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Author Topic: You find yourself in a room, Wherein Signs of Disaster are Uncovered  (Read 14092 times)

Alternatecash

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Re: You find yourself in a room, suggestion game
« Reply #45 on: December 28, 2011, 09:55:03 pm »

Your innate cleverness dissects the crab's weak points. The shell is thick, angled, with jutting spines for protection. Any attacks to the back would glance away harmlessly. The joints, while weaker, are still tough, and difficult to reach. The creature has only one vulnerable point.
The mouth.
Time seems to slow. You charge forward, low, your left shoulder leading. The crab half-turns, raising its formidable claws. The defense is useless. You bat the claw away, your supernatural strength overwhelming the crab. The bone spike in your hand, backed by all the momentum of your body, crashes home, your hand lodging in the creature's mandibles.
It thrashes, once, and is still.
Dolmen crabs, you remember, are quite tasty, cooked or raw, and with the enzyme cutter, you can harvest its shell and pincers to craft with.

You feel your heartbeat slow, a wave of lassitude washing through your muscles.

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Amerithe

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Re: You find yourself in a room, suggestion game
« Reply #46 on: December 28, 2011, 11:47:35 pm »

EAT IT'S HEAD! I mean, body. Eat the good parts. Refrain from eating any parts that would cause harm.
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Vorthon

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Re: You find yourself in a room, suggestion game
« Reply #47 on: December 31, 2011, 09:17:23 am »

Make a hat from its shell, and proclaim ourself King of the Crabs. We're gonna go bug-fuck crazy from all the deaths and resurrections and being alone after a while, so we might as well not fight it.
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Alternatecash

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Re: You find yourself in a room, suggestion game
« Reply #48 on: December 31, 2011, 04:30:42 pm »

You drag the carcass back into the cell, unwilling to contaminate it with the gritty sludge underfoot.
It's the work of a moment to remove the shell, and you notice that the left claw is the perfect size to fit you like a helmet. The radial spines even look somewhat like a crown. After using the Enzyme Cutter to shape it and remove all traces of meat, you put it on and begin to seriously worry about your mental health.
Looking over the remains, (and packing succulent crab meat into your mouth,) you note that you have a few options. The shell is large enough that you could convert it into a breastplate, although until you find some straps and buckles to secure it with, strenuous motion would be out of the question. You could convert one of the leg segments into a container by sealing one end and using the joint material as a lid. With a bit of effort, you could convert your bone spike into a proper weapon.

As you look over the possibilities, you hear a rushing noise from underfoot, followed by a titanic gurgle. Looking down the hole in the floor, you see that the water level has dropped again.

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Vorthon

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Re: You find yourself in a room, suggestion game
« Reply #49 on: January 02, 2012, 02:49:57 pm »

Look over whatever organs the crab has (Assuming we haven't eaten them along with the meat), and try to see what we can make out of them.
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Alternatecash

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Re: You find yourself in a room, suggestion game
« Reply #50 on: January 09, 2012, 04:25:07 am »

Puzzling over the half-eaten remains, you're forced to conclude that you know very little about xenobiology. You could use the stomach to make a waterskin, but you have no idea what most of the other organs even are. You have a small arsenal of sample vials, however, and could extract enough material to make about six mixtures, elixirs or mutagens.
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Vorthon

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Re: You find yourself in a room, suggestion game
« Reply #51 on: January 09, 2012, 10:12:06 am »

Wait? What? This thing is an alien life-form? How the hell is it compatible with our biochemistry? I mean, we're probably not going to get any nourishment out of it even if it is.

Well, we should probably just start making shit. I extract the material and make two mixtures, two elixirs and two mutagens.
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lopocozo

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Re: You find yourself in a room, suggestion game
« Reply #52 on: January 09, 2012, 05:09:41 pm »

Make a crab mutagen, mix it with the fungal mutagen, then inject yourself.
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Alternatecash

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Re: You find yourself in a room, suggestion game
« Reply #53 on: January 11, 2012, 04:59:38 pm »

You extract samples from the crab's tissues, mixing up a pair of Arthropod/Osseous mutagens and a pair of Osseous Elixirs, leaving two unaltered samples for later use. Still having a stack of unused sample vials, you also take a sample of the strange oil you noticed earlier.

Deciding to make use of your talents, you down the Bio-Luminescence/Fungal Mutagen and one of your new Arthropod/Osseous mutagens.
Your skin itches as a bone-deep ache spreads throughout your body. Coin-sized luminous patches dot your skin, surrounded by tiny glowing freckles. You feel a grinding sensation as your skeletal structure becomes more solid.

Reviewing your options, you could retrace your steps through the drain system (possibly seeking your revenge on the strange bone-plants), or explore the sludge-filled corridor and the cells branching off it.

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« Last Edit: January 11, 2012, 06:01:59 pm by Alternatecash »
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lopocozo

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Re: You find yourself in a room, suggestion game
« Reply #54 on: January 11, 2012, 06:30:47 pm »

Explore the sludge-filled corridor and the cells around it, judging by how suddenly the plants killed you last time, another encounter with them would be ill-advised, also, examine your clothes, shoelaces can be helpful.
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Alternatecash

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Re: You find yourself in a room, suggestion game
« Reply #55 on: January 17, 2012, 04:13:25 am »

You take the time to make a thorough inventory of your person. Wrapped snugly around your torso and groin are yellowing strips of coarse fabric, frayed and seemingly ready to crumble at a touch, although they only shed a few loose threads when you run your hands over them. You are barefoot and bare legged, save for the heavy shackles locked just above your ankles. Peering beneath them, you see a thick, insensate layer of scar tissue, much like the skin under the manacles on your wrists. You are still wearing the heavy long-coat you found in the storage room in the underground canal, although it has a dark reddish-brown stain on the left breast now. You find yourself wishing for a mirror, or even a still puddle, so you could get a better look at yourself as a whole.
It dawns on you that you could cannibalize the fastening straps from the coat, or even use the enzyme cutter to directly bond pieces of the shell to cover your vitals more. You could also fashion a protective gauntlet/shield from the crab's larger claw.
You step out into the corridor, the gritty muck squelching unpleasantly underfoot. The floor beneath the thick coating of sludge feels much like the metallic plates that form the walls and floor of the cell. The corridor is unlit, but your bio-luminescence provides just enough light to see by. The walls are more of the same, metallic plates bolted to an unseen framework, although dark oil seep sluggishly from the cracks between them. One of the plates near the cell you came from is missing, revealing a bewildering array of gears, pistons, and chains, all seemingly working at cross-purposes. Some of them are entirely disconnected, and a few hand-sized gears are laying loose on the floor, half-covered in slime. Looking up, you can see that the ceiling is crusted with scaly deposits of salt, forming a weirdly organic pattern. Slow drips of water fall from brittle stalactites.
As you advance along the corridor, arbitrarily choosing left, you count six doors on each side, twelve in total, before the passage abruptly ends in a tangle of shattered stone and fused metal. Torn and severed pipes protruding from the mess pump spurts of oil and water, in time with the omnipresent thumping.

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Armok

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Re: You find yourself in a room, Wherein Signs of Disaster are Uncovered
« Reply #56 on: January 17, 2012, 08:28:23 am »

> get fused metal essence, get oil essence
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lopocozo

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Re: You find yourself in a room, Wherein Signs of Disaster are Uncovered
« Reply #57 on: January 17, 2012, 04:56:25 pm »

Carefully enter the second door on the left, ponder if your enzyme cutter or something else would allow you to fasten stuff to your coat to make a badass armoured trenchcoat.
Perhaps making a reduction of oil would work?
« Last Edit: January 20, 2012, 10:09:55 pm by lopocozo »
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Amerithe

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Re: You find yourself in a room, Wherein Signs of Disaster are Uncovered
« Reply #58 on: January 20, 2012, 10:07:29 pm »

Use the enzyme cutter to directly bond pieces of the shell to the coat, make the gauntlet/shield, beginning at the end of the corridor we're now standing at, try first the door on the right, then the left if it won't open. Continue in this fashion.
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Alternatecash

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Re: You find yourself in a room, Wherein Signs of Disaster are Uncovered
« Reply #59 on: January 20, 2012, 10:48:59 pm »

You carefully bond the shell to your coat, armoring yourself, and aligning the spines to provide a strong disincentive to attack. With a little more work, you encase the entirety of your left sleeve in the heavier claw, for use as a shield and smashing gauntlet.
You manage to scrape a sample of metal off the wall, as well as deftly catching a sample of oil.
The door to your right sticks a bit, but when you put your shoulder into it, a sharp crack signals the hinges giving way. The door tears itself from your grasp, slamming into the floor with a slime-muffled slam. The floor is canted sharply, listing towards the back wall of the room. As you watch, the room tilts, the sound of metal tortured beyond comprehension filling the air with a rippling screech. With a grinding crunch, the floor settles. You wisely decide against entry.
The left-hand door opens slowly, resisting as it's pushed through the layers of grime on the floor. Hand-sized flatworms the colour of charcoal are revealed in the shifting muck, and wriggle back out of sight. On the left wall of the cell are three decaying chairs, sinking into the slime on the floor, pushed up against a long table built into the wall. To the right are a cluster of tall cabinets. The single light-sphere gleams, bathing the room in wan grey light. A sour, cloying haze of rotting oil and some acrid chemical stink wafts out from the newly opened door.

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