Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 17 18 [19] 20 21 ... 38

Author Topic: Project EVIL: Mission Time!  (Read 39214 times)

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Project EVIL: Finally!
« Reply #270 on: February 25, 2012, 07:57:31 pm »

Edit:(Did anyone see the take down the 2 guard?)

The number of witnesses is unknown at this point in time.
Logged

PyroDesu

  • Bay Watcher
  • Schist happens
    • View Profile
Re: Project EVIL: Finally!
« Reply #271 on: February 25, 2012, 07:58:57 pm »

Hey, is the UM-45 that I have some kind of reference to the real-life sub-machinegun UMP .45?

Edit:(Did anyone see the take down the 2 guard?)

The number of witnesses is unknown at this point in time.

I assumed that this happened inside the warehouse, where I garroted the first guard, and nobody saw that. The replacements (The ones I double-tookdown) saw the body, not the act.
Logged
Quote from: syvarris
Pyro is probably some experimental government R&D AI.

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Project EVIL: Finally!
« Reply #272 on: February 25, 2012, 08:03:09 pm »

Hey, is the UM-45 that I have some kind of reference to the real-life sub-machinegun UMP .45?

Sure. Let's go with that.
Logged

PyroDesu

  • Bay Watcher
  • Schist happens
    • View Profile
Re: Project EVIL: Finally!
« Reply #273 on: February 25, 2012, 08:04:47 pm »

Hey, is the UM-45 that I have some kind of reference to the real-life sub-machinegun UMP .45?

Sure. Let's go with that.

Just wondering.
Logged
Quote from: syvarris
Pyro is probably some experimental government R&D AI.

Evilsx

  • Bay Watcher
  • Some crazy person
    • View Profile
Re: Project EVIL: Finally!
« Reply #274 on: February 25, 2012, 09:17:46 pm »

While Rick take care for the Guards, might as well check out what in the warehouse
Logged

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Project EVIL: Finally!
« Reply #275 on: February 25, 2012, 09:28:00 pm »

While Rick take care for the Guards, might as well check out what in the warehouse

Except for a couple of shelving units, the warehouse is empty, just as Sargent Rick has said. Wow, he must be a magician or something. Or he has already searched the place. Both could work.

When you return from your completely pointless investigation, Sargent Rick has bound and gagged the guards. Due to Rick's general badassery, they're still knocked out and will probably remain so until next turn.

I assumed that this happened inside the warehouse, where I garroted the first guard, and nobody saw that. The replacements (The ones I double-tookdown) saw the body, not the act.

Indeed, but the warehouse has doors and windows which prying eyes can see through (ie Capt Joun Quire). Additionally, the two guards where sent to inquire on the whereabouts of the first guard, which must be taken into consideration as well.
Logged

Evilsx

  • Bay Watcher
  • Some crazy person
    • View Profile
Re: Project EVIL: Finally!
« Reply #276 on: February 25, 2012, 09:40:56 pm »

Might as well check the area around the warehouse for "Just Incase" reason
Logged

PyroDesu

  • Bay Watcher
  • Schist happens
    • View Profile
Re: Project EVIL: Finally!
« Reply #277 on: February 25, 2012, 09:49:54 pm »

Peruse the box of simple chemicals I picked up, and see what I might be able to make with some of them.

I assumed that this happened inside the warehouse, where I garroted the first guard, and nobody saw that. The replacements (The ones I double-tookdown) saw the body, not the act.

Indeed, but the warehouse has doors and windows which prying eyes can see through (ie Capt Joun Quire). Additionally, the two guards where sent to inquire on the whereabouts of the first guard, which must be taken into consideration as well.

I thought they were his shift replacement, on their way to relieve him.

And I quote:
Unfortunately, the guard was going to be relieved during lunch, and your attempt to set up a base of operations in the warehouse are foiled when a couple guards arrive to investigate their friend's murder.
« Last Edit: February 25, 2012, 09:53:45 pm by PyroDesu »
Logged
Quote from: syvarris
Pyro is probably some experimental government R&D AI.

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Project EVIL: Finally!
« Reply #278 on: February 25, 2012, 09:53:01 pm »

Peruse the box of simple chemicals I picked up, and see what I might be able to make with some of them.

I assumed that this happened inside the warehouse, where I garroted the first guard, and nobody saw that. The replacements (The ones I double-tookdown) saw the body, not the act.

Indeed, but the warehouse has doors and windows which prying eyes can see through (ie Capt Joun Quire). Additionally, the two guards where sent to inquire on the whereabouts of the first guard, which must be taken into consideration as well.

I thought they were his shift replacement, on their way to relieve him.

Correct, but he still hasn't returned from his shift, has he?
Logged

PyroDesu

  • Bay Watcher
  • Schist happens
    • View Profile
Re: Project EVIL: Finally!
« Reply #279 on: February 25, 2012, 09:55:25 pm »

Peruse the box of simple chemicals I picked up, and see what I might be able to make with some of them.

I assumed that this happened inside the warehouse, where I garroted the first guard, and nobody saw that. The replacements (The ones I double-tookdown) saw the body, not the act.

Indeed, but the warehouse has doors and windows which prying eyes can see through (ie Capt Joun Quire). Additionally, the two guards where sent to inquire on the whereabouts of the first guard, which must be taken into consideration as well.

I thought they were his shift replacement, on their way to relieve him.

Correct, but he still hasn't returned from his shift, has he?

I...

Now you've just confused me.

The turn where you said that he was to be relieved (during lunch), by the guards I knocked out, it was 16:42, which is 4:42 PM in military time.

So shouldn't I have faced off against those two guards?

Well, never mind. I guess that while I was killing the first guard, it was before his shift change, although how I could have been interrupted in the middle of securing the place a few hours after the fact, I don't know.
« Last Edit: February 25, 2012, 09:59:42 pm by PyroDesu »
Logged
Quote from: syvarris
Pyro is probably some experimental government R&D AI.

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Project EVIL: Finally!
« Reply #280 on: February 26, 2012, 04:31:56 pm »

To clarify/retcon/fix up this mess:

Guard #1's shift ended at noon. However he was killed by you before noon, meaning that he never reported back.

Guard #2 was supposed to relieve Guard #1 at noon, but a lack of response dis concerned him and delayed his departure.

Guard #3 decided to tag along with Guard #2 to help investigate what happened to Guard #1.

Does that make more sense?
Logged

PyroDesu

  • Bay Watcher
  • Schist happens
    • View Profile
Re: Project EVIL: Finally!
« Reply #281 on: February 26, 2012, 04:47:08 pm »

Okay, so guard 2 delayed until guard 3 came. That makes more sense.

Note to self: When the guard who's shift this is wakes up, ask him when his shift ends. If the next guard is also with us, ask when his shift ends. This way, we know when to get ready for possible investigations.
Logged
Quote from: syvarris
Pyro is probably some experimental government R&D AI.

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Project EVIL: Consume Muffins: Increase Stats
« Reply #282 on: February 29, 2012, 11:47:51 am »

Day 3 - 00:02 (Subject to Local Time Fluctuations)

After a quick and refreshing sleep, you check you mission objectives. Hmm... Looks like you still have to collect the $1000 for the end of the week, but otherwise your mission objectives are pretty empty right now.

Energy: +2
Innovation Points: +1

Spoiler: Esquire Xavier Omon (click to show/hide)


Tired from a long day of flirting, you fall asleep with dreams of Amber in your head. If this was some sort of movie, she would be in your bed when you awoke, but this is real(ish) life, and things like that don't happen. Plus if she did try it, you'd probably kill her in your sleep. After all, you didn't become an international man of intrigue by letting people enter your bedroom all willy-nilly.

Health: +2
Energy: +3

Spoiler: Gerald Root (click to show/hide)


Perched high atop the roof of a warehouse, Jessica's night passes fairly quickly. Well, evening I suppose. It's slightly after midnight right now.

Energy: +2
Psi: +3



Through your masterful command of the English language, you easily convince the vagabonds to turn the abandoned restaurant into a five-star eating establishment. The only problem is that the vagabonds don't actually own the place, so it'd be impossible to actually open anything without getting the deed to the building. But still, it's more-or-less yours now.

Spoiler: Alexander Zane (click to show/hide)


Deciding to show these EVIL people who's boss, you decide to get a job in an attempt to return to normality. Despite the lack of late-night job opportunities, you manage to snag a cushy pita-stand fry-cook job.

Spoiler: John Evly (click to show/hide)


Utilizing only the pickiest of selling strategies, you quickly convert your loot into cold, floppy cash. Cash will not be a problem for a long time.

Spoiler: Prof. Kane Wilson (click to show/hide)


After taking a quick nap, you look through the simple chemicals to figure out what you can make. Hmm... You could probably construct a crude explosive out of these chemicals. If you knew some more about chemistry you could probably make some simple drugs, but right now you have no clue what else you can make with them.

The guards that you knocked out are starting to stir.

Blow-by-Blow Sequence Activated!

Energy: +1

Spoiler: Sargent Rick (click to show/hide)


You check the area around the warehouse, 'just in case'. To your immense luck and/or disbelief, you manage to find an overturned and unguarded IKEA truck. You loot some furniture and drag them back to the warehouse. Attaching cardboard to the shelving units makes for an impromptu wall, which you use to set up a bedroom in the warehouse. When you finish with your construction, the guards start to stir.

Blow-by-Blow Sequence Activated!

Spoiler: Capt Joun Quire (click to show/hide)

To celebrate the establishment of a base of operations, those members who actually have a base have received a basewarming muffin, to enjoy, treasure and eventually consume. Since Project EVIL seems to have a surplus of root vegetables, members without a base of operations have received a potato to shame them into making one so that they don't feel left out.

Also note that due to local time fluctuations, member John Smith can still enter its actions for this turn.
Logged

MonkeyHead

  • Bay Watcher
  • Yma o hyd...
    • View Profile
Re: Project EVIL: Consume Muffins: Increase Stats
« Reply #283 on: February 29, 2012, 12:26:23 pm »

Flush with funds, the Prof now felt the need for some kind of hideout - his experience at the hotel was one he did not want to repeat. Something inconspicious would be nice, as a crude show of cashmoney in penthouses would no doubt attract attention.

Check local buisness directories/listings for a self storage company. One will probably deal in cash from someone with little in the way of ID - after all, many promising schemes were born in lock ups. My nuclear missile silo base can wait for now.

GlyphGryph

  • Bay Watcher
    • View Profile
Re: Project EVIL: Consume Muffins: Increase Stats
« Reply #284 on: February 29, 2012, 12:27:20 pm »

Jessie blinks, and looks around, mental awareness flickering to life.

She sniffs. Something familiar in the air. A few musical notes of thought drift through her mind, not exactly nearby but not far either. Worry. Cruelty. Productivity. Confusion. Pain. Pride.

A wonderful variety of thoughts to wake up to, and distant enough that they haven't yet become infuriatingly demanding. Well then. With this bright new outlook on the world, let's check them out. Maybe they have a place we can stay. Perhaps they have more money - we are supposed to be collecting money, yes?

But first, take a look around the roof. What is up here, exactly? Is there entrance into the warehouse proper - maybe a window that opens to a catwalk? Rope that can be set to allow easy access should we need it in the future?

After the local environs have been determined, go investigate some interesting thoughts. If anyone interrupts us, they want to leave if. If they don't leave anyways, well, we'll deal with that when we come to it.
Logged
Pages: 1 ... 17 18 [19] 20 21 ... 38