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Author Topic: Roll To Survive the War of Mutations Turn 7 Year:3  (Read 25915 times)

Riccto

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Re: Roll To Survive the War of Mutations Turn 13
« Reply #135 on: June 23, 2011, 10:13:46 pm »

Assist with the foot and continue work on the house
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kilakan

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Re: Roll To Survive the War of Mutations Turn 13
« Reply #136 on: June 25, 2011, 11:02:29 am »

Turn 14:Makeshift Bunkers anyone?
Start fixing up the windows. Bottom ones are to be shut off completly, top ones converted to pillboxes.
(4) You take a lesson from Steve impaling himself, and are more careful in scavenging the needed supplies, with the help of the others, and a boatload of nails, you manage to completely shut off the downstairs windows.... it's really dark inside now though, (5)you then board over the bottom half of the upstairs windows, and lug up some shattered concrete from the street, the windows upstairs are now protected from bullets in the bottom half, with holes in the top half big enough to shoot out from, and maybe someone really skinny could climb through.

"Ow."

Patch up my foot, then help fortify the lower level.


Note- I'll be away for the weekend, and probably only have phone internet.  If I don't post anything otherwise, my actions are:

If the group moves, follow them.
If there is danger, shoot it.
If anyone is injured, heal them.
If more than moderately tired, rest.
Otherwise, help fortify the house.


(1)Your idea of patching up your foot involves stabbing it repeatedly with a thread and needle, and pretty well mutilating the hole, (4) but before you manage to lose too much blood, Henry notices what you are doing and claps you over the ear, he takes your sock, and ties off the wound, it still hurts, and you feel kinda dizzy but it should be fine in a day or two.
Foot-bandaged
Heal-time-24-48 hours
Foot-Heavily Wounded, but patched, -2 to fast movement
Spoiler (click to show/hide)

Assist with the foot and continue work on the house
(6) You walk over to help with Steve's foot, when you see him attempting to stitch himself, and managing to make a horrible mess, you clap him over the head and quickly tie his sock around the wound, making sure it's a bit too tight to teach him not to mangle himself.  (3)You manage to lend a decent hand at the house work, and none of you spasms start up at all, you're feeling pretty good about the job you manage to do with the house.


Andrea was unable to sleep in all the racket caused by the guys fixing up the house, so she got up to pitch in.

Action: Help Taric with the windows. If we get done and someone else needs help, go assist them too.
(5) You manage to do a pretty great job working on the house, and even jessie pitches in a bit.  You even have a good idea about using some broken pavement to reinforce the windows upstairs so no one can shoot through the wood.

******(?,4) Dust seems to be rising from off towards the river, it looks as if either a massive group of vehicles are moving along the road, or a lot of things are all running down it.
Spoiler (click to show/hide)


Time:4:00PM day 1

Weather:Cloudy

Environment:Taric's House:Front Windows barricaded, side and back windows smashed open, Chain fence fixed, and lightly reinforced.  Shed is fine.  Nearby Houses have been largely stripped of usable wood, you'd need to use a sledge hammer to make anything loose enough to use.

Group Inventory(aka what's laying around Taric's Lawn):
Make-shift gasoline fireplace, burned out
Wheel Barrel (lets you move 4 large items)
Chainsaw (1/1L gas)
Gas can (8/10L)
Portable Power Generator (5/5L gas)


Status:
Taric: Taric's house
slightly Hungry
slightly thirsty
Slightly Tired

Steve: Taric's house
Slightly Hungry
slightly thirsty
Moderately Tired
Foot Mangled -2 to quick movement
24-48 hours to heal

Angela: Taric's House
Slightly Tired
Not Hungry
Not thirsty

Henry:Taric's House
Not Hungry
slightly Thirsty
Moderately Tired

Jessie:Taric's House
Not Hungry
Not Thirsty
Fine
Apparently Telekinetic, only mildly, unaware of power.
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SeriousConcentrate

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Re: Roll To Survive the War of Mutations Turn 14
« Reply #137 on: June 25, 2011, 11:14:38 am »

Andrea looked out the window. Whatever that is, it can't be good. I wonder if it's that dust those people on the radio mentioned? Fortifying the windows wouldn't be enough; they'd better reinforce the doors, too. Just in case.

Action: Find a sledgehammer and break a nearby house for wood to fortify the doors. Also get nosy and look around Taric's house to see what's there.

>:3
« Last Edit: June 25, 2011, 11:43:46 am by SeriousConcentrate »
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Taricus

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Re: Roll To Survive the War of Mutations Turn 14
« Reply #138 on: June 25, 2011, 11:16:32 am »

Clean off the other windows so that they aren't broken, then get everything settled in.
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Riccto

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Re: Roll To Survive the War of Mutations Turn 14
« Reply #139 on: June 25, 2011, 11:39:44 am »

I think having a one directional bunker isn't very good for our safety

Patch up back and side windows
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Taricus

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Re: Roll To Survive the War of Mutations Turn 14
« Reply #140 on: June 25, 2011, 11:41:48 am »

Everything else is covered by the fence.
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Riccto

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Re: Roll To Survive the War of Mutations Turn 14
« Reply #141 on: June 25, 2011, 11:45:00 am »

That things can climb over.
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kilakan

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Re: Roll To Survive the War of Mutations Turn 14
« Reply #142 on: June 25, 2011, 11:48:46 am »

well the things you've encountered "so far" are kinda lacking in the physical control department, and anyone climbing over would make a ton of noise, but ya, you might wanna try and fashion some barb wire type things eventually, but I wouldn't recommend being outside after dusk.
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Toaster

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Re: Roll To Survive the War of Mutations Turn 14
« Reply #143 on: June 25, 2011, 02:55:39 pm »

"I think something is out there. Be careful."

Continue to help fortify downstairs.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

kilakan

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Re: Roll To Survive the War of Mutations Turn 14
« Reply #144 on: June 25, 2011, 07:55:33 pm »

"I think something is out there. Be careful."

Continue to help fortify downstairs.
please bold actions, but whatever it's fine this time.

Turn 15:The Calm before the Storm
Andrea looked out the window. Whatever that is, it can't be good. I wonder if it's that dust those people on the radio mentioned? Fortifying the windows wouldn't be enough; they'd better reinforce the doors, too. Just in case.

Action: Find a sledgehammer and break a nearby house for wood to fortify the doors. Also get nosy and look around Taric's house to see what's there.

>:3
(3) Your womanly physic does absolutely nothing to help trying to take down anything, you do however manage to bash down a half dozen boards, it should work to reinforce the door.  (1) You decide to peek about a bit in Taric's house, and you decide that he would keep anything most interesting between the mattresses in the bed.... well that was a bad idea, you managed to find a huge stack of really creepy fetish porn.  You suppose that's the reason cop-man doesn't have a  girl friend.

Clean off the other windows so that they aren't broken, then get everything settled in.
(6) You grab a broom and smash the last of the broken glass out, the inside on the floor is now covered in small shards of glass.  (3) You make sure everything is moved into the house, and situated out of the way.

I think having a one directional bunker isn't very good for our safety

Patch up back and side windows
(3) You use some bookshelves, and furniture to block off the remaining windows, nothing is left uncovered now.

"I think something is out there. Be careful."

Continue to help fortify downstairs.
(4) You take the boards that Angela brings back and use them to reinforce the door, and make is so you can slide 4 boards into place to lock off the door, it doesn't look like anything is getting in that way quickly.

***(5)Engines roar off in the distance, and you can hear insanely loud music being blasted over what sounds like occasional gunfire, everyone manages to get inside and lock the door, just as a group of 5 military vehicles, with spray paint and wire attached to them rolls up out front of the police station, a large group of men climb out, they are wearing tattered military uniforms and gas masks.  Then you realize that most of the uniforms have blood stains and bullet holes in them, it's almost certain these men escaped from some type of prison or military jail, looted supplies and ran.  They set about making a camp in the police station ruins, they are all armed with something, about 4 have guns, you count 15 with various things like axes and machetes, and a few have large sticks.  They seem oblivious to you, and are more concerned with something they dragged out of the last vehicle,  you think it might be a person.*****
So you guys gonna be heros or wimps?
Time:5:00PM day 1

Weather:Cloudy

Environment:Taric's House:Front Windows barricaded, side and back windows smashed open, Chain fence fixed, and lightly reinforced.  Shed is fine.  Nearby Houses have been largely stripped of usable wood, you'd need to use a sledge hammer to make anything loose enough to use.

Group Inventory(aka what's laying around Taric's Lawn):
Make-shift gasoline fireplace, burned out
Wheel Barrel (lets you move 4 large items)
Chainsaw (1/1L gas)
Gas can (8/10L)
Portable Power Generator (5/5L gas)


Status:
Taric: Taric's house
slightly Hungry
slightly thirsty
Slightly Tired

Steve: Taric's house
Slightly Hungry
slightly thirsty
Moderately Tired
Foot Mangled -2 to quick movement
24-48 hours to heal

Angela: Taric's House
Slightly Tired
Not Hungry
Not thirsty

Henry:Taric's House
Not Hungry
slightly Thirsty
Moderately Tired

Jessie:Taric's House
Not Hungry
Not Thirsty
Fine
Apparently Telekinetic, only mildly, unaware of power.

edit*Taric would have spare ammo and maybe a pistol or two in his storage room, course it depends on the roles, just saying.
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Taricus

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Re: Roll To Survive the War of Mutations Turn 14
« Reply #145 on: June 25, 2011, 07:59:44 pm »

Go search the storage room. Look for everything. Ammo, guns, barbed wire, burlap sacks for sandbags.
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Riccto

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Re: Roll To Survive the War of Mutations Turn 15
« Reply #146 on: June 25, 2011, 08:50:41 pm »

Mount scope onto rifle and attempt to get into a position where he can watch the group and posibly Take a shot
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SeriousConcentrate

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Re: Roll To Survive the War of Mutations Turn 15
« Reply #147 on: June 26, 2011, 12:23:55 am »

lol. I knew it. This IS Taric we're talking about, after all.

Andrea blushed and immediately hid the magazines on the highest shelf she could find in the closet. She couldn't let Jessie accidentally see those! She was far too young to be thinking about sex in general, let alone that kind of thing.

Action: See if there's a cellar or basement and investigate it, including finding a way to hide the entrance so we can hole up in it. If there isn't one, look for shotgun ammo; maybe Taric has some in his storage room.
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Toaster

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Re: Roll To Survive the War of Mutations Turn 15
« Reply #148 on: June 26, 2011, 02:43:09 pm »

Sorry about bold- PFP so tags have to go in manually.

"Let's stay in here and stay out of the way- we're outnumbered by pro hoodlums. Let's not be stupid."

Try to concentrate and read what the group of thugs is up to.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

kilakan

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Re: Roll To Survive the War of Mutations Turn 15
« Reply #149 on: June 26, 2011, 03:59:55 pm »

phft you're a wimp, try mind melting them or something I wanna have an excuse to use those 1's you guys get *evilsmileyface*
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