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Author Topic: Supervillainry! - Started! Turn 14!  (Read 14675 times)

The Fool

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Re: Supervillainry! - Started! Turn 6!
« Reply #75 on: January 22, 2012, 08:53:52 am »

Cole was surprised that someone found him so quickly, but he put the blame on the intercom almost immediately. There was no sense in hiding right now, since the fact that he's wearing a dress shirt instead of a jumpsuit isn't helping. If he didn't expose himself there was no way he'd get out of this room alive. "I suppose you heard the announcement then? Do you want to be free, or do you want to live here until they lock us up again?" After such an announcement, a hint should be all that's needed to say who he was.
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Steam ID: The Fool [B12]
A Flexible Mind (Suggestion Game)

MonkeyHead

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Re: Supervillainry! - Started! Turn 6!
« Reply #76 on: January 22, 2012, 09:54:00 am »

((apologies for the OOC: did my character hear the radio message?))

KB-1981 felt the machine equivalent of satisfaction at the new and useful information. The release of the human detritus and the "supers" added a minor complication to the situation. No doubt some would prove useful, and othes would no doubt see him as a threat. There was little logic in worrying about that at the moment though. ((KB-1981 found it amusing that whoever broadcast the radio message considered themselves somehow able to orchestrate this mess of a situation. A decision on if he would help or hinder such an effort could also be put off until the tide of battle was apparent.)). KB-1981 settled on a new primary short term goal - getting up the elevator shafts to the surface.

Quicky get to the elevator. If they work, ride one to the surface then liberally use force in making sure they are out of action. If they dont work, after trying to jack the systems, climb the cables to the surface. Send a reply to the radio message: A simple "Friend or Foe?" request for now should suffice.
« Last Edit: January 22, 2012, 11:27:02 am by MonkeyHead »
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Digital Hellhound

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Re: Supervillainry! - Started! Turn 6!
« Reply #77 on: January 22, 2012, 10:17:15 am »

Oh, yes, sorry, I forgot to include that. You did hear it, yeah.
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Taricus

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Re: Supervillainry! - Started! Turn 6!
« Reply #78 on: January 22, 2012, 11:47:58 am »

The pioneer would've closed the door, if not realizing two things (That A: He needed henchmen, and B: He's not a good meal for a living creature.) He headed to the elevator (With the crawler possibly in tow.), determined to eliminate this "Competitor".

Open the other two doors (That have not been examined, then head to the elevator.
« Last Edit: January 22, 2012, 12:09:51 pm by Taricus »
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Terenos

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Re: Supervillainry! - Started! Turn 6!
« Reply #79 on: January 22, 2012, 03:04:34 pm »

Tombstone spent many minutes surveying his surroundings, taking note of the grounds of this prison. Many of the locations he could travel to intrigued him. The ruined tower with arcing electricity in particular.

Until he caught sight of two inmates traveling up a hill, and he remembered.
--
"'Ehh. I don't think so. He's as good as dead. Put the poor bastard out of his misery."
--
He growled low beneath his breath, turned to his minion and said simply "Keep up."
They might not even be the same inmates who shot him, but gods help them if they were.

Tombstone breaks out in a sprint, towards the inmates traveling up the hill. Attempt to identify them when he gets closer. If unsuccessful, just run them down
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But despite what you've been told, I once had a soul. Left somewhere behind...

Digital Hellhound

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Re: Supervillainry! - Started! Turn 6!
« Reply #80 on: January 26, 2012, 10:34:18 am »

Turn 7

The Pioneer – Taricus
Open the other two doors (That have not been examined, then head to the elevator.

Seeing no threat in the crawling inmate, you head over to the next cell in row, settling to work that's quickly becoming mere routine.

[Electronics (Medium/40):79] Half-way through the process, you pause, hearing something. Metal clanging on metal, coming from the door you arrived through. You tense, moving away from the door – and then hit the ground as fast as you can as the dull boom of a heavy machinegun cracks into life on your right.

Rolling away on the ground, you cast a desperate look at the direction of the noise – but see nothing. The sound dies as quickly as it began, though wary, you take your time getting up.

There's a scraping sound, like chalk on a blackboard and booming laughter erupts throughout the room, impossibly deep and unnerving. It moves up the corridor before fading into the wall. You wait for a good half a minute, but nothing happens. Then, just as you're about to move, you hear a cheery ping from the elevator, and turn to see the doors close and the box begin moving upwards.

The crawling man from the first cell pulls himself into the corridor, blinking hard in the sudden light. He puts a hand against the wall for support and straightens wavering feet. He gestures at you and you come closer, cautious.

'WHAT'S GOING ON? I CAN'T HEAR ANYTHING!' he shouts, having trouble controlling the volume of his voice. 'WHAT THE HELL'S GOING ON HERE?'

Checking the room you just opened, you find it occupied by a broad-shouldered giant of a man, immensely muscled and staring straight at the open door with an expression of disdain. He stands still, and you decide to check the last door.

[Electronics (Medium/40):19] It doesn't open. The deaf prisoner approaches you again, anger flaring across his battered face. You can see dried blood in and below his ears.

Spoiler: The Pioneer (click to show/hide)

Tombstone – Terenos
He growled low beneath his breath, turned to his minion and said simply "Keep up."

Tombstone breaks out in a sprint, towards the inmates traveling up the hill. Attempt to identify them when he gets closer. If unsuccessful, just run them down

"Keep up."

Limbs energized by newfound rage, you rush after the inmates, feet thudding on the dry gravel. You move in great leaps, off the path and across the broken landscape like you had lived there your entire life. The world flies past in a blur, your only focus the two inmates closing in on the larger group.

[Acrobatics (Hard/60):61] You catch up with them just before a wooded hill separating them from the larger group. [Perception (Very Hard/80):66] You never saw the two men who shot you, clearly, and it's impossible to tell if these are the same people. Atleast one of them is holding a pistol.

[Stealth (Hard/60):14] Your approach didn't go unnoticed, though. The pistolier reaches for his gun. You are not standing far away from them, but it's possible he might be able to fire off a shot in the time it'd take you to close the distance.

You left your henchman far behind, though you can make out his stumbling shape heading up the road.

Spoiler: Tombstone (click to show/hide)

Cole O. Straiter – The Fool
Cole was surprised that someone found him so quickly, but he put the blame on the intercom almost immediately. There was no sense in hiding right now, since the fact that he's wearing a dress shirt instead of a jumpsuit isn't helping. If he didn't expose himself there was no way he'd get out of this room alive. "I suppose you heard the announcement then? Do you want to be free, or do you want to live here until they lock us up again?" After such an announcement, a hint should be all that's needed to say who he was.

"I suppose you heard the announcement then? Do you want to be free, or do you want to live here until they lock us up again?"

You think it's a fine phrase, and enough to turn the heads of any inmate – unfortunately, the prison staff, terrified and mentally exhausted and as far from an inmate as you can get, scream and run for the other door. Confused, you watch the three women disappear down the corridor, and hear a more authorative shout, barking orders from somewhere beyond. The owner of the voice begins running up the corridor, and you don't doubt that he's a guard.

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

KB-1981 - MonkeyHead
Quicky get to the elevator. If they work, ride one to the surface then liberally use force in making sure they are out of action. If they dont work, after trying to jack the systems, climb the cables to the surface. Send a reply to the radio message: A simple "Friend or Foe?" request for now should suffice.

You fiddle with the radio for a bit, but most of the channel's are dead. Ending up on what seems to be a general guard frequency, judging from the sparse traffic, you send out a clear ”Friend or Foe?”. It should reach whoever sent the message – as long as it had been sent from a security station fo some kind, as you assume.

Frenzied calls for identification and questions fill the frequency, but not the voice of the Conductor, so you tune it out and head for the elevators.

They seem to be working normally, and you thumb the surface button. The doors grind close and the cargo elevator begins rising upwards with a pained groan of metal. You can't see anything, but automatic scans fire up and begin tracking your progress up the elevator shaft.

When the doors open again, surface light floods into your viewports and subroutines scramble to adjust your vision. When it recovers, you take a look around.

You're standing on a plaftorm stuck the edge of the monolithic concrete structure of the Hold you just left. Asphalt covers the ground below, and several trucks lay abandoned in the space, some still open to the platform. Sunlight comes in weak through a distant force field.

To your north, beyond a chainlink fence and a larger concrete wall, you can see a medieval-looking castle of myriad towers seeming to race eachother to the skies. The Hold covers everything else from view.

Hand still grasping the edge of the platform, there is a dead guard sprawled down on the ground. You can see a neat little hole punched into the back of his helm by, presumably, a high-powered rifle or other ranged weapon.

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

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Re: Supervillainry! - Started! Turn 7!
« Reply #81 on: January 26, 2012, 11:19:22 am »

Cole thought quickly and made a break for the yard. Surely after the announcement the prisoners would be riled up against their captors. With any luck there will be plenty of people in the yard. He didn't want to risk being mistaken as a guard, so he began tearing at the buttons of his shirt to remove it quickly as he ran. Being shirtless would be better than being clubbed to death.
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Steam ID: The Fool [B12]
A Flexible Mind (Suggestion Game)

MonkeyHead

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Re: Supervillainry! - Started! Turn 7!
« Reply #82 on: January 26, 2012, 11:48:33 am »

Unmoved by what a human might call the "imposing" nature of the castle, KB-1981 was more interested in the nature of the forcefield - in particular how it was produced, what device was producing it, and most importantly, where whatever device was projecting it could be found. He would be trapped like a rat in here with the detritus of humanity until it was gone. The Castle probably held the answers. Almost absentminedly he called up a memory file to "remind" himself of how to drive a truck...

Invesitgate the dead human, then the rear of the trucks. Then, take a truck on a drive to the castle.
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Taricus

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Re: Supervillainry! - Started! Turn 7!
« Reply #83 on: January 26, 2012, 12:04:57 pm »

"I can fix the ears later, My good man." The pioneer said quite calmly to the screaming, formerly crawling man, before walking into the room with the giant in it.

"Your name, gentleman?" The pioneer examined the man in a bit more depth than last time, ignoring the the attention-starved super whilst he made that racket, though the possibility that they'd gotten into to the armoury was a bit unnerving

The Pioneer reassures the deaf man, then examines the hulk of a man in the one room, and attempts to communicate with him.
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Terenos

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Re: Supervillainry! - Started! Turn 7!
« Reply #84 on: January 26, 2012, 01:53:14 pm »

Tombstone stopped. He didn't recognize them, and did not really want to get shot again over a misunderstanding. Again. It hurt and was ever so annoying. He raised his voice slightly and stopped moving towards the duo.

"Lower your weapon, bullets cannot stop me. Did you two come from Fountain Hall? Two shot me as I awoke. And I seek to address this occurrence."

Tombstone attempts to placate the inmates and gather more information. If they turn violent, beatdown/disarm.
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Digital Hellhound

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Re: Supervillainry! - Started! Turn 7!
« Reply #85 on: January 31, 2012, 10:18:41 am »

Turn 8

The Pioneer – Taricus
"Your name, gentleman?"

The Pioneer reassures the deaf man, then examines the hulk of a man in the one room, and attempts to communicate with him.

The deaf thug stares at you for a moment in confusion, jabs a finger in his ear and seems to realize something. He begins emitting a strange low wail which quickly transforms into panicked screaming. He begins pacing back and forth the corridor, throwing rambling questions at you. Ignoring him, you move to the silent inmate.

”Your name, gentleman?” prompts him to look up and focus his gaze on you. It's not like anything you've seen before, and even you are unnerved by such a singleminded stare.

'Barta.' he says, in a thick Eastern European drawl. 'How are we free?'

There are no more strange sounds, thankfully, though you keep a careful eye and ear on the corridor.

Spoiler: The Pioneer (click to show/hide)

Tombstone – Terenos
"Lower your weapon, bullets cannot stop me. Did you two come from Fountain Hall? Two shot me as I awoke. And I seek to address this occurrence."

Tombstone attempts to placate the inmates and gather more information. If they turn violent, beatdown/disarm.

"Lower your weapon, bullets cannot stop me. Did you two come from Fountain Hall? Two shot me as I awoke. And I seek to address this occurrence."

The pair jump visibly when you approach. The smaller one puts a hand to his weapon, but the bigger man gestures him to stay put. He shifts his weight, assessing you with his eyes. [Charisma (Medium/40):73]

'We wouldn't know anything about that, sir.' he says. 'We only just found our way out here.'

His companion swallows heavily. [Perception (Medium/40):55] The bigger man's voice sounds suspiciously familiar. A rage begins to well up within you. How dare these men lie to your face? And more importantly, how dared they shoot you, of all people?

Your limping henchman arrives on the scene, panting and gasping with exertion. He drags himself to your side and casts a tired look at the other two inmates.

Spoiler: Tombstone (click to show/hide)

Cole O. Straiter – The Fool
Cole thought quickly and made a break for the yard. Surely after the announcement the prisoners would be riled up against their captors. With any luck there will be plenty of people in the yard. He didn't want to risk being mistaken as a guard, so he began tearing at the buttons of his shirt to remove it quickly as he ran. Being shirtless would be better than being clubbed to death.

You turn on your heels and rush back down the narrow corridor, pulling off your coat with one smooth movement. With it in hand, you enter Arrival Processing again and [Acrobatics (Easy/20):44][Stealth (Hard/60):32] land on the lower floor with a loud thunk and roll. Pushing yourself back to your feet, you find yourself face-to-face with the three inmates from earlier, including your very own Ciro.

'What the-' starts the largest of the trio, hand reaching for a bent metal bar. The other two take a step back, and only a slight nod of the head reveals your hidden man has recognized you. The other two don't seem to have recognized you yet, thanks to the torn-off shirt. You'll soon discover whether that's a bad thing or not.

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

KB-1981 - MonkeyHead
Invesitgate the dead human, then the rear of the trucks. Then, take a truck on a drive to the castle.

You kneel over the dead man, setting your systems on a full scan. [Perception (Hard/60):120] The first thing you pick up is the bullet hole – naturally. You mark down the angle and begin tracking the probable fire path. It points straight at the castle looming up ahead, or, more specifically, one of its many towers. It's been one hell of a shot. The weapon doesn't fit any rifles you have in memory, and is probably a custom-built job, hinting at a considerable level of professionalism.

The guard hasn't been dead for long – a day at most. The body hasn't been touched since.

A shot like that could cause severe damage to you on a direct hit. If you're in luck, the shooter is long gone.

Leaving the body alone, you walk over to the nearest truck and look into the back. It's full of crates which on closer inspection turn out to contain canned foodstuffs.

[Electronics (Hard/60):104] It's child's play for you to get the vehicle running. In a few minutes, you're up at the gates, [Electronics (Medium/40):130] which go flying open at your touch. You hop back into the truck and drive off.

As you move up the road towards the Castle, the Hold stops obscuring your view to the right and a verdant hilly landscape is revealed. You can see ruins and old buildings far to your west.

The modern road doesn't go all the way into the Castle. Instead, there's a dirt track that you turn to. It takes you all the way to the Castle walls without trouble.

Stepping out, you can see a gatehouse some distance away and a low building and fenced area, half-collapsed and covered in moss, presumably a stable of some kind.

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

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Re: Supervillainry! - Started! Turn 8!
« Reply #86 on: January 31, 2012, 11:05:38 am »

Cole quickly decided to rally the prisoners to fight the guards. "There are guards on the way. I'm running to the yard to get more help. We can take 'em if we can outnumber 'em. The prison will be ours if we can kick 'em to the curb." It was short, and he stuck to the message behind his last speech. He wasn't sure if the other two would help. He started to walk away to the yard, if no one stopped him he would break into a run.
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Steam ID: The Fool [B12]
A Flexible Mind (Suggestion Game)

MonkeyHead

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Re: Supervillainry! - Started! Turn 8!
« Reply #87 on: January 31, 2012, 11:28:14 am »

High powered weaponary at the castle logically implied the presence of important things or important people - not that there was much distinguisment between people and things in KB-1981's mind. The gatehouse was the weak point in the wall, yet also a strongpoint. Before deciding to use it as an access point, KB-1981 needed to know more about how it operated and who was using it - maybe going over the wall would be better than some messy engagement at the gate. Maybe the truck could be useful in a number of ways yet...

Slowly, aiming to remian unseen by any observers that might be curious about the arrival of a truck, make my way to the stable. Investigate it, and keep a very close eye on any activity in the gatehouse. Do not aproach it as of yet, but make as detailed an observation as is possible from a safe distance.
« Last Edit: January 31, 2012, 05:11:13 pm by MonkeyHead »
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Terenos

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Re: Supervillainry! - Started! Turn 8!
« Reply #88 on: January 31, 2012, 05:04:25 pm »

Tombstone slowly shook his head, keeping his shrouded gaze on the two inmates.
"I smell your fear. Your voices are familiar to me. I am Tombstone and those who do me wrong feel the chill grip of the grave. Admit your wrongdoing and serve me as penance. Or your lives can end here.
He then stood stocks till, marshaling his arcane talents in preparation for the battle ahead. They'd shot him once, Tombstone was certain they would try again.

Ultimatum! If they accept, ask them about the group up ahead. If they refuse, the bigger inmate gets an Arcane blade, then try again to convert his companion.
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Taricus

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Re: Supervillainry! - Started! Turn 8!
« Reply #89 on: January 31, 2012, 09:55:07 pm »

"Vell, ze door to ze cell is open. I'd say that's a good start on that path. I'd say ve'd best get a move on Barta. Whatever vas was making those noises may come back, and frankly, they're damned annoying."

The pioner heads back out of Barta's cell, towards the elevator, in hopes of accessing it.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll
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