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Author Topic: Project EVIL: Mission Time!  (Read 39217 times)

GlyphGryph

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Re: Project EVIL: Finally!
« Reply #225 on: February 13, 2012, 10:22:34 am »

This place is so noisy, so much thinking, the whole city is thinking... hmm, but things to do, there are things to do. Apparently I live here now, I am not entirely sure why, or what this thing pressed into the back of my neck is... mmm, a thought, drifting through. A "control chip"?

I wonder what it controls.

I want to earn some cash and await further orders.

That's strange, I didn't think- I want to earn some cash and await further orders.

Okay brain, hehehe, whatever you say.

Jobs job jobs jobs jobs? wherewherewherewhere... mmm....

Wander around the city with telepathy going full blast to expand its range a bit, painful as that may be, processing and digging for anyone who needs a job that seems like a job with decent money and minimal direct interaction with other people. (Phones and emails is fine though) Also, sing a happy if overall meaningless song is I half walk/half skip around the city. Helps me focus to have something to distract my other senses, you know.
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USEC_OFFICER

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Re: Project EVIL: Finally!
« Reply #226 on: February 15, 2012, 10:53:05 am »

A comprehensive study has been undertaken, and the results show that members MonkeyHead, Dwarmin, vagel7 and monk12 have not sent in their turns. PMs will be sent.
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Dwarmin

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Re: Project EVIL: Finally!
« Reply #227 on: February 15, 2012, 12:32:04 pm »

Action: Otherwise continue my efforts to secure housing!
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

monk12

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Re: Project EVIL: Finally!
« Reply #228 on: February 15, 2012, 07:05:01 pm »

[Whups! A thousand apologies I beg of you. If they are not received I'll see you in court.]

Now that Xavier is properly attired, he goes to find a nice centrally located orphanage. Serve some papers, shut them down for health code violations, evict the little urchins and set up base!

MonkeyHead

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Re: Project EVIL: Finally!
« Reply #229 on: February 15, 2012, 07:12:11 pm »

Forgot about this sorry. here goes...

Slowly raise hands to above head, while attempting to placate the gun holder. Utilize suprize by kicking some sand at thier face, rush them, and apply violence to face and neck.

USEC_OFFICER

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Re: Project EVIL: Finally!
« Reply #230 on: February 15, 2012, 07:20:17 pm »

Slowly raise hands to above head, while attempting to placate the gun holder. Utilize suprize by kicking some sand at thier face, rush them, and apply violence to face and neck.

You raise your hands above your head in an attempt to placate the gun holder. When he starts to fiddle with his cellphone you seize the initiative.

Prof. Kane Wilson consumes an innovation point and kicks sand in his assailant's face!

Graeme McPistoleer is stunned!

Prof. Kane Wilson grabs his enemy's throat and begins to squeeze!

Graeme McPistoleer is unable to respond!

Graeme McPistoleer has been struck down.

You loot the body of its valuables, getting about $201 in cash, along with the pistol and about 12 9mm bullets for it. Oh, and the cellphone of course. You briefly wonder why the GM is being so nice to you, until you head back to the golfcart. A couple of policemen are searching every inch of it for clues. Additionally your companion in crime is nowhere to be seen. Hopefully he hasn't been arrested.
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MonkeyHead

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Re: Project EVIL: Finally!
« Reply #231 on: February 15, 2012, 07:24:36 pm »

Even through the adrenaline Kane felt stunned at how well that went and how easy he got out of a threatening situation. The glof cart was clearly out of bounds. The cellphone presented an opportunity though.

Flee from the beach in a manner that attracts as little attention as possible with my new found goodies to a suitable hiding spot. Once relatively safe examine the phone looking for any contact details that could be good blackmail material.

USEC_OFFICER

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Re: Project EVIL: Finally!
« Reply #232 on: February 15, 2012, 07:33:09 pm »

Flee from the beach in a manner that attracts as little attention as possible with my new found goodies to a suitable hiding spot. Once relatively safe examine the phone looking for any contact details that could be good blackmail material.

Shuffling from dune to dune, you eventually make your way into the city. Once you reach the relative safety of a dark alleyway you browse through the phone's contacts looking for some blackmail material. Since you don't, say, know the owner's live in intimate detail, you find nothing. Damn.

Blow-by-Blow Sequence Finished!

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

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Re: Project EVIL: Finally!
« Reply #233 on: February 15, 2012, 07:40:35 pm »

Kane was impressed by the nice bundle of notes he has built up. Tiredness was catching up with him. Some safe sleep before planning his next move was needed.

Spend a small amount (say a few hundred) on a hotel room for a bath and a sleep. Barricade the door before going to sleep.

vagel7

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Re: Project EVIL: Finally!
« Reply #234 on: February 16, 2012, 10:58:48 am »

I am no longer interested in playing this game. Please remove my character.
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That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

USEC_OFFICER

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Re: Project EVIL: Finally!
« Reply #235 on: February 22, 2012, 11:50:13 am »

Day 2 - 16:42 (Sometime This Week)

You quickly take a piece of bootlace from your footwear, and sneak up on the lone guard.

Sargent Rick stealthily strangles the guard with the bootlace!

The guard is unable to respond!

The guard has been struck down.

Sargent Rick is so badass that he gains an innovation point!

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.

Blow-by-Blow Sequence Activated!

Spoiler: Sargent Rick (click to show/hide)


You wander around the city for a while, looking for someplace to cook your meat before it spoils. Eventually a thought strikes you (not very forcefully, thank God). Hobos have to eat, right? And some of them should know how to cook. Ergo you should eventually find a hobo who knows where you would be able to do some cooking.

Armed with your potentially faulty logic, you quickly set out to find a vagabond. Since you are wandering around in the industrial district of the city, you quickly find three of them huddling together. As you approach they quickly look you over. Eventually they break out into grins, convinced by your ragged clothes that you are one of them. One of them chats with you.

"Hello there brother. How has life been treating you?" he asks.

"Okay I suppose."

"Oh." His grin fades for a moment, before coming back full force. "Well have you heard about latest spat between King Pope Snake and EUFAP?"

"Look buddy," you reply, "I'm not here to listen to backstory. I've got several chunks of meat with me, and no way to keep them fresh. If you could show me some place where I can cook them, I'd be grateful."

"Sure thing. I always help out a brother in need."

A couple hours later, after following the hobo's instructions, you find yourself outside an abandoned restaurant. Or at least it looks abandoned. A couple of vagabonds squatted in the place, stole a couple propane tanks, got the equipment running, and began charging for access to the kitchen. After paying the doorman five dollars you enter the place and begin cooking. With some help from the other hobos in the place, you manage to cook up some tasty kebabs and learn a couple more cooking techniques.

Skill get: Common Techniques of the Cooking Hobo (+1 to cooking)

Spoiler: Alexander Zane (click to show/hide)


Sadly it's not everyday that somebody in nice clothes passes out on the street, and therefore you can't find anything better to wear. At one point you manage to bump into Jessica again. After a quick triade conversation she starts to give you the nice clothes that she stole off of you, but she skips off once she realize that you can't give her any money for them.

Damn kids.

John Smith has gained the effect: Tired

Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.

Description: You're tired. Not so incredibly tired that you'll collapse at any moment, but tired enough to affect your actions. In other words, get some rest.

Spoiler: John Smith (click to show/hide)


Your attempt at acting crazy backfires horribly, and not only does nobody believe you, but every believes that you are completely and utterly sane. In fact, they actually give you 10 dollars, in the belief that you are merely down on your luck and that you need the money.

John Evly has gained the effect: Tired

Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.

Description: You're tired. Not so incredibly tired that you'll collapse at any moment, but tired enough to affect your actions. In other words, get some rest.

Spoiler: John Evly (click to show/hide)


You head to the industrial district, looking for something interesting to do. Find nothing interesting what-so-ever, you decide to go investigate an empty warehouse that definitively does not contain two guards and another member of Project EVIL. Definitively not.

Blow-by-Blow Sequence Activated!

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


Jessica skips around the commercial district, using her telepathic powers to find jobs. The number of people in the commercial district has swollen seven-fold since the early hours of the morning when Jessica arrived. Thus the sheer pain from listening to all those thoughts prevents Jessica from quickly sorting through them and finding a job to do. Of course she still gets a few offers, though none that Jessica wants to do. A rather obscene number of people want Jessica to do the nasty, a few pledge their hearts and souls to her, a couple even offer to marry her. She even manages to bump into John Smith, but it has no money with which to pay her for a nice set of clothes. What a shame.

Yayyyy Jessie is Our Name What is Yours? has gained the effect: Tired

Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.

Description: You're tired. Not so incredibly tired that you'll collapse at any moment, but tired enough to affect your actions. In other words, get some rest.



Thanks to your persuasive charm, good looks and sexy eyebrows, you manage to convince a rather attractive female bar-owner to give you a job as a barkeeper, along with lodgings above the bar. Any requests about money or identification are quickly diverted by a generous amount of flirting.

Spoiler: Gerald Root (click to show/hide)


Those orphans don't know what hit them. Well, their lawyer should know, but he'll probably die of a heart attack once he realizes what the charges are. Laughing merrily, you set up your base of operations in the orphanage.

Esquire Xavier Omon has gained the effect: Tired

Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.

Description: You're tired. Not so incredibly tired that you'll collapse at any moment, but tired enough to affect your actions. In other words, get some rest.

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


You find a hotel with decent rates and enter it. Since it's the middle of the day, the lobby is empty, with only a bored employee standing behind the reception counter. She's focused on the latest episode of COSMIC HORROR TERROR and Friends playing on a suspended television in the lobby, and it isn't till the next commercial break that you're able to get her attention. When you tell her that you can only pay for the room in cash, she says that only the manager can handle that type of transaction, and then goes off in the back to look for her.

...

...

...

...

...

She's calling the police, isn't she?

Blow-by-Blow Sequence Activated!
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monk12

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Re: Project EVIL: Finally!
« Reply #236 on: February 22, 2012, 11:57:19 am »

Xavier Omon sleeps, then reviews mission objectives in the morning

MonkeyHead

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Re: Project EVIL: Finally!
« Reply #237 on: February 22, 2012, 02:36:39 pm »

"Damn it" thinks the Prof... "I need a f*Łking bath!"...

Leg it away. I could really do without a tangle with law enforcement. Rest and hygine will have to be found elsewhere. Like maybe an empty apartment or some such...

Dwarmin

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Re: Project EVIL: Finally!
« Reply #238 on: February 22, 2012, 02:52:34 pm »

Gerald flopped onto the bed, too tired for anything-except that one thing. Though, it had really been too long since...

...with his new employer, Amber...a redhead...cute freckles on her nose...and that laugh.

She was...quite exquisite...divine...

*zzzzz*

Action: Enter Sleep mode.
« Last Edit: February 22, 2012, 02:54:48 pm by Dwarmin »
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Evilsx

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Re: Project EVIL: Finally!
« Reply #239 on: February 22, 2012, 03:01:37 pm »

If Joun not spotted yet, hid and see what they have?
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