [Commando 84 - strong success.]
« Last Edit: July 16, 2017, 12:41:31 am by retromach »
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retromach

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Re: Castle:Reboot [Retromach's Missions]
« Reply #313 on: July 16, 2017, 12:36:05 am »

A viscous black fluid poured from the broken orb, flowing unnaturally into a single sphere.
« Last Edit: July 16, 2017, 12:49:57 am by retromach »
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PaPaj

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Re: Castle:Reboot [Retromach's Missions]
« Reply #314 on: July 17, 2017, 03:25:17 pm »

Boiy will help out with trying to fix the station
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