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Author Topic: Supervillainry! - Started! Turn 14!  (Read 14667 times)

Taricus

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Re: Supervillainry! - Started! Turn 11!
« Reply #105 on: February 19, 2012, 03:44:58 pm »

The pioneer signalled for Barta to climb up the opposite side of the balcony as he was planning. If it went well, it would, turn out like Fall Rot. Of course, what both him and Barta needed was the guard's handguns, being able to strike from a distance would be invaluable.

Climb up onto the balcony with barta, trying to enact a pincer manuver on the guards. Eliminate the guards once up there, beng sure NOT to punch them off it.
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Yoink

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Re: Supervillainry! - Started! Turn 11!
« Reply #106 on: February 21, 2012, 09:44:00 am »

Accepting the strange figure's help, Cynneal rose unsteadily to her feet, still struggling to get her bearings after such a long time in stasis.
Barely comprehending what was going on, she nodded at the man's words and headed mutely over towards the opening in the wall, pausing as she reached it and glancing back towards her 'rescuer' and his foe...
"Oh, God, what's happening?..." She mumbled to herself, her head still spinning, "How long have I even been out?"
Cynneal shall head over to take cover by that gap in the wall, prepping the stimulant syringe for use. Should the weird fellow in the tophat seem to be losing his battle, she will run back over there to give him a little 'boost'.
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

Digital Hellhound

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Re: Supervillainry! - Started! Turn 11!
« Reply #107 on: February 27, 2012, 10:56:26 am »

Turn 12

The Pioneer – Taricus
The pioneer signalled for Barta to climb up the opposite side of the balcony as he was planning. If it went well, it would, turn out like Fall Rot. Of course, what both him and Barta needed was the guard's handguns, being able to strike from a distance would be invaluable.

Climb up onto the balcony with barta, trying to enact a pincer manuver on the guards. Eliminate the guards once up there, beng sure NOT to punch them off it.

You make your plan clear to Barta and motion him to travel down the lenght of the wall and climb up by the guards. You in turn will head up from this side.

[Acrobatics (Medium/40):30][Acrobatics (Medium/40):31][Stealth (Very Hard/80):44][Stealth (Very Hard/80):27]

Barta's not an expert climber, and attempting to carry Ayers' remains proves an unbelievable hindrance when attempting to get up quickly and silently. You get half-way up the wall before you hear a click from above and Barta lets out a shout. You hear him curse and crash onto the floor with a nasty-sounding thud.

[2] Glancing up briefly to see the guard poke a pistol through the railing to point at you, you let go of the wall and drop down, rolling quickly towards the recesses of the wall. A gunshot rings out and slams into the chamber floor. [4] Barta is not so lucky. The second guard's pistol hisses and he lets out a wail of pain, bending over, arm going reflexively to cover the wound.

You pull deeper into the cover of rubble and uneven wall sections, rethinking your approach.

[Perception (Medium/40):24] You don't hear the guards moving or talking, but can't really know that you didn't miss anything.

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

Spoiler: Security Guard 2 (click to show/hide)

---

Spoiler: The Pioneer (click to show/hide)

Tombstone – Terenos
Have you ever heard a man with a partially crushed larynx laugh? It is certainly an experience. The chilling sound rolled over the group. As Tombstone spoke, he pointed out the bullet wounds he so recently suffered. Tombstones voice was slow and steady, carrying the weight of inevitable fact.

"They shot me. Three times in the chest, as I awoke from the ice. They did not know who they were dealing with. Bloom's body now swings from a tree down this road. His companion joined me. And as I promised, I used my power to mend the wounds of the one who carries him. Such are the rewards to those who serve me.

I'm going to say this once. Refrain from insulting me. And stay out of my way."


Tombstone then eyed the group, and directed his next statement at them.
"Who among you knows anything about the wall around this prison? I know how to bypass it. Take your time deciding if escape is what you truly wish. Then either find me, or go to Fountain Hall and prepare it as my headquarters here."

Take another shot at recruiting them, then proceed into the castle.
Deal swiftly with anyone who dares to get in my way.


[Charisma (Medium/40):80] Sometimes, lesser men make the mistake of thinking themselves somehow equal with their masters. They speak rudely, with unfounded bluster, small minds raging with small emotions. It is an unfortunate state of affairs, and these great men, with the needed strenght of spirit, must put them in their place.

When you are finished with your speech, every single man on the beaten gravel path has gone pale with fear or is casting anxious looks at the ground and eachother. Even the little man serving as their leader swallows heavily, at a lack of words for a change. He attempts to clear his throat and starts to say something to the rest of his band, but you stare him down. Nobody else seems to have any objection to your passage.

Pleased, you march through the group which parts respectfully, not daring to even look straight at you. Your henchmen huddle after you, and though looking back is not worthy of a person of your stature, you're sure you can hear more than a few extra approaching footsteps behind them.

You head for the castle looming far ahead, a curious structure filled with towers of all kinds. It and the path leading towards it seems rather foreboding, but you press on regardless. You spot nothing out of the usual as you come nearer, and soon make out a large gatehouse in the wall, portcullis raised.

Spoiler: Tombstone (click to show/hide)

Cynneal Svennic – Yoink
Accepting the strange figure's help, Cynneal rose unsteadily to her feet, still struggling to get her bearings after such a long time in stasis.
Barely comprehending what was going on, she nodded at the man's words and headed mutely over towards the opening in the wall, pausing as she reached it and glancing back towards her 'rescuer' and his foe...
"Oh, God, what's happening?..." She mumbled to herself, her head still spinning, "How long have I even been out?"
Cynneal shall head over to take cover by that gap in the wall, prepping the stimulant syringe for use. Should the weird fellow in the tophat seem to be losing his battle, she will run back over there to give him a little 'boost'.

You hobble weakly to the maintenance entrance and pause, looking back at the swirling battle up the corridor. Your savior's words still ring in your head but you ignore them and watch.

His opponent, the tattooed brute, lets out a resounding battle cry and is back on his feet and rushing towards him. You search your fogged mind for names, but these two are not at all familiar to you. The world of global supervillainry is vast, and all you know they could just be locals.

Mr. Tophat-and-Suit lets him come, showing no signs of intending to block or move away. You can see a faint, arrogant smile playing on his features. He twirls the still-smoking staff around his palm.

Then, at the last moment, he spins it round and levels it at his opponent, now only a few inches from him. There's another wave of heat and another blast appears in the air – high above the tattooed man, who ducks and rolls before coming up with a kick aimed straight at your helper's knee. There's a nasty crack of bone and both of them go sprawling over. For a moment, you think the man in the tophat isn't going to defend himself, holding his arms wide while his foe closes his arms around his neck, but then there's a cheerful 'pop' – and both men are suddenly gone.

You clear your eyes, but to no avail. The path is empty, with no signs of the two men remaining. If you'd have to guess, you'd wager on some sort of instant transportation technology – or 'magic', as some uneducated persons call the yet-to-be-explained phenomenon of the occult.

You take a step back towards the maintenance tunnel entrance, weighing your options. With all the conflict going on in these chambers, it might be a good idea to split. But then, these people will be distracted and weak, providing ample opportunity if you know where to look – not that you're at your full strenght by any means, though.

Spoiler: Cynneal Svennic (click to show/hide)

KB-1981 - MonkeyHead
KB-1981 felt that cover was important - the presence of towers implied observers. Taking the wider path to the west would no doubt attract attention, and they would not be expecting one of such form as his to  come strding up. The wider path looked like it could carry a delivery truck though...

Investigate the gatehouse for some way of raising the portcullis, with the intent of getting the truck inside the walls...

You don't find anything inside the gatehouse tower, [Perception (Easy/20):86] but right by the portcullis is a small electronic console you identify after a brief scan as being connected with the ancient portcullis. It seems they've modernized the whole thing sometime in the past.

[Electronics (Hard/60):65] It opens after a brief battle, and the portcullis begins rising with a groan of metal and rattle of cables. For a moment you're worried it won't go the whole way up or stay there, but these fears prove unfounded. You waste a few moments making sure it's locked solidly in place and head back for the truck.

It's still there where you left it and still open to you. You climb in and fire up the engine, pushing the heavy thing straight towards the gates. Fortunately, the entrance is wide enough to allow the vehicle through.

[Stealth (Very Hard/80):60] There's no disguising the sound of the vehicle, the engine roaring embarassingly loud. You head for the smaller entrance, and-

[5] It takes your sensors a moment to register the impact of the shot which passes through the glass at high speed, making a clean hole, and jumps across to slam in just below what would be your neck and punch a hole in your armor. An organic would most likely lose control, but you keep your hands on the wheel calmly and strain the engine to its limit to accelerate forward, your mind already tracking where the shot came from.

[Perception (Medium/40):119] You calculate the angle, judging from the hole in the glass, and draw a line between your current position and the Castle, fixing into a gaggle of towers situated close together. A quick further refinement brings you to the tallest, a narrow, Gothic structure with long, arched windows. You save an approximate map and path into your memory.

You drive until you're safely behind the main castle structure and at its door. Only then do you step out and study the damage from the outside. It doesn't seem too severe, nothing that can't be fixed with some spare metal or scrap. However, the mere idea of a marksman with the means and will to fire at anyone in the Castle yard and beyond is somewhat worrying, and might need looking into.

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

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Re: Supervillainry! - Started! Turn 12!
« Reply #108 on: February 27, 2012, 02:22:51 pm »

Tombstone strode forward purposefully towards the raised portcullis. His spirits were somewhat raised by the acquisition of yet more servants. Now he would need to acquire but a handful more and then repurpose Fountain Hall. He supposed he would also have to teach his minions the basic rudiments of the Occult so that they could perform the necessary rituals to strengthen him.

When he reached the raised portcullis, Tombstone raised his arm to halt the henchmen behind him, then spoke.
"Who among you knows much about this castle festooned with towers? Who is imprisoned here, be they super or simply regular inmates such as yourselves? Knowledge is power, and we proceed cautiously forwards without it.

Tombstone motioned two of his henchmen ahead to check out the gatehouse and report back. "Run back here if you discover any problems. I do not spend the lives in service to me recklessly."

Tombstone gathers intelligence from his fresh henchmen, and sends a few ahead as scouts.
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MonkeyHead

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Re: Supervillainry! - Started! Turn 12!
« Reply #109 on: February 27, 2012, 03:22:17 pm »

KB-1981 internally reflected on the current situation, and came to the conclusion that at least the worrying presence of a sniper (who clearly was skilled, equipped with a weapon KB-1981 desired to have, and probably not expecting a combat droid judging by the shot designed to kill a human) was now protecting him - assuming they would shoot at anything coming up towards the castle. He was not happy to have minor damage though, and would look to enact a repair as soon as was convenient. He cursed in hindsight that he had not attempted some kind of fake panicky radio message that minght have fooled a nervy human, but whoever shot at him did not strike KB-1981 as the nervy type.

Some further inferences could be drawn from the incident on his approach to the castle though. He had been spotted by someone interested in protecting the castle, and had been assumed hostile by at least one observer who could very well be alone and isolated. The lack of a hostile reception thus far from an organized form of resistance was pleasing - perhaps there would be little in the way of organization within the castle, and possibly large areas of chaos. There really was only one way to find out.

Gain access to the castle via the nearby door. Scout around immediate interior area looking for some kind of workshop...
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Taricus

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Re: Supervillainry! - Started! Turn 12!
« Reply #110 on: February 29, 2012, 12:11:13 pm »

the pioneer patches up Barta the best he can, then gets the hell out of the hold.
« Last Edit: February 29, 2012, 01:24:12 pm by Taricus »
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Yoink

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Re: Supervillainry! - Started! Turn 12!
« Reply #111 on: March 01, 2012, 07:14:07 am »

Shaken, Cynneal blinked uncertainly, lowered the syringe and then crouched down in the doorway and did her best to keep out of sight as she tried to get her thoughts in order. Even in her head, her inner voice sounded kindof sluggish, like that of someone just woken from a deep sleep.
'Well, I don't know what's going on, I don't know how long I've been here, but I reckon it'd probably be a good idea to... Get some kindof weapon.'
She sat there for a bit, catching her breath and re-adjusting to being, well, alive. After a moment's hesitation she decided not to waste the prepared syringe, placing it to the vein in her wrist and biting her lower lip as she injected the stim. Feeling a bit more capable as the chemical hit her bloodstream, Cynneal decided it was best to keep moving. Hesitantly, she began to move further into the chamber, hugging the wall for cover and keeping her eyes wide open for danger, and any opportunities to gain some form of weapon... A pistol in hand would really cheer her up right now.
Feeling rather weak and vulnerable at the moment, Cynneal shall hide herself in the doorway and recuperate a bit, using the syringe of stimulant on her battered self. Then it's time to take a look and try to work out just what's going on around her, just what kindof beings are beating on each other and why, and, most importantly, keeping an eye out for any discarded weapons that might be scattered about from the ongoing conflict.
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

Digital Hellhound

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Re: Supervillainry! - Started! Turn 12!
« Reply #112 on: March 15, 2012, 12:07:21 pm »

Sorry for the long wait, I'll get an update up in the next few days.
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Digital Hellhound

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Re: Supervillainry! - Started! Turn 12!
« Reply #113 on: March 18, 2012, 08:06:42 am »

Turn 13

The Pioneer – Taricus
the pioneer patches up Barta the best he can, then gets the hell out of the hold.

[Stealth (Medium/40):15] You keep to the wall the best you can and begin edging towards Barta. Only a few steps in, however, you hear a shout from above and a guard bullet pings off the floor right next to you. You press yourself against the wall, making yourself as flat as you can. Thankfully, it seems that your position below the walkway leaves you out of their field of fire.

[2+1=3] Another shot rings out, but even with Barta prone on the floor the guard can't score a direct hit. It slams into your only henchman's thigh, causing him to wail even more. It's a bit pathetic, really.

Daring the gunfire and hoping your augmented bulk will withstand any hits from the guards' guns, you rush over to Barta and, [Perception (Medium/40):105] giving his wounds a quick look, hoist him over your other shoulder and head for the exit.

[2/1][3+1+1=5][1+1+1=3] Slowing down to pick up Barta unfortunately also serves to give the guards a solid target. You hear two gunshots and something hard smashes into your back. A flicker of pain erupts before your augments automatically dull it away and boost your systems with extra stimulants and adrenaline. You keep running despite the incredible weight of both Barta and Ayers on your back.

Reaching the doors, you throw yourself in and swing right to get out of the open doorway, and safely out, placing Barta on the ground...

...only to realize he's rapidly bleeding out from his wounds, including the second guard's shot while you were running.

[Scientific Knowledge (Hard/60):22] You never did bother to learn medicine, but you doubt even a trained doctor could save him now, in these conditions. You can't do anything but watch as Barta gurgles and mumbles feverishly for a few moments before passing away.

Oh well. This just means you'll have two new henchmen to rebuild.

[Perception (Medium/40):34] You abruptly remember you were hit too, and begin checking your wounds. The cowards on the second level hit you in the back, and while it doesn't feel that serious, you oughta attend to it sooner rather than later.

You are in a long fence-link box that leads out of the Hold. You can just make out a group of rapidly-disappearing figures at the far end. You could most likely bend and break the walls of the box and step into the exercise yard and through there back into the Hold, too.

Spoiler: The Pioneer (click to show/hide)

Tombstone – Terenos
Tombstone strode forward purposefully towards the raised portcullis. His spirits were somewhat raised by the acquisition of yet more servants. Now he would need to acquire but a handful more and then repurpose Fountain Hall. He supposed he would also have to teach his minions the basic rudiments of the Occult so that they could perform the necessary rituals to strengthen him.

When he reached the raised portcullis, Tombstone raised his arm to halt the henchmen behind him, then spoke.
"Who among you knows much about this castle festooned with towers? Who is imprisoned here, be they super or simply regular inmates such as yourselves? Knowledge is power, and we proceed cautiously forwards without it.

Tombstone motioned two of his henchmen ahead to check out the gatehouse and report back. "Run back here if you discover any problems. I do not spend the lives in service to me recklessly."

Tombstone gathers intelligence from his fresh henchmen, and sends a few ahead as scouts.

There's a silence after Tombstone's words, broken only by the patter of the scouts' feet on the gravel path. They set out towards the portcullis without question, seeming relieved to have someone in charge who knows what he wants.

'Err...' a nasal voice finally breaks the silence. 'I believe this is, indeed, the Castle of Towers – the ancestral stronghold of the Bloodworth family. Its foundations were laid in the early thirteenth century, if I recall correctly, but it only assumed its current form after several subsequent additions over the years. It was a tradition for every generation of the family to add another tower into the structure, as it were. See there, for example, the Tower of Augustus – a fascinating construction for sure, as you can see, mimicking the styles of the early Gothic era, but...'

The man – a bone-thin inmate with refined, bird-like features and small round spectacles – pauses, looking faintly embarassed.

'After the Crown ordered the arrest of the family and the forced possession of its lands and assets, the Tower fell into disuse until it was bought by the state four years ago, as I'm sure you know. I am not aware if the Castle has seen any use as a holding facility, but I would still advise caution. The family had a bit of an 'eccentric' reputation, I believe, though no doubt whatever lays inside has fallen into disrepair and ruin long ago, as all things in life do.'

He scratches his nose and scrubs his glasses with his sleeve for a moments before adding hurriedly; 'My lord.'

The other inmates make faint mocking comments and sounds to eachother, but the speaker doesn't seem to notice. He places the glasses back on his nose.

You wonder briefly what his crimes were to be placed in this place – he seems more like someone who's committed fraud, or some other low-level crime, but those don't get you into the Black Castle.

After a few minutes, the scouts return unharmed and tell you the way into the castle looks clear.

Spoiler: Tombstone (click to show/hide)

Cynneal Svennic – Yoink
Feeling rather weak and vulnerable at the moment, Cynneal shall hide herself in the doorway and recuperate a bit, using the syringe of stimulant on her battered self. Then it's time to take a look and try to work out just what's going on around her, just what kindof beings are beating on each other and why, and, most importantly, keeping an eye out for any discarded weapons that might be scattered about from the ongoing conflict.

[Stealth (Hard/60):94] With her veins surging with experimental chemicals and her mind sharper than every before, Cynneal begins to move through the lines of cryotanks, keeping to the shadows and staying low behind the machines, ears perked for any approaching sounds. Several times, she lays herself flat against the cool surface of a cryotank while a moving shape passes by. She follows sounds of conflict but doesn't stray too close, keeping her eyes open for any discarded or lost gear. More cryotanks are opening with every passing second, and the chamber is about to turn into a full-fledged battleground.

[Perception (Medium/40):79] Eventually, Cynneal comes to the site of what seems to have been a particularly brutal battle. Several cryotanks lay shattered open and crushed inwards, their inhabitants moaning in pain or mangled and dead. On the floor is a woman in a form-fitting leather catsuit, unconscious. Making sure the area is clear, Cynneal steps into the path and kneels to study her closer. She turns her head around, jogging for memory for any idea of who she is. The woman's distinctive looks – bald, except for an upwards burst of wild hair, striking, aquiline features and black eyes – would mark her as memorable with normal people, but amongst supers she could be just about anyone. Cynneal plays with half a dozen half-remembered candidates and eventually decides on one of the new wave of telekinetics. Further testing would be required to confirm this, though. It's a pity she doesn't have any insignia – shameful, really.

[Perception (Medium/40):65][Scientific Knowledge (Medium/40):70] You place a hand on her chest and with a start, realize you can feel a faint pulse. You run a quick examination and check her wounds – mostly internal, or rather, you suspect, mostly mental. You suspect the battle fought here was partly a battle of wills.

It occurs to you could easily revive her with a stimulant... or fill up your empty syringes from her before she fades away completely for further studying. Finding out what makes whatever powers she possesses work could be very useful.

While you don't see a gun anywhere around you, the inhabitants of the cryotanks are helpless, though sticking around here for too long isn't exactly safe. Some of them might even get out on their own or atleast fight back.

Spoiler: Cynneal Svennic (click to show/hide)

KB-1981 - MonkeyHead
Gain access to the castle via the nearby door. Scout around immediate interior area looking for some kind of workshop...

You look over the structure standing over you for a few moments. An outlying building juts out from the side of the intimidating castle, and you don't see any other doors, so you head in.

The door lacks a lock and opens well enough, ancient wood creaking. You step into a dusty, dark space that your systems hurry to adjust to. Once you can once again see perfectly, you perform a good long scan of the rooms.

From the ancient remnants of cots and simple beds on the floor, the plain, rotten furniture, the lack of anything more advanced than a long-dead fireplace and lanterns, you figure this room has not been used in a long, long while, and most likely belonged to servants or workers of some kind. From what you have gathered, the people who built this castle would not have accepted living conditions such as these. There are a few other rooms, containing a collapsed table and simple wooden cutlery, and in the other what seem to have been chamber pots. A further door leads into the main castle building. There's nothing you could use to repair yourself, unfortunately.

[Perception (Hard/60):93] Something bothers you about the room and after a second scan you realize what; there's a clear path in the dust, and even better, the wooden floor is bent inwards at several points on that path. Someone's been through here recently, perhaps even your elusive sniper.

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

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Re: Supervillainry! - Started! Turn 13!
« Reply #114 on: March 18, 2012, 10:29:20 am »

Tombstone made a mental note to keep and eye on that henchman. Just in case. He wasn't entirely sure if he wanted to kill the fellow out of paranoia, or raise him above the others because of his grasp of History. Tombstone reflected that even now decades after the fact, his old life still colored his experiences somewhat. He swiftly rose from his brief reverie to address his minions.
"Not all things fall into disrepair. Entropy does not always win.

As we proceed caution shall be our watchword. We shall advance together. But you have free reign to scout ahead. In pairs or not at all. Find anything interesting? Report to me. Find anyone lurking? Report to me. Get wounded? Report to me, or if you cannot, stay alive and I'll find you."
Tombstone then motioned one of his henchmen into the lead, and the company advanced into the Castle of Towers.

Tombstone and Company advance into the Castle of Towers. Moving swiftly and scouting.
Random henchman on point.
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MonkeyHead

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Re: Supervillainry! - Started! Turn 13!
« Reply #115 on: March 18, 2012, 11:28:20 am »

It was logical to assume whoever left the tracks was hostile and would most probably rather remain undetected. Whilst a sniper might be dangerous in an open area from range, KB-1981 knew he could quite easily get the better of one in a CQ brawl with suprise on his side. They might even know some useful information which could be extracted.

Follow the tracks carefully - primary goal is to ambush whoever left them.
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Yoink

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Re: Supervillainry! - Started! Turn 13!
« Reply #116 on: March 21, 2012, 10:14:57 pm »

Cynneal dropped to her knees amongst the wreckage of the cryotanks and, after swiftly checking the woman for a pulse, chewed her lower lip in thought for a moment.
'Well, I need friends pretty badly right now, and as hesitant as I am to trust a telepath, I don't have a lot of choice. Besides, I doubt she did this; maybe she was even trying to stop whoever did. A sense of morals? Perhaps, who knows. Here goes nothing.'
Quickly deciding the unconscious woman wasn't responsible for the horrific carnage surrounding her, Cynneal will prepare a fresh syringe (she won't re-use the old one, just because someone's labeled a 'villain' doesn't mean they just throw out the rules of hygeine! ...Well, unless she's injecting someone with poison anyhow.) with stimulants and jab it into her 'patient's' arm before waiting for some response. 'Hopefully she won't be too creeped out by my appearance... Then again, in superpowered circles I suppose such... freaks are commonplace.'
 She gives a slight sigh, staring at the back of one leafy-green hand for a moment with a frown, before glancing over her shoulder towards the less-damaged cryotanks, curious as to what they might contain.
Cynneal will inject the unconscious super with a dose of stimulants to try and revive her, whilst keeping an eye on those still in cryotanks to. She'll inspect them without moving too far from her prospective ally. While she doubts there will be much in the way of useful equipment in the tanks, there could be some good specimens for research or such.
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

Digital Hellhound

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Re: Supervillainry! - Started! Turn 13!
« Reply #117 on: March 25, 2012, 04:37:46 am »

Turn 14

Mental – Tiruin

You awaken to an unholy racket. The relentless pounding and hissing of the cryotanks failing hydraulics, the drip-drip-drip of melting ice, muffled gunfire and screams, as well as stranger sounds and sensations. A lesser man might perhaps suffer from 'sensory overload', but you take it in your stride. There's frost on your eyelids and skin, but melting quickly. Your mind is still groggy, but you realize this is not how you're supposed to be taken out of cryo. Something unexpected has happened.

Lights play on the dull metal surface before you, flickering and setting off bursts of sparks as the water hits them. Mechanisms in the door click and whirr as they attempt to in vain slide the panel separating you from your freedom down. You raise your unresponsive arms and push.

The panel comes off with a pop, crashing to the floor with a heavy clang. Faint blue light slips in and you step forward.

You fall to your knees, your legs giving out under you. Your heart beats like it was on fire. Black spots dance across your vision. You resist the impulse to throw up. You curse your body for its weakness, close your eyes, and rein it in.

Standing back up, you take good look around. The sounds continue all around you. You appear to be in the cryo-tank chamber, unsurprisingly enough. The line of tanks yours was part of appears to be mostly intact, but a dozen metres to your right is someone lying on his stomach on the floor, mouth moving faintly. Smoke arises from his mouth. Otherwise, the path is empty, though you're sure there are still others inside some of these tanks.

Spoiler: Mental (click to show/hide)

Tombstone – Terenos
Tombstone and Company advance into the Castle of Towers. Moving swiftly and scouting.
Random henchman on point.


"Not all things fall into disrepair. Entropy does not always win.”

'Yes, yes, of course,' the intellectual henchman mutters in reply, averting his gaze. He doesn't sound too convinced. Perhaps you'll make him understand later.

”As we proceed caution shall be our watchword. We shall advance together. But you have free reign to scout ahead. In pairs or not at all. Find anything interesting? Report to me. Find anyone lurking? Report to me. Get wounded? Report to me, or if you cannot, stay alive and I'll find you."

While not keen to leave the larger group, two of your henchmen break off and move to scout ahead, staying in sight of your group. They pass through the portcullis and onto the castle yard. You and the rest of the inmates follow them. You walk slowly and paying no heed to potential dangers, confident in your henchmen, and they seem to be calmed by your example.

[Perception (Medium/40):34] You don't see anything awfully interesting in the yard. There are some ruins and a pool, and behind them another gate to the castle, from the direction of the out-of-place ultramodern prison complex they call the Hold.

The entrance to the castle itself is a similar gatehouse structure, with arrow-slits and cannon emplacements pointed down the road. You ignore them and march in, gathering the scouts from the doors. The gates open at your touch, and you enter the Castle of Towers.

The space you've arrived in is a large, square room, with an odd black-and-white circle mural embedded in the floor, surrounded by dull grey pillars. After a few moments, you realize there's light coming in from above, the mural glowing in filtered sunlight. The pillars go up to the ceiling, where there's a hole to an upper level. You can just make out dusty furniture up there.

Through a doorway to the right, you can see a suit of rusted armor. A doorway to the left shows a hallway with portraits hanging on the wall. The doors behind the mural, to your front, are blackened iron and slightly ajar. [Perception (Easy/20):49] You can hear metal noises and laughter from the room beyond.

Spoiler: Tombstone (click to show/hide)

Cynneal Svennic – Yoink
Cynneal will inject the unconscious super with a dose of stimulants to try and revive her, whilst keeping an eye on those still in cryotanks to. She'll inspect them without moving too far from her prospective ally. While she doubts there will be much in the way of useful equipment in the tanks, there could be some good specimens for research or such.

Deciding you could use some help, you take out a fresh syringe bubbling with your experimental chemicals, and jab it in her vein, making sure no drop of it is wasted. You stand back up while keeping an eye on her once it's finished – is that a tinge of red returning already to her face? - and peer closer at the nearest cryo-tank.

[Perception (Easy/20):99] You see a flicker of movement just in time to jump back before an enormous muscled arm crashes through the lid of the cryo-tank with a shattering of glass and metal. A terrible roar emanates from inside, shaking the entire machine. It's followed by a resounding thud and a groaning of metal. You can see the lid denting and bending outwards. Dropping your hand to your syringe belt, you curse yourself for being so careless. As to prove you correct, another hand smashes through. You can only watch as they pull back inwards and begin pushing the lid, hard.

[Ability: Telekinetic Blast][4+1=5] There's a deafening whoosh of misplaced air and bending metal. Everything seems to slow down, and you follow a shockwave of telekinetic energy roll across the path and smash into the monster's cryo-tank, driving the disconnected lid back inwards and into the beast's upper torso. It roars in pain, thrashing around wildly.

And then steps out of the wrecked tank, removes the lid from its chest, and steps before you. You can see it's a enormous, muscular humanoid, with dead-grey skin and bull-like horns sticking out of its skull.

You glance back quickly. Your new, hopefully-permanent ally is sitting, leaning with her back on another cryo-tank, arm facing feebly outwards. She should be getting better by the second, though. Your stimulants, on the other hand, are wearing off.

Combatants
Spoiler: The Minotaur (click to show/hide)

Spoiler: Zlata (click to show/hide)

---

Spoiler: Cynneal Svennic (click to show/hide)

KB-1981 - MonkeyHead
Follow the tracks carefully - primary goal is to ambush whoever left them.

[Perception (Easy/20):55][Stealth (Easy/20):87] You begin following the tracks, silently and keeping your sensors scanning. They lead out of the servants' hall and into the main castle complex itself.

You follow them into a finely-decorated corridor, with a red carpet and portraits on walls. However, the first thing that catches your eye aren't the portraits, but the symbol above them. A crude white bird's skull – a vulture, you suppose – has been painted on the wall inside a black circle. There's no doubt that this is a territory mark.

Your guess is proven right a few moments later, when you hear shouting from your left and peer around the corner to a wider hall. Near the bottom of a stairway, three men stand in a semicircle, arguing with themselves. But even more worryingly, they are dressed identically – black cloaks and hoods fashioned out of whatever was available, with barely-recognizable vulture skulls painted on them. You can still see the orange inmates' jumpsuits behind them.

You pull back into the shadows of the corridor and consider your approach. The tracks die out a few steps into this non-dusty space, but you're sure you could still keep on them with a more thorough scan. There's another door in the hallway, if you're not too keen on getting the trio's attention, though there's no telling if it'll actually get you past them.


Spoiler: KB-1981 (click to show/hide)
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

MonkeyHead

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Re: Supervillainry! - Started! Turn 14!
« Reply #118 on: March 25, 2012, 05:26:29 am »

The presence of the uniformed men had an obvious explanation. Organized units of men would have a leader. This might place KB-1981 at a disadvantage, but could also offer an opportunity - foot soldiers tended to do as they were told, and they still werent activley looking for him. Attacking them could wait for now, at least until KB-1981 knew more about who and what he was up against.

Attempt to eavesdrop on thier argument using onboard senses or utilizing my radio, just incase anything interesting is being debated.
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Tiruin

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Re: Supervillainry! - Started! Turn 14!
« Reply #119 on: March 25, 2012, 08:02:00 am »

Note: There is always a Tl;dr version of my post. In bold, my action.

Mental looked about him after observing the man with a cocked eyebrow. It was just as he remembered it, deep in his sleep. The chamber that held him for so long, that kept him stable for more than he could remember, was now broken.

He winced as he steadied himself, the slight pain reminding him of his current state. A flood of emotions coursed through him. There was someone right in front of him, in the same state as he, and he looked like he needed help.

Of course, Mental thought. Help. He could easily break out of this place, if not for his current, belligerent and ignorant state.


Aid the man up then examine my surroundings for any useful apparatuses (weaponry or utilities would be preferred).

If possible, try to open the cryo tank(s) nearby through their manipulation.


Mental clenched his left fist and felt the similar feel of pine. Before making any move, he held up the item. A Chess Piece. Not only a Chess Piece, but a King.

Of Course. The weakest member of the sixteen man army, but the most important. It was not the power of the piece, but it's general label. Mental and the King had many similarities, both were labeled by the masses, both were currently weak and yet, there was still a chance to win with even one subjugated pawn at his side.

Winning, on the other hand, would be fun to achieve.
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