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Author Topic: Supervillainry! - Started! Turn 14!  (Read 14810 times)

The Fool

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Re: Supervillainry! - Started! Turn 3 - Ah, My Very Own Army!
« Reply #60 on: January 18, 2012, 01:52:49 pm »

Ciro wasn't the best henchmen, but Cole know that he can use him if he can get to a security station to announce himself. All he needed was a radio, and access to an intercom system to reestablish himself with my henchmen. Who knows, maybe the Conductor might pick up a few new instruments, though he would never dare call them that to their faces.

Cole went over the possible routes in his head. The elevators would be a very bad idea, not only are the inmates in front of it, but the power should be down. The gates would be an even worse idea since these anarchists haven't made a run for it yet. There must be defenses in place to keep us here. Then there is the upper level. It might be risky to climb with violent inmates nearby, but it's probably his best bet for a security station. Cole removed his jacket and stored it under the collapsed fence. He started climbing upwards.

Climb to the upper level after storing the suit jacket.
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Steam ID: The Fool [B12]
A Flexible Mind (Suggestion Game)

MonkeyHead

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Re: Supervillainry! - Started! Turn 3 - Ah, My Very Own Army!
« Reply #61 on: January 18, 2012, 02:23:57 pm »

KB-1981 was taken aback by the apparent lack of suprise by the "angel" ascending the stairs. The only way to find out what was going on would be to take a look himself. Maybe whoever he would find up there could tell him more about the fellow droids whose fate he had apparently avoided for now.

Go up the stairs slowly and carefully - if there are any meatbags, be as non threatening as it is possible for a 7ft tall mech to be, enquire about thier identities and current status, and request information about current surroundings and situation. If there are none, survey new location in some detail.
« Last Edit: January 18, 2012, 03:48:48 pm by MonkeyHead »
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Digital Hellhound

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Re: Supervillainry! - Started! Turn 3 - Ah, My Very Own Army!
« Reply #62 on: January 18, 2012, 03:09:32 pm »

Because we've confused people enough on #yak and #bay12rtd, we now have an irc channel! #Supervillainry on http://webchat.freenode.net/! Give me more information about your characters, ask questions, get sneak peeks of updates as I write them, and for the love god, please, snidely comment on the failures of our current players!
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Digital Hellhound

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Re: Supervillainry! - Started! Turn 3 - Ah, My Very Own Army!
« Reply #63 on: January 19, 2012, 11:39:23 am »

Turn 4

The Pioneer – Taricus
The pioneer heads downstairs past the cooling station, After reattaching the computer to it's cables.

Regretting your rash decision to wreck the lock, you attempt to reattach it back to the panel. [Electronics (Herculean/100):98] At times it seems to fit back, but always falls back down. It seems you'd need some actual tools to re-attach it, and even so, there's no guarantee of it working anymore.

With nothing you can do, you turn your back on the resolute armoury door and head back downstairs. The cooling station looks empty when you pass it, continuing on downstairs. To your anguish, the door at the stairs' end is locked as well, [Electronics (Medium/40):77] but nowhere near as complex as the armoury lock and flies open at your command.

It opens to the side of long white corridor, with four doors set in the walls far away from eachother. A panel before you proclaims it as 'Solitary Confinement'. You can see elevator doors nearby in the corridor end, with the mutilated corpse of a guard hanging before it from a wrecked lamp. He seems to have been strangled and then cut at with knives and blades. A barely-recognizable lizard outline has been painted on the floor with what you guess is his blood. The symbol doesn't ring any bells.

Spoiler: The Pioneer (click to show/hide)

Tombstone – Terenos
"Come. And tell me more of this place. It will keep your mind from the pain."

Tombstone stalked off through the untraveled door, listening to his new minion speak. His intent was to continue getting a general feel for the area he found himself in. It would make a suitable center of operations.
Action: Begin traveling, henchman in tow.

Your henchman pushes himself up and stands with wavering feet, grimacing in pain with every shift in posture. He picks up his improvised weapon and heads after you for the mystery door. At your request, he begins talking.

'Err, as I said, this whole place is called the Fountain Hall. The people who owned this place built four of these places, I think. This one has a big-ass fountain down below, so that's the name.' he says. 'I don't really know what you want me to tell you. This place isn't part of the prison grounds so I've never seen it before.'

The mystery door isn't locked, and proves surprisingly ordinary after the door is opened. The room behind is sparsely decorated, with a large bed dominating the space. More portraits of the same style as the ones in the Warden's office hang from the walls, bearing similar marks of vandalism. There's a side room, which seems to be a small bathroom with a luxurious golden bathtub the inmates probably thought too heavy to move. It seems to be a guest bedroom of somekind for visitors to the owners of this building.

What catches your eye is the first window you've seen in this strange place, slightly ajar and showing a view of another large manor like this one, slightly above them in the hillside. Beyond, you can make out a misty barrier of energy, which seems to be blocking out part of the sunlight. It's darker than it ought to be, judging from the sun's position.

You could step onto the roof from the window, but otherwise the guest bedroom doesn't seem to lead anywhere else.

Spoiler: Tombstone (click to show/hide)

Cole O. Straiter – The Fool
Climb to the upper level after storing the suit jacket.

Removing your easily-recognizable jacket, you make sure the inmates are preoccupied with their screen and slip through a still-standing part of the fence to the nearest climbing point. Even one of them just glancing back could ruin your whole plan, so you make sure you move as quietly as possible.

[Stealth (Easy/20):73] The trio manages to hit the monitor had enough for it to fall, which only doubles their enthusiasm. You have no trouble sneaking past them to a section of the wall where a sturdily-placed fire extinguisher offers excellent handles to support one on. [Acrobatics (Medium/40):87][Stealth (Medium/40):56] You reach the top in no time and pull yourself up to the second floor.

Looking around, it seems your hunch was right. Aside from the main doors directly by the elevators probably leading to a cell block and a door cheerfully boasting the title of 'break room', a small monitoring station sits in the wall protected only by a single locked door.

[Perception (Easy/20):52] You can easily make out the microphone and communications equipment inside. Jackpot.

Spoiler: Cole O. Straiter (click to show/hide)

KB-1981 - MonkeyHead
Go up the stairs slowly and carefully - if there are any meatbags, be as non threatening as it is possible for a 7ft tall mech to be, enquire about thier identities and current status, and request information about current surroundings and situation. If there are none, survey new location in some detail.

You follow the angel as quietly as possibly, ready for any sign of the voices from earlier noticing the thing. When you reach the top of the stairs and find the other robot staring confused at nothing in a large, dusty space full of tightly-packed crates and countless shelves of smaller objects, you realize why. Though your vision can pick out everything in the room quite clearly, it's simply too dark for human eyes. Two flashlight beams sweep across the cellar, missing you and the other robots completely.

[Perception (Hard/60):65] You zoom in and their owners and discover two humans you identify as prison guards, backing towards the general direction of the cellar doors in panicked stumbling. Both men have small pistols they hold close against their flashlights.

The angel doesn't seem to recognize the danger they pose, but you drop into cover behind a large container of paper.

Your vision picks out the exits from the room as the doors the guards are backing towards and a pair of cargo elevators a little to the left of the things.

Spoiler: KB-1981 (click to show/hide)
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Taricus

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Re: Supervillainry! - Started! Turn 4!
« Reply #64 on: January 19, 2012, 12:29:46 pm »

The pioneer investigates the cells, and sees if the inmates are:
  • Any of his henchmen. If so, he frees them immediately.
  • If they look to be useful and loyal, in which case he tries to convince them to follow him (Unless they're too deranged)
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Terenos

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Re: Supervillainry! - Started! Turn 4!
« Reply #65 on: January 19, 2012, 12:35:13 pm »

"Then tell me of the prison complex. Tell me of the other 'freaks' like myself."

Tombstone retraced his steps, heading back into the Fountain hall, via the balcony.
Action: To the Fountain Hall, down these balcony stairs you mentioned.
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MonkeyHead

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Re: Supervillainry! - Started! Turn 4!
« Reply #66 on: January 19, 2012, 01:12:04 pm »

KB-1981 was well aware thet the meatbags didnt like situations where they could not see - they had imaginations which tended to get the better of them, and this led to rash decisions that could be exploited. Feeding these imaginations  no doubt would be an effective way of providing a means of disposing of whatever threat they pose. Unsure of how threatening the as of yet unidentified ammunition the pistols fired actually were to his systems. Was damage a greater risk, or was giving away the fact that he was free worse? 2 competing subroutines KB-1981 liked to label as STEALTH and SELF were busy debating the finer points. Regardless keeping out of sight was important. Attracting thier attention to his "sidekick" could be beneficial in evaluating thier weapons capabilities and allowing KB-1981 himself to get into a more advantageous position.

Noisily break open a crate or 2 to get the gaurds attention. Remain in cover and avoid detection. Observe thier reaction and course of action should they detect the angel. If they do, be ready to ambush (especially if they seperate) or evade.

The Fool

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Re: Supervillainry! - Started! Turn 4!
« Reply #67 on: January 20, 2012, 11:22:52 am »

This is exactly what I was looking for, a mouthpiece for our escape. If I'm right there should be a few radios as well. All I need is two, and I should be able to hotwire the sound system to use the radio's receiver. The intercom would be useless if I couldn't use it from a distance. Now for the lock...

Find something to pick the lock with, and open the door.
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Steam ID: The Fool [B12]
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Digital Hellhound

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Re: Supervillainry! - Started! Turn 4!
« Reply #68 on: January 21, 2012, 08:23:08 am »

Turn 5

The Pioneer – Taricus
The pioneer investigates the cells, and sees if the inmates are:
  • Any of his henchmen. If so, he frees them immediately.
  • If they look to be useful and loyal, in which case he tries to convince them to follow him (Unless they're too deranged)

All of the cells have thick, locked metal doors, much to your chagrin. You feel slightly nervous with the dead guard in the room and the killer possibly still at large, and try to keep an eye on your surroundings while you work. Thankfully, there aren't any hiding places in the wide corridor.

[Electronics (Medium/40):39] You begin working on the first lock, manipulating the electronics, removing one safeguard after another. You come a few seconds from finishing – when there's a cry of help from the opposite cell that makes you jump enough to trigger the door lockdown.

Cursing, you turn around and move to the door the shout came from.

'Are you in there? Who are you?' you ask, but there isn't an answer. You begin working on the lock, [Electronics (Medium/40):52] which flies open at your command.

'Please, help me up. I can't move my legs.' comes a deep voice from the darkness of the cell. [Perception (Medium/40):53] Slightly suspicious, you scan the entire room with your augmented eyesight.

There's nobody there.

'Is there someone there? Please, get me out of here and I'll do anything!' the voice continues, coming quite clearly from inside the cell. You look around the corridor, even at the ceiling, but it remains stubbornly empty.

Spoiler: The Pioneer (click to show/hide)

Tombstone – Terenos
"Then tell me of the prison complex. Tell me of the other 'freaks' like myself."

Tombstone retraced his steps, heading back into the Fountain hall, via the balcony.
Action: To the Fountain Hall, down these balcony stairs you mentioned.

"Then tell me of the prison complex. Tell me of the other 'freaks' like myself."

You leave the guest bedroom and your minion stumbles after you, once again speaking at your command.

'Err...' he starts, 'I didn't mean anything when I said 'freak', it's just, uhh...'

He coughs. 'Well, anyhow, the prison. We were all stuck in this big building complex called the Hold earlier, with all the usual prison stuff – except for all the... special prisoners they kept in these huge chambers, in... uhh, y'know, cryogenic sleep. So they couldn't cause any trouble with their powers and stuff.'

You move across the corridor onto the Fountain Hall balcony, taking a good look at the actual hall for the first time.

It's obvious where the hall has gotten its name from. In the centre of the long, high space, stands on a raised platform a huge fountain of finely-sculpted white stone. Water no longer comes shooting out of it, and what's left has formed into a stagnant pool over the bottom. It's still an impressive sight, and miracously undamaged by inmates.

It's equally easy to see that this hall hasn't been used for its original purpose in years. Storage crates and tightly-packed furniture take up most of the space, the walls bare of their artworks and the floor tiling cracked under the weight of mechanical lifters and whatnot. The great tables have been turned over and moved over the sides. While you walk down the stairs, your henchman continues.

'But three days ago, all the power suddenly cut out and the security system just died on us. The cell blocks opened up, just like that, and the guards got their asses kicked. Some of them stayed behind to 'contain' us, but it turns out they were actually just stalling us so they could get that big magical wall up. There's no way past it. And now all of you guys are waking up from cryo, so this place is going to go to hell faster than you can say-'

You stop him with a raised hand, having reached the bottom of the stairs. Under the balcony, two pairs of doors are revealed.

”Where do those lead?” you ask. He shrugs.

'The one on the right is locked, the one on the left leads to the cellar. Ain't nothing there but some dusty old paintings and books. Oh, and a lot of wine, but there wasn't much left when I checked.'

Aside from the two doors – the one on the right is once again locked by a small machine – there are the main doors that presumably lead to the yard.

Spoiler: Tombstone (click to show/hide)

Cole O. Straiter – The Fool
This is exactly what I was looking for, a mouthpiece for our escape. If I'm right there should be a few radios as well. All I need is two, and I should be able to hotwire the sound system to use the radio's receiver. The intercom would be useless if I couldn't use it from a distance. Now for the lock...

Find something to pick the lock with, and open the door.

[Electronics (Medium/40):49] You soon realize it would be much easier just to hack the lock, and do so. It opens with a click and you let yourself in.

The inside of the monitoring station are clean and well-organized, with clear titles explaining the meaning of everything. Screens hang from the wall displaying most of the Hold, except for a few locations where the cameras seem to have been wrecked. [Electronics (Easy/20):64] You check the intercom, which can be adjusted to only sound in certain locations if you so wish.

To your annoyance, however, you see no portable radios. It looks like they expected guards to already have them at hand. Your best bet for finding any are guard rooms or just killing a guard and taking his – or just looting it from a body, as these inmates seem to have dealt with a majority of them already.

The intercom itself is ready to be used from here, though, if you have a message to the prison.

Spoiler: Cole O. Straiter (click to show/hide)

KB-1981 - MonkeyHead
Noisily break open a crate or 2 to get the gaurds attention. Remain in cover and avoid detection. Observe thier reaction and course of action should they detect the angel. If they do, be ready to ambush (especially if they seperate) or evade.

Crouching low, you pull back your arms, move behind a thick metal container, and slam your fists into a pair of wooden crates. There's a loud crack as your fists break through,  sending fragments flying and sprawling the contents of the crate over the floor.

The guards' reaction is immediate, flashlights sweeping over the direction of the sound. The angel stands still, too primitive or damaged to realize what's happening, and as soon as the lights pass over it there's a panicked scream from the guards.

'Kill it! Kill it!' shouts the first guard, and his comrade is eager to comply. [3][4] Their pistols are little things, with little stopping power, but the angel is old and damaged. The impacts of the shots break off plating and pass through ancient mechanisms. The angel takes an unvoluntary step back, trying to balance itself. It pauses. There's a faint sound, the waking hum of combat systems being brought back to play.

Then the angel surges forward, springing off into an uneven sprint, its entire body groaning as its attempts the same graceful moves it was capable of when it was new. It manages to cross half-way to the guards when the second guard lets out a scream and turns to flee. The first stands firm, raising his pistol for another shot.

You begin moving through the cellar as quickly as you can, but you're not nearly as fast enough to reach the guard before he fires.

[4] His pistol barks, and another bullet impacts on the angel's chest plate, cracking it inwards and punching through. At once, the light disappears from its eyes and it goes limp, but there's no stopping a body with so much momentum and it crashes into the man. Both go sprawling over, the man screaming in terror, not realizing his opponent is dead.

The other guard is long gone, heading up the stairs for the staff cafeteria. You have no idea if he intends to come back or if he has reinforcements there.

You approach the lone guard from the shadows. He's helpless for now, free for you to do with as you wish.

Combatants
Spoiler: Prison Guard 1 (click to show/hide)
---

Spoiler: KB-1981 (click to show/hide)
« Last Edit: January 21, 2012, 08:26:22 am by Digital Hellhound »
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Taricus

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Re: Supervillainry! - Started! Turn 5!
« Reply #69 on: January 21, 2012, 08:35:53 am »

"Damn bastard, trying to jump me. Just go back to being silent." The Pioneer was quite frankly pissed at this interruption, disturbing his search for suitable henchmen within these cells. Once he got to a security room of some sort, they would all bow before him.

The pioneer gets back what he was doing, Using his neural uplink to hack the lock off the one in lockdown, after locking the one that has just been opened back up.
« Last Edit: January 21, 2012, 08:59:30 am by Taricus »
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MonkeyHead

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Re: Supervillainry! - Started! Turn 5!
« Reply #70 on: January 21, 2012, 09:39:50 am »

KB-1981 felt some satisfaction at the actions of the "angel". It had reedeemed itself by dying a warriors death, and he would be sure to take advantage of the opening it had provided. There was nothing he could do about the escaped human - at least KB-1981's presence was still an unknown quanitity. Time to take care of the human he had at his disposal.

Leaving the human pinned by the dead angel, disarm him - keep the gun and any ammo, it might prove useful. Find out from him about the current situation (where am I, what is the layout of the local area, what is the situation regarding other humans and so on...). He might need persuading, so a foot to the neck isnt out of the question. When I have found out all that I can from him that is useful, snap his neck. Then, examine the radio - hopefully it can be used to determine a frequency that KB-1981 can use to eavesdrop on communicatons, or even send some outward messages of his own to jam the communications of others. Once that is done, back to te shadows, looking for the most efficient route of escape.

The Fool

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Re: Supervillainry! - Started! Turn 5!
« Reply #71 on: January 21, 2012, 11:56:14 am »

This was less than ideal. Without the radios he couldn't start an information network with the inmates. He thought about it for a minute, and then clicked down the button. "Hello inmates of the Black Castle, this is the Conductor speaking. There is something wrong with this prison. We aren't free. No, far from it, we are trapped like rats within these walls. It's not enough to flush out and kill the guards, because there will always be more outside these walls. Instead we should sabotage their outside defenses, and set up traps at the entrances that only we can take down. We need to make this a well defended home until we unite in one final glorious strike. We will breach the walls that hold us, and take what is rightfully ours, the city." Cole released the button. Motivational speeches were a remnant of his past as a sociologist, but he didn't mind returning to that path. Now if he can get a hold of two radios he can start his network.

Search the monitor room for a map, and search the break room for either a map, or radios. I'll head back down, grab the jacket, and head back the way I came if I don't find either.

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Steam ID: The Fool [B12]
A Flexible Mind (Suggestion Game)

Terenos

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Re: Supervillainry! - Started! Turn 5!
« Reply #72 on: January 21, 2012, 01:19:06 pm »

Tombstone admired the fountain briefly, before his attention was diverted by the doors under the balcony. If the power was out, anything still locked had to be important enough to have its own backup supply of power. Thusly it must be important in some way.
"In time, when I regain my full strength I will show you that walls such as that are no barrier to me and mine. For now, as far as you know, this building..Is there only one entrance?"

Try to get through the locked door, successful or not, take henchman through "main doors"
« Last Edit: January 21, 2012, 01:20:46 pm by Terenos »
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CyberGenesis

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Re: Supervillainry! - Started! Turn 5!
« Reply #73 on: January 21, 2012, 07:21:36 pm »

Finally posting a sheet for the waiting list:

Spoiler: The Red Wolf (click to show/hide)
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Evil Genius - Round 1 - Concluded
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Planet@War: Starting Soon

Digital Hellhound

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Re: Supervillainry! - Started! Turn 5!
« Reply #74 on: January 22, 2012, 07:57:29 am »

Turn 6

The Pioneer – Taricus
The pioneer gets back what he was doing, Using his neural uplink to hack the lock off the one in lockdown, after locking the one that has just been opened back up.

Not intending to take one step into the cell, you reach out and pull the door shut. You thumb the lock back active and back away, still wary of the voice inside. You can faintly hear it plead for one last time, asking you to come back.

[Perception (Hard/60):108] The corridor falls silent once more. Then, straining your hearing, you make out a sound – stifled laughter, coming from the direction of the elevators and the dead guard. Before you can focus on it at all, it's drowned out by abrupt buzz of static as the sound system comes back online. A calm male voice comes online and begins speaking.

"Hello inmates of the Black Castle, this is the Conductor speaking.” he begins. ”There is something wrong with this prison. We aren't free. No, far from it, we are trapped like rats within these walls. It's not enough to flush out and kill the guards, because there will always be more outside these walls. Instead we should sabotage their outside defenses, and set up traps at the entrances that only we can take down. We need to make this a well defended home until we unite in one final glorious strike. We will breach the walls that hold us, and take what is rightfully ours, the city."

You frown. Competition is the last thing you need right now, especially competition that has access to the prison sound system.

The voice dies away and silence descends upon the prison once more. Keeping your eye on that end of the corridor, you move to the first door you attempted to open, clear the lockdown and jack yourself in. Your vision is flooded by a plethora of moving symbols, snaking white-hot circuits and bundles of information pressing against your skull, just waiting to be let in and used. It is an unintended side effect of the implants, but it helps you visualize what you're doing.

[Electronics (Medium/40):128] Getting the door open is child's play, and you instantly regret wasting your strenght on the primitive lock. You peer into the darkness, [Perception (Medium/40):70] making out a human body huddled against the corner. He moves his head slightly at the sudden light.

You call out, but he doesn't answer. He falls to his hands and begins crawling towards you, his identity hidden by the darkness.

Spoiler: The Pioneer (click to show/hide)

Tombstone – Terenos
"In time, when I regain my full strength I will show you that walls such as that are no barrier to me and mine. For now, as far as you know, this building..Is there only one entrance?"

Try to get through the locked door, successful or not, take henchman through "main doors"

"In time, when I regain my full strength I will show you that walls such as that are no barrier to me and mine. For now, as far as you know, this building..Is there only one entrance?"

'Err... I dunno. I've never been inside before.' your henchman says, glancing around nervously.

You move over to the locked door. You're not too familiar with modern electronics, and this one looks very complex. You decide to give it a try anyhow.

[Electronics (Very Hard/80):39] It's pointless. You don't even know where to start, and end up activating a temporary lockdown of some kind. It does not matter – as you said, once you've regained your strenght you can simply tear the door off its hinges and see what secrets it holds.

You turn on your heels and beckon your minion to follow. There is nothing else for you to do in Fountain Hall at the moment, and it is about time you found out what lies beyond.

You step out of the building and onto the meagre sunlight of the yard. Dry gravel crackles under your feet and the stagnant air feels cold against your skin. Fountain Hall stands behind you, a structure of dark stone and wood spread wide and long, its roof draped down like an avalanche in motion.

To your right rises a similar building, high gothic arches and long windows giving it a grim appearance. A large statue of an angel, a sword in one hand, stands by the entrance, as if driving away any would-be visitors.

To your left, in the hillside above the Fountain Hall, stands the largest of the three halls, bulging with added wings and towers, sporting a prominent chapel on the roof like a warrior's helm. Even from this far away, you can feel the reek of magical energy emanating from it, calling you closer, drawing you in with a promise of power. You can feel a vast presence held within, a mind infinitely more powerful than you in your current state. Wide stairs have been dug into the hillside, leading straight to the entrance.

Beyond the three Halls, roads and paths spread out to every direction, some disappearing into the misty barrier, some heading for the other buildings in the horizon.

Straight forward, behind a darkened patch of woods, you can make out a ruin of some kind, broken brick and stone. A lone tower still stands, half-collapsed. [Perception (Medium/40):73] After a few moments, you realize you can make out wild electricity arcing across its top.

Half-hidden behind the ridgeline to your north-east, two gigantic, looming shapes can be made out. The first is without a doubt a castle, a sprawling structure home to a hundred different towers, narrow and wide, plain stone or extravagantly ornamented,  all rising high into the air and making the actual castle look much smaller than it is.

In the shadow of this castle sits, in sharp contrast, a large, modern prison, tripwire fences on intimidating prison walls, lone searchlights still stabbing into the air. This must be the Hold.

Scattered around the landscape, you can see ancient and modern watchtowers, long-abandoned hamlets and huts, overgrown woodlands and gardens, though the uneven, hilly landscape hides much from view. Two inmates are currently moving up a path through the hillside, leading towards the castle. You can just make out another group waiting for them up ahead.

Spoiler: Tombstone (click to show/hide)

Cole O. Straiter – The Fool
"Hello inmates of the Black Castle, this is the Conductor speaking. There is something wrong with this prison. We aren't free. No, far from it, we are trapped like rats within these walls. It's not enough to flush out and kill the guards, because there will always be more outside these walls. Instead we should sabotage their outside defenses, and set up traps at the entrances that only we can take down. We need to make this a well defended home until we unite in one final glorious strike. We will breach the walls that hold us, and take what is rightfully ours, the city."

Search the monitor room for a map, and search the break room for either a map, or radios. I'll head back down, grab the jacket, and head back the way I came if I don't find either.

Settling yourself into the guard's chair, you clear your throat and grab the mic.

"Hello inmates of the Black Castle, this is the Conductor speaking. There is something wrong with this prison. We aren't free. No, far from it, we are trapped like rats within these walls. It's not enough to flush out and kill the guards, because there will always be more outside these walls. Instead we should sabotage their outside defenses, and set up traps at the entrances that only we can take down. We need to make this a well defended home until we unite in one final glorious strike. We will breach the walls that hold us, and take what is rightfully ours, the city."

It seems to go well, for something you hadn't planned at all beforehand. If this doesn't cause a stir, nothing will.

[Perception (Easy/20):109] There's a map on the wall, showing the general layout of the Hold. It's not easy to move, and not exactly what you're looking for, so you check the drawers, and to your relief, find an information manual with the map printed out on the back.

You head out of the Monitoring Station and down the corridor to the break room. Opening the door, you see a few scattered tables, a fridge, a loud fan, a coffee maker – and three women in prison staff clothes. They're standing in a circle, talking nervously. The one facing the door spots you as you come in and her eyes go wide.

Spoiler: Cole O. Straiter (click to show/hide)

KB-1981 - MonkeyHead
Leaving the human pinned by the dead angel, disarm him - keep the gun and any ammo, it might prove useful. Find out from him about the current situation (where am I, what is the layout of the local area, what is the situation regarding other humans and so on...). He might need persuading, so a foot to the neck isnt out of the question. When I have found out all that I can from him that is useful, snap his neck. Then, examine the radio - hopefully it can be used to determine a frequency that KB-1981 can use to eavesdrop on communicatons, or even send some outward messages of his own to jam the communications of others. Once that is done, back to te shadows, looking for the most efficient route of escape.

The guard – rather out of shape, you notice – still struggles under the dead robot. You walk over, in no hurry, letting him see you coming. He freezes, reaching for his gun, but you kick him away and place your foot on his chest. Staring down into his miserable eyes, full of fear, you begin to question him.

'Where am I?' yields the answer of the Hold, or more specifically, its storage cellar. A few elaborations later you discover the Hold is a new prison-complex for the most dangerous of humanity's criminals part of the so-called Black Castle.

He tells you the cargo elevators lead to the surface to the main loading area. The doors lead to the staff cafeteria and its adjourning rooms, where his friends have holed up.

The most important question, of course, is 'what happened here?', and he gives a long, rambling explanation. Somehow, a few days back, the security system suddenly died on them and went out of control. Every single cell door was remotely opened and all security locks brought down – though they managed to revert the latter. Most of the prison staff and guards were evacuated, but they were stuck inside and now there's some kind of force field surrounding the area. They've been in contact with the guards left at the cryogenic sleeping tanks, where, he tells you, the supers were holed up, and they say the systems are failing and they'll all be out soon. This power/security system failure presumably led to the death of your restricting seal.

He pleads for his life, but you have no use for him. You remove your foot from his chest, rise it up to the air and reduce his windpipe to fine powder with a well-placed stomp.

[Perception (Medium/40):62] You can hear footsteps and shouting from the cafeteria corridor. It seems the 'friends' he mentioned are coming to his rescue.

Spoiler: KB-1981 (click to show/hide)
« Last Edit: January 22, 2012, 08:13:51 am by Digital Hellhound »
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!
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