So, considering I got one person to respond and nobody to complain about this being horribly broken, I guess it's nearly perfect to post guyz. Though to be honest, the Roller's Block thread is pretty bad lately in that respect--all ideas, no reviews.
Anyway, yes, a minimalist excuse me, minimalish RTD from me, Tarran, master of making too many complex things. This is bound to be either amazing or awful.
Still interested? Actually, I don't care. I'm fine either way--you don't join, I don't have to work. You do join, and I can inflict misery and woe on you. But quite honestly I'm pretty sure you came here because you wanted to play, not because you wanted to go "lol u suck lolol" right?
So read the introduction and stop wasting your time reading this.
Ah, Vanaard Corp. Great pay, interesting jobs for (almost) everyone, and bleeding-edge science. When they offered you a job, you had no second thoughts about joining. Finally, your extensive knowledge of DNA, biology, and other such stuff had earned you a job that will most certainly give you a lifetime of luxury, and would be a fun job: You had been hired as a Bio-scientist! A job to experiment with DNA, unique organisms, and generally everything holy to god. It's something nobody else was and still is offering. And best of all, it was TOP SECRET! You always wanted to work on something top secret!
Yeah, it was great. Really great. Great for 3 months. Then... uh, it went pear-shaped. See, when you deal with top secret things, they're generally not things that are safe. Most of what you messed with was okay: From viruses, to genetically modifying various creatures (even, sometimes, humans), but... two days ago, a meteorite hit Earth in a secluded location, and apparently Vanaard Corp found something interesting there. Something living. So, they shipped it to your section, without even telling you much besides to treat the meteorite as a contaminated object, and telling you to breed whatever you found on it. And that's what you and your other Bio-scientists did. Oh boy, was it exciting--breeding alien life. Surely nothing could go wrong?
Well, uhh... see, when you were breeding the alien life--which you now know are microbes--they began multiplying explosively. They created literal goo of microbes, which you had to put in barrels as your employers didn't exactly specify how much to breed. Not wanting to disappoint, you all decided that breeding as fast as possible was the right choice. So, as I said, you and your fellow employees bred the alien microbes, and put them in barrels. Well, eventually you all needed some help, as there were so many barrels. It was perhaps not a surprise that eventually a spill happened. A barrel was knocked over. Which then lead to more knocking over, and more and... eventually, you and your fellow employees were laying down in pools of the stuff. Despite your protective suits, the barrels had knocked you around a bunch and surely ripped or bashed a few holes into the suits. Oh, and two security guards and one janitor also got splashed with the stuff. It was nearly immediate when the quarantine alarm went off. You and your fellow Bio-scientists were carried off into quarantine rooms, but before you could get put into one...
You hear a scream. A scientist runs by. Then another. Then a security guard firing his pistol wildly. Then the janitor--oh god what the hell, why does he have claws and wings and holy crap the infected security guards look like something out of a sci-fi movie. The guards taking you to quarantine, obviously freaked out about this, push you all away and shoot wildly at you all before they run down a corridor. Fortunately, if nothing else is good about this day, they happen to miss every shot.
Oh this is turning out to be a great day. You all feel your skin tingling, your guts twisting, the entire facility is now in quarantine while there's horrific nightmare infected about, and in all likelihood in the next hour the United American-Canadian-Mexican State (UACMS) military will be locking down the building with everything from machineguns to tanks to bombers... What now? And can it possibly get any worse?
The year is 2061, and it probably will get worse.
The game will run on a 1d20 for the majority of situations. Things higher to 20 will be increasingly more successful, while towards 1 things will go apple-shaped. It will be very arbitrary on how specifically things go.
Depending on your action, the result will arbitrarily (but semi-sensibly) determined based both on the roll and the action. Jumping a short distance, for example, will generally always go good(enough) unless you hit somewhere extremely close or at a 1, while attempting to punch through a concrete wall WITHOUT superhuman strength will generally cause you damage unless you get somewhere near a 20, in which case you might avoid damage, but in no case will you actually be able to punch through the wall. Also by that extension, if you do something that can kill you and you roll badly, you probably will in fact die.
In general, this RTD will be highly arbitrary. If you cannot take what I write at face value, you might want to reconsider your attitude towards this RTD. It's a game, and one that's not necessarily meant to be won or heavily invested in. We're here to have fun. Stay detached from your characters enough that failure doesn't cause you nerdrage, please.
Roleplaying is completely unenforced. It's up to the players to decide whether there is roleplaying, based on how they treat their actions. Gasp, you get to decide things! Exciting.
Please, consider how often you'll be able to post before you join. If you can't post at least once every few days, you joining will probably slow down the RTD. I probably will kick you if you're particularly bad.
While this RTD may seem somewhat nonsense, and my comments rather not-serious, and the RTD being minimalish, I expect at least some sensibility--ALL CAPS will probably get you stabbed by the GM, actions way way out of scope and out of character (I.e, "Blow up the world with my mind") will almost certainly be ignored, and repeated attempts despite my protests and warnings will get you kicked. Repeated actions that blatantly do nothing but waste time (like stacking boxes in a boxfort for no reason) will probably get you kicked or attacked or something else to encourage you do actually do something worthy of merit. Actions that do nothing but cause grief for other players without mutual consent will also get you in trouble. Generally, treat this RTD and the other players with at least some respect. Surely I'm not asking the world of you, am I? Come on, it should be easy enough to not be completely absurd.
I reserve the right to update even when people haven't posted their actions if the situation isn't overly dire and I'm tired of waiting for them. To speed up the RTD for everyone.
I am reserving the right to end the RTD any time when I actively dislike running it. That's not saying I predict to end it very shortly after I start it, I'm just saying that I'm not going to put any sense of dedication towards it like I have with my previous RTD where I ran them to the death of my interest. I also reserve the right to update when I feel like it--the RTD will be updated at will, not on a schedule. Consider that before you bump. Also consider that I, myself, will take actions to remind players to post actions if they're taking too long if I feel like updating. Truefax.
And you're done reading this spoiler. Have a virtual cookie if you aren't a loser that got turned away by this.
I'll make this simple for you, Bob and Jane:
Name: The name for your character, please avoid using numbers. If for whatever reason you want to have a family name too, put your personal name and your family name in separate [brackets].
Gender: Male or female. This is only taking into consideration their physical body, not their mental stance. A man who decides that she's a female, while still having a male body, is a male for this consideration.
Strengths: A vague sense of your character's strengths (skills or attributes) outside of being average. Can be anything you want. It is mostly fluff, but it might just influence me to tip favor for you in cases where a roll can be interpreted multiple ways if I feel nice. The chance decreases the more specialties you have.
Weaknesses: A vague sense of your character's weaknesses (skills or attributes) outside of being average. Once again, can be anything you want. It is mostly fluff, but if you want to make your character more prone to failing some things for the entertainment of the masses whenever a roll can be interpreted multiple ways and I feel like making you fail, go ahead.
Impending Doom: What your character considers to be what will kill him/her, if you want to list it. Doesn't directly affect the game, but it may influence what I write and, potentially, even how I kill you. If I do, of course, heh.
Description: If you want to say something important about your character and waste our time, like your character's clothes or hair or whatever, go ahead and put something here.
And... that's it? From a GM like me? Heresy.
Possibly the most complex part of this game, though it's more a list of stuff you can get rather than a set of rules.
You will be infected the moment the game is started with at least one of these. You will also initially be mutated one time at the game start. The strain type you are infected with will be random. Yes, that does in fact mean you cannot decide yourself, and don't even try. Anyway, you cannot be infected with more than one. In order to ensure that there's somewhat even spread, once one is picked, it will be removed from the types that can be picked until there are only 5 possible strain types, then the random-list will be restored. Each one has benefits, and obviously some flaws. The microbes have to look after themselves you know (though how they look after themselves is up to the microbes themselves). Good news though: Unlike everyone else in the facility, due to GM Influence, none of these will cause you to go insane. You at least have something special.
Strain A: The Random.
Purely random. It randomly mutates you. Randomly. The limit is my imagination, so the more interesting things you can make me think of before you get mutated the more random your mutation choices. Mutates every 20 turns (slow). Spreads by blood of the infected (moderate). Injures the infected when it mutates (moderate). Regenerates infected (moderate).
Strain B: The Alienifyer.
Attempts to mutate you into some sensible, yet unique alien-like entity. Once done, it refines your alienness by changing increasingly minor things. The limit is, once again, my imagination. With restraint. Mutates every 15 turns (slightly slow). Spreads by blood of the infected (moderate). Does not injure the infected when it mutates (great). Does not regenerate infected (horrible).
Strain C: Mysterious Identity.
Attempts to make you look human on the surface, but it will change your appearance randomly. Across genders. Underneath the surface also can change. Mutates every 10 turns (moderate). Spreads by blood of the infected (moderate). Does not injure the infected when it mutates (great). Does not regenerate infected (horrible).
Strain D: Eldrich Horror.
Changes you into varying types of dangerous tentacle monsters. Mutates every 15 turns (slightly slow). Spreads by goo of infected (infectious). Greatly injures the infected when it mutates (bad). Highly regenerates infected (good).
Strain E: The Infector.
Mutates you to make you as infectious as possible, which is very painful. However, this strain has a massive regenerative ability. Mutates every 15 turns (slightly slow). Spreads by various means (varies). Greatly injures the infected when it mutates (bad). Regenerates infected extremely quickly (great).
Strain F: The Mass.
Mutates you basically randomly, but you absorb the material of any dead creature you touch. In doing so, once you eventually hit a critical mass, you split in half, leaving a mass of infected body behind (which hurts A LOT). Mutates every 10 turns (moderate). Spreads by touch (very infectious). Slightly injures the infected when it mutates (good). Highly regenerates infected (good).
Strain G: The Goo.
Mutates away you until you are but an increasingly simplified mass of (highly controllable, human intelligence) goo. Once that's finished, your body will reform and the process will restart. Mutates every 8 turns (slightly fast). Spreads by touch (very infectious). Does not injure the infected when it mutates (great). Highly regenerates infected (good).
Strain H: The Mutant.
Mutates you to have superpowers or superweaknesses yet attempts to keep you looking vaguely human. Can moderately defy reality in mutations. Mutates every 10 turns (moderate). Spreads by blood-blood contact with the infected (barely infectious). Injures the infected when it mutates (moderate). Does not regenerate infected (horrible).
Strain I: The Monster.
Mutates you into some sort of alien monster very quickly, before mutating you into another, and another... Mutates every 5 turns (fast). Spreads by blood-blood contact with the infected (barely infectious). Does not injure the infected when it mutates (great). Does not regenerate infected (horrible).
Strain J: The Critic Strain.
Mutates you depending on how you preform on actions--you do very well at something, it impairs you, you do very poorly at something, it helps you. It will use any time of mutation to achieve its goals to criticize you for no reason. Mutates every 5 turns (fast). Spreads by blood of the infected (moderate). Does not injure the infected when it mutates (great). Does not regenerate infected (horrible).
Strain K: The Holy/Unholy.
Mutates you in an angelic/demonic theme. Alternates every mutation, unless you preform a good or evil action. If I ran out of ideas for one side, I will do the other. Mutates every 10 turns (moderate). Spreads by touch (very infectious). Does not injure the infected when it mutates (great). Slightly regenerates infected (bad).
Strain L: I-Am-Robot.
Slowly mutates you into a robot. Not a super exciting futuristic one, but a silly looking low-tech one that just is just barely good enough to do most things. Once done, it will mutate you into another different one. Mutates every 15 turns (slightly slow). Spreads by blood/cooling fluid of the infected (moderate). Greatly injures the infected when it mutates (bad). Regenerates infected (moderate).
Strain M: The "helper".
Attempts to "help" you do things when you have done them (successfully) in the past. Of course, being a bunch of microbes, they aren't all that good at that, and they will tend to make mistakes when helping. Mutates every 10 turns (average). Spreads by blood-blood contact with the infected (barely infectious). Greatly injures the infected when it mutates (bad). Highly regenerates infected (good).
Strain N: The copycat.
Gives you the last mutation another player near you had, if you have any potential prerequisite mutations (if you don't, the next other possible one will be picked). If multiple mutations happened on the same turn, a dice is rolled for the mutation. Mutates every 20 turns (slow). Spreads by blood of the infected (moderate). Does not injure the infected when it mutates (great). Slightly regenerates infected (bad).
Strain O: The survivalist.
Remains largely passive until infected is endangered, where it will start mutating wildly depending on how hurt the infected is (near death, expect half a dozen mutations a turn or so). Otherwise, mutates fairly randomly, though it avoids mutations that actively hurt you. Mutates every 30 turns (very slow). Does not infect when coming from a host (not infectious). Does not injure the infected when it mutates (great). Highly regenerates infected (good).
Strain P: The Insectoid.
Does not mutate you bit by bit like most--instead, when you mutate, you fully mutate into some sort of insect man (e.g, an antman, a mothman, and so on). You will get hints as to your next form 5 turns before it happens. When you mutate, you must take that turn to go into a cocoon or you will slowly suffer damage every turn until you do so. Mutates every 30 turns (very slow). Spreads by blood-blood contact with the infected (barely infectious). Does not injure the infected when it mutates (great). Does not regenerate infected (horrible).
Strain Q: Suggestive Strain.
This strain mutates you based on your requests and desires. For example, if you request or desire wings, it will give you wings of some sort. However, if you request nothing, it will get upset and mutate something bad for you, this strain's mutations hurt very badly, and it's fairly slow. Mutates every 20 turns (slow). Spreads by contact with the infected if the infected wants to spread it (varies). Massively injures the infected when it mutates (horrible). Slightly regenerates infected (bad).
Strain R: The Experimentalist.
This strain mutates you semi-randomly and semi-specifically, in indeterminable rates. It (really, I) will mutate you in order to see how various mutations will affect how you function, until it makes you frequently interact with the world in some unusual way that only it knows. Though it is never truly out to get you, it will not mind giving you bad mutations. Thankfully, though, it is careful when mutating you. Mutates you when it desires (unknown). Spreads by blood-blood contact with the infected (barely infectious). Does not injure the infected when it mutates (great). Highly regenerates infected (good).
Strain S: The Gardeners.
This strain mutates you into various types of living, moving, plant creatures based on Terran plants. From trees, to bushes, to roses, expect to photosynthesize with this mutation. Oh, and, despite how nice this seems, it hurts a lot when it mutates. Mutates every 15 turns (slightly slow). Spreads by blood/sap of the infected (moderate). Massively injures the infected when it mutates (horrible). Regenerates infected (moderate).
Strain T: Xeno Gardeners.
This strain mutates you into various types of living, moving, plant creatures based on non-Terran plants. From the almost-familiar, to the weird and very awkward. Expect to photosynthesize weirdly with this mutation. It, like Strain S, also hurts a lot when it mutates. Mutates every 20 turns (slow). Spreads by blood/sap of the infected (moderate). Massively injures the infected when it mutates (horrible). Regenerates infected (moderate).
Strain U: The Crystalizer.
This strain mutates you into (give or take) humanoid forms of various types of crystals, gems, stones, minerals, and so on. Ever wanted to be made out of emeralds? No? Too bad. Mutates every 15 turns (slightly slow). Does not infect when coming from a host (not infectious). Injures the infected when it mutates (moderate). Slightly regenerates infected (bad).
Strain V: The Storyteller.
Mutates you into some sort of non-alien fantasy creature, before mutating you into another, and another... Expect to mutate into anything from an Elf to a Chimera. Mutates every 10 turns (average). Spreads by blood-blood contact with the infected (barely infectious). Does not injure the infected when it mutates (great). Does not regenerate infected (horrible).
Strain W: The Parasite.
A violent, nasty parasite that mutates you as much as it ruptures from your body and does god knows what. Expect tons of pain, tons of violent disfiguring mutations, and suffering. In return? Well, it varies depending on interests of the parasite. This is by far worse than strain E. Mutates every 10 turns (moderate). Spreads by various means (varies). Massively injures the infected when it mutates (horrible). Regenerates infected extremely quickly (great).
Strain X: The Wereizer.
Mutates you all at once into various were-creatures. One after the other. Non-stop. And you cannot transform back into a human while infected. Have fun! Mutates every 20 turns (slow). Spreads by blood-blood contact with the infected (barely infectious). Does not injure the infected when it mutates (great). Regenerates infected (moderate).
There may potentially be more added if I SOMEHOW think of something exciting. If so, I will add it to the random numbers list.
I will accept up to 8 players initially, but if I decide I can actually handle the RTD with more or I decide I want to work until I die I will probably raise the roof on that.
Player list:
8/8
1: Samarkand (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
2: blazing glory (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
3: BlitzDungeoneer (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
4: TamerVirus (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
5: Harry Baldman (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
6: Wade Wilson (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
7: Sarrak (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
8: Lenglon (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
It's full, folks!
Waiting list:
The Froggy Ninja (http://www.bay12forums.com/smf/index.php?topic=138739.msg5490563#msg5490563)
Salsacookies (http://www.bay12forums.com/smf/index.php?topic=138739.msg5495130#msg5495130)
Hawk132 (http://www.bay12forums.com/smf/index.php?topic=138739.msg5507347#msg5507347)
Ooh, interesting. Reserving spot, will make sheet lated today.
EDIT: Name: Doktorr von Dwarf
Gender: Male
Strengths: smaller than other people, kinda insane.
Weaknesses: Smaller than other people, kinda insane, LOVES experimenting with dangerous things, GREEDY.
Impending Doom: He'll create the perfect monster, try to escape when it inevitably attempts to eat him, only to get eaten anyway.
Description: A hairy midget.
Reserving spot,will post sheet after I finish reading this.
Or I might leave if I decide it's too complex,whatever.
EDIT Done reading,really interesting.
Name:Starn Gundar (Name I go with in ANY really,RtD or not.)
Gender:Male.
Strengths:was a mechanic before he took the job,aside from that he's mostly average/boring. (this is not a attempt to get bonuses from just having one strength,I couldn't think of anything.)
Weaknesses:Rather anti-social.
Impending Doom:His hatred of other people will probably be the death of him.
Description:A man who appears to be in his late 30s,brown hair,green eyes,not exactly a interesting fellow,maybe that's why he doesn't like people?
Can't wait to play Russian roulette with the mutations.
Name: [Elsa Marie] [Quincy]
Gender: Female
Strengths: fantastic at filling out paperwork (to the point where she hardly even needs to think about it while she does it), takes very good care of her already somewhat fetching looks.
Weaknesses: poor impulse control, easily distracted.
Impending Doom: catching something horrible from her work and having her body slowly fill with horrible, yet imperceptible pathogens that will one day just up and kill her out of the blue. It may have already begun, Ms. Quincy considers each morning while examining herself in the mirror after a shower.
Description: tall, skinny, with short black hair and a pretty face, and also subtly bowlegged. Theoretically an ethologist rather a microbiologist, but couldn't say no to a job like this.
Reserved. Whatever. Done.
Name: Alexander von Viggt
Gender: Male
Strengths: Bioengeneering, sharp intellect, playing checkers.
Weaknesses: Biology, sanity, sub-par dexterity.
Impending Doom: Improbable slipping on a banana peel.
Description: Lanky brown-haired man, who is slightly too sane to be considered normal. True genius when it comes to playing checkers, but when it comes to biology? Not so much. Still, he somewhat compensates with mad bioengineering skills (however controversial that may sound).
Reserved.
Kind of a weak reserve considering all the slots are already filled!
OK, let's see, for starting characters we have for the starting group...
1 scientist that is pretty adept in everything except microbes
1 insane person
1 mechanic
1 extremely smart person
1 programmer
1 sports enthusiast
1 middle-aged person
Why does it feel like almost everyone's not actually suited for the job of microbe experimentation?
Anyway, first turn sometime later when I feel like it (no actions for the first). For now, a storage for the various character sheets to prevent tampering, not that I don't trust you all. I just thought I should protect them from tampering. Yes.
Name: Felicia Hasting
Gender: Female
Strengths: Bioinformatics and Genomics are her specialties
Weaknesses: Microbiology. She just doesn't get bacteria and whatnot. She's much more comfortable with giant databases of information
Impending Doom: The microbes being studied. Even though she doesn't understand them, she's convinced the microbiologists are doing something wrong.
Description: A dedicated bioinformatician. Began her career as a pharmacogenomist before getting involved in Vanaard Corp.
Name: Doktorr von Dwarf
Gender: Male
Strengths: smaller than other people, kinda insane.
Weaknesses: Smaller than other people, kinda insane, LOVES experimenting with dangerous things, GREEDY.
Impending Doom: He'll create the perfect monster, try to escape when it inevitably attempts to eat him, only to get eaten anyway.
Description: A hairy midget.
Name:Starn Gundar (Name I go with in ANY really,RtD or not.)
Gender:Male.
Strengths:was a mechanic before he took the job,aside from that he's mostly average/boring. (this is not a attempt to get bonuses from just having one strength,I couldn't think of anything.)
Weaknesses:Rather anti-social.
Impending Doom:His hatred of other people will probably be the death of him.
Description:A man who appears to be in his late 30s,brown hair,green eyes,not exactly a interesting fellow,maybe that's why he doesn't like people?
Name: Zack Abrams
Gender: Male
Strengths: Absurdly Intelligent
Weaknesses: Anti-social, and as described by people who met him, 'creepy bastard'.
Impending Doom: Will probably mess with things he shouldn't have.
Description: Albino, wears a white suit and has white boots.
Name: Jimbo
Gender: male
Strengths: incredible knowledge of computers, programming and such
Weakness: kinda of a wimp, rather weak
Impending Doom: his wimpiness will get the better of him in a vital situation
Description: slightly overweight nerd guy, wears glasses, hasn't shaved in a while
Name: [Ashley] [Courtac]
Gender: Female
Strengths: Sporty, strong.
Weaknesses: No indoor voice, outside of biology and sports, she rather dumb.
Impending Doom: Evil twin.
Description: Tanned tennis player with blond hair in pig tails. She was just leaving when this happen so that why she in tennis gear then lab gear.
Name: Malcolm
Gender: Male
Strengths: Keeps calm in most any situation, except
Weaknesses: Gets annoyed quickly by people being irrational
Impending doom: That some idiot is going to do something really stupid and get him killed.
Description: Middle aged man, healthy, short white hair. Doesn't smile much.
Name: [Elsa Marie] [Quincy]
Gender: Female
Strengths: fantastic at filling out paperwork (to the point where she hardly even needs to think about it while she does it), takes very good care of her already somewhat fetching looks.
Weaknesses: poor impulse control, easily distracted.
Impending Doom: catching something horrible from her work and having her body slowly fill with horrible, yet imperceptible pathogens that will one day just up and kill her out of the blue. It may have already begun, Ms. Quincy considers each morning while examining herself in the mirror after a shower.
Description: tall, skinny, with short black hair and a pretty face, and also subtly bowlegged. Theoretically an ethologist rather a microbiologist, but couldn't say no to a job like this.
EDIT 1: Added 2014-06-17
Name: Nick Jameson
Gender: Male
Strengths: Very creative, improvises a lot
Weaknesses: often has terrible ideas and acts on them
Impending Doom: Tyranids. It's totally gonna happen
Description:Youngish, average height, skinny, black hair and eyes, wears jeans and a black hoodie w/ a skull. Is a janitor
EDIT 2: Added 2014-07-04
Name: Alexander von Viggt
Gender: Male
Strengths: Bioengeneering, sharp intellect, playing checkers.
Weaknesses: Biology, sanity, sub-par dexterity.
Impending Doom: Improbable slipping on a banana peel.
Description: Lanky brown-haired man, who is slightly too sane to be considered normal. True genius when it comes to playing checkers, but when it comes to biology? Not so much. Still, he somewhat compensates with mad bioengineering skills (however controversial that may sound).
EDIT 3: Added 2014-08-01
Name: Erin
Gender: Female
Strengths: Decisive, Alert to her surroundings.
Weaknesses: Impulsive, Judgemental, has a temper, needs glasses.
Impending Doom: Death penalty after a wrongfull conviction for murder.
Description: Short, wears silver-colored thin-frame glasses. long, black hair. bright white shirt, black skirt, running shoes. blue eyes. tends to stare. Young.
Erin is/was a mid-level manager, but is often treated with a respect above her station because she isn't attached to any one department. She is transfered to wherever the company thinks a section is underperforming as a temporary manager to whip them into shape. She was in the middle of being reassigned when the incident occured.
Okay, time to start rolling the stone.
Anyway, making this was actually more difficult than I expected. If I confused you from somebody else in the statuses, please tell me. If I got anything else wrong, please tell me.
Everyone:
The screaming and the shooting continues down the hall. The sounds of infected also continue. There is a lot of pained screaming now, and you all think that things are already in the process of getting worse.
You all decide to look to one another. You all vaguely knew of eachother, but most of you treated eachother as nothing else but fellow employees. Considering you'll likely see eachother a lot for the rest of your lives unless something goes right, you all decide to introduce eachother to another...
Samarkand-Felicia Hasting:
Curses, your predictions were correct. You and your fellow employees did in fact do something wrong. You spilled the goo on eachother. Now these unknown microbes are probably infecting each of you as we speak. Could it get any worse? Yes. It probably is going to-
Strain roll: D, Eldrich Horror.
Suddenly, your mouth contorts in pain as your teeth sharpen, your mouth widens, and... well, let's just say nobody's ever going to kiss you while you look like this. Also, you're going to sound creepy when you talk.
Also, you're badly hurt by the mutation. Fortunately, you'll be healing in a short bit. Not that your character knows or anything. Too busy freaking out about the new mutation.
darkpaladin109-Doktorr von Dwarf:
You're not sure whether to be angry, scared, or excited. While this is all quite exciting, with these unidentified microbes in everyone's bodies, doing science by the second, you're quite upset that YOU are one of the infected. You worry about creating the perfect monster, yet you'll probably be the mon-
Strain Roll: F, The Mass.
Suddenly, your short legs beef up absurdly, and your toes split apart and merge into two large and equal toes seperated by about a 30 degree angle. Your toenails also become sharp talons. Your shoes are rather quickly ruined. Also, your skin becomes slightly paler, and you begin to lose sense of your true form.
The mutation hurt a tiny bit, but otherwise if it weren't for the fact that it was such a massive mutation you wouldn't have noticed it.
blazing glory-Starn Gundar:
Damn these people. Damn your eagerness. You shouldn't have accepted that job messing with the meteorite, because now you're infected with some unknown virus and now you're also stuck with 7 other people. This is hardly-
Strain Roll: V, The Storyteller.
Suddenly, your eyes become yellow, your teeth sharpen, and your hair begins falling off. Scales begin growing all over your body, too. You also begin to feel your mind splitting, though for now nothing else happens.
Fortunately, this doesn't hurt at all.
BlitzDungeoneer-Zack Abrams:
You knew you shouldn't have messed with these microbes. You also know you shouldn't have bred them so explosively. But you couldn't resist the domineering influence of your other employees, and the worry that you might fail Vanaard Corp. Now, you've messed with the unknown, and-
Strain Roll: P, The Insectoid.
Suddenly, you feel very sleepy. You fall unconscious on your feet, and you miss what happens next. For everyone else, however, they see you molt into what is basically a giant Mantis, except vaguely humanoid in shape. You wake up shortly after, confused. Your eyesight is suddenly more blurry, and... why do you have no hands? Oh god, you're a giant Mantisman!
Fortunately, you are not injured. Minor details, right?
TamerVirus-Jimbo:
Why did you accept this job? Why? You aren't even a specialist in microbes, just a computer nerd. You should've stayed with your friends in Level -3, not come down here to mess with god-knows-what. Now you'll probably die from horrific monstrosities from another world brought to Earth. Can it get any-
Strain Roll: X, The Wereizer.
Suddenly, tusks extend forth from your mouth, your nose contorts, your legs turn into hoofs, and you become extremely furry... You are now a Wereboar. You are no longer wimpy, but now you are butt ugly and are awkward on your feet. Not sure whether you came out on top.
Fortunately, you didn't get injured in the process.
scapheap-Ashley Courtac:
Curses, you should've left for Tennis earlier. You also probably should've changed in a different room. Changing clothes right in the middle of a quarantined room was probably a bad idea, though the influence of bad luck was the other half that screwed you. Something bad probably will happen, seeing as you didn't get the chance to inspect-
Strain Roll: T, Xeno Gardeners.
Suddenly, your hair falls off and long, thick tendrils of black, dry, tough material spurt out the back of your head. Your skin on your head also becomes highly blackened and of the same consistency of the tendrils, while bumps of blue, bioluminescent material begins appearing on the blackened spots. Also, you are in intense pain throughout your body.
Also, as with the pain, you are extremely damaged by this mutilation of your body.
sjm9876-Malcolm:
Fools, idiots, morons. Why did they have to breed the microbes so fast? They could've taken it slower and Vanaard Corp wouldn't have noticed. Instead, they breeded these aliens so fast that they somehow needed entire barrels to contain them. It's no surprise that they spilled. What were they-
Strain Roll: U, The Crystalizer
Suddenly, your legs stiffen and become more jagged. When you check, you find out that, from the knee down, you're now made out of Phyllite. You're not sure whether this is neat or horrific. Oh well, at least it isn't marble--you won't look like some living Greek statue.
It still hurts though, you're fairly wounded by the transformation.
Harry Baldman-Elsa Marie Quincy:
Urgh, you're going to have to take a bath after this. Who knows what horrific things you bathed in for a second or two? Also, your hair is all messed up now, so you'll have to get it back in shape. Unfortunately, you'll probably have to wait a while for-
Strain Roll: G, The Goo.
Suddenly, your hair falls off and your mouth disappears, yet somehow you can still talk (obvious handwaving). Your head also feels somewhat more... gelatinous. You have the distinct feeling that your good looks are not so good anymore. Feel free to freak out.
Fortunately, you aren't hurt by the mutation. But your looks! Your looks! All you have left are your "assets", your head is ugly!
Everyone:
Okay, this is more than a little awkward, seeing everyone mutate horrifically at once. But now's not the time to stand around and wail in misery: If you stay down here, Bad Things probably will happen to you.
However, you all highly doubt that these viruses are just going to stay contained here. Chances are, they're going to spread and cause chaos, possibly dooming the world. To save the world, you have to research these things and find the cures. However, as per Quarantine procedures, every bit of computer data has been wiped from computers in the quarantined areas and moved to the central computer hub in Level -3. You'll really need that data if you ever hope to cure these microbes.
Time to get to work.
Or die. Whatever floats your horrific floatation organs.
((I'm not an expert at introductions, hopefully this is enough for you all))
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately injured.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Pale skin.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Nearly destroyed Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately injured.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain U.
Mutations:
Leg below the knee is made out of rough Phyllite.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
Items:
Damaged Alexandria Corp Hazmat suit.
Group 1:
Samarkand
darkpaladin109
blazing glory
BlitzDungeoneer
TamerVirus
scapheap
sjm9876
Harry Baldman
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Quarantine Room hallway
Travelable locations: Research Hallway, Quarantine Room (x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Level -5 Section List:
Known Hostiles:
Infected Janitor (unknown location, last seen in Research Hallway)
Infected Sec. Guard 1 (unknown location, last seen in Research Hallway)
Infected Sec. Guard 2 (unknown location, last seen in Research Hallway)
Other NPCs:
Sec. Guard 1 (unknown location, last seen in Research Hallway)
Sec. Guard 2 (unknown location, last seen in Research Hallway)
Sec. Guard 3 (unknown location, last seen in Research Hallway)
Bio-Scientist 1 (unknown location, last seen in Research Hallway)
I'll add more as I think of more.
Turn 1: Where the majority of players don't move from their starting room or even starting location. You probably should expect this turn to contain a lot of sass by me.
What on earth is happening...no time,must concentrate.
Tear off the wrecked hazmat suit,it'll only hinder me.
[19]: With a mighty... concentration, you grab the suit right on already-torn spots, and rip the top half of the suit off of the bottom, pull the top off, then rip the bottom in half, pulling it off too. The suit is now basically useless, you'd better hope to not be in any sort of situation where you need to not breathe poisonous gas.
Congratz, you now have the least items of anyone in the group at this very moment. Specifically, you have 0 items. Sorry, you don't get a cookie for that.
Lost Items:
Damaged Alexandria Corp Hazmat suit.
Tear off the hazmat suit
GAHHHHH, WHAT THE FUCK IS GOING ON?!?!
[14]: Like your fellow scientist before you, about just as unintelligently, you tear off your hazmat suit after a bit of effort trying to get a grip. Being almost destroyed anyway, it does not resist.
Unlike your fellow scientist before you, you actually do have one item in your inventory. It's about as useful as the item you just destroyed, but at least it's something.
Lost Items:
Nearly destroyed Alexandria Corp Hazmat suit.
Find a surgical mask and put it on.
[18]: Normally, I would fail this. Considering you're located in a hallway to quarantine, there isn't many places to find one. However, because you rolled so high, you find a random mask on the ground that the janitor must've missed. It looks somewhat dirty, though. You put it on, anyway. It... just barely covers your mouth. Anyone looking from the side probably will see the maw though.
Also, congratz, you're the first to actually get a new item. Oh, and you regenerate slightly already.
Gained Items:
Slightly Dirty Surgical Mask.
Ashley merely moans, currently in too much pain.
You moan in pain.
You have contributed to this RTD in a very meaningful way with your first turn to be sure.
Examine surroundings.
[9]: You examine your surroundings. It's actually fairly easy.
This is a hallway, with one way leading to a dead end, and on the left and right there are doorways leading to 16 different quarantine rooms. There is nothing outstandingly useful (to you) in this hallway, for it is a hallway to quarantine rooms. On the other side of this hallway there is a fork to another hallway, which leads to many other rooms (which I have noted in the handy dandy spoiler which I expect to be read before anyone asks me about where they can go).
I have no witty comments to make of your turn, have a virtual cookie.
Look around.
[15]: You look around. Copy-paste time, because, frankly, duplicate actions shouldn't need differing responses. I don't normally copy-paste, but when I do, I prefer to usually have a good reason.
This is a hallway, with one way leading to a dead end, and on the left and right there are doorways leading to 16 different quarantine rooms. There is nothing outstandingly useful (to you) in this hallway, for it is a hallway to quarantine rooms. On the other side of this hallway there is a fork to another hallway, which leads to many other rooms (which I have noted in the handy dandy spoiler which I expect to be read before anyone asks me about where they can go).
"Oh god," Ms. Quincy says as she feels her gelatinous head.
"Oh god," she continues as she regards the other people with her, who seem to have become altogether more twisted.
"Oh god oh god oh god oh god," she begins to blubber as she considers what might happen next. As she does this, she makes sure to run her hands over her body to test for gooeyness - though it seems only the head was affected so far, this obviously isn't going to last.
Quietly treasure newly formed memory of non-gooey body parts. If there's a mirror nearby, run up to it and take a look at self. If not, see if there's any sort of sharp object freely available. Are there any corpses yet?
[20!]: Amazingly enough, despite this being a hallway to quarantine rooms, somebody added an otherwise completely pointless and perhaps even harmful (seeing yourself infected with some unknown lifeform probably would not put people at ease) floor-to-ceiling mirror. You look at yourself--you look how you would expect, except for the lack of a mouth, no hair, and your head jiggling when you move a quite a bit more than you're comfortable with. You're definitely ugly up top, to be sure. At least you have your eyes... Your fearful eyes.
There are no corpses, the infection just started and you are, like previously mentioned, off to the side from the main hallway where the only known infected have been seen running down. Plus, this Sub-Section usually just has the eight of you here, so there's not many people here. Chances are, the infected and the guys that you just saw are the only other people in this sub-section.
"Aw man, why did everyone else get to have the cool mutations.
Look around for dead bodies. If there are any, absorb them.
[15]: There are no dead bodies. It occurs to you that if there were any dead bodies, they would be where people are dying. Unless you guys were executing random people in this hallway, there shouldn't be any bodies, because the infection literally just started.
Also, you completely heal any wounds incurred by your mutation.
Everyone:
The sounds of guns being fired and people in pain briefly pick up, before getting quiet very quickly as if they were going somewhere. There is still a very nearby scream of pain, but it lasts only a few seconds before it stops. It is now mostly silent from where you're standing.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Pale skin.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Items:
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately injured.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain U.
Mutations:
Leg below the knee is made out of rough Phyllite.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
Items:
Damaged Alexandria Corp Hazmat suit.
Relating to location and the building you are in:
Group 1:
Samarkand
darkpaladin109
blazing glory
BlitzDungeoneer
TamerVirus
scapheap
sjm9876
Harry Baldman
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Quarantine Room hallway
Travelable locations: Research Hallway, Quarantine Room (x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Level -5 Section List:
Known Hostiles:
Infected Janitor (unknown location, last seen in Research Hallway)
Infected Sec. Guard 1 (unknown location, last seen in Research Hallway)
Infected Sec. Guard 2 (unknown location, last seen in Research Hallway)
Other NPCs:
Sec. Guard 1 (unknown location, last seen in Research Hallway)
Sec. Guard 2 (unknown location, last seen in Research Hallway)
Sec. Guard 3 (unknown location, last seen in Research Hallway)
Bio-Scientist 1 (unknown location, last seen in Research Hallway)
I'll add more as I think of more.
I'll go ahead and do a turn with just you 4, since otherwise we'll just have a bunch of people going "go to the Research Hallway" with literally the same result, yeah?
As a note, you all can go to any of the areas listed in travelable locations, at any time, if you are a part of the group that has it listed, if you want to skip sections. In addition, you can even request to go back to areas you explored a long time ago. The downside for both, however, is if you get interrupted on the way by a hostile, you have no chance to defend yourself from the first strike.
Turn 2: If only you had feet.
"Oh god oh god," Ms. Quincy says quietly as she begins pacing around the hallway.
Take a quick look around the quarantine rooms - anything useful and/or threatening within?
[1!]: You peek into each of the the quarantine rooms for literally a second. You do not see anything useful. There does not seem to be anything threatening within either.
Suddenly, an alarm goes off and one of the doors slams shut. You just narrowly avoid getting your hand smashed by a high-powered metal door.
Enter the research hallway. Examine surroundings upon arrival.
[20!]: You enter the Research Hallway and examine your surroundings. You inspect every inch on arrival.
There are multiple cut and stab-related blood splatters leading towards the Section Exit to Section Primary, and indeed there is a dead security guard laying there cut multiple times. At least he won't be infected, right? There are a number of other blood splatters from bullet wounds--probably the infected. The various blood splatters lead to the Section Primary Hub, past the exit. The security guard does in fact have a pistol on him and some body armor, however the former is probably empty and the sec guards don't have much reason to carry too many clips, while the latter is wrecked with stabs and cuts. There is no security card on this guard--he probably lost it somewhere in the confusion. Regardless, considering you don't have hands, you can't really pick up any of it.
On normal days, you would've also been able to see to the Section Exit, but the light bulbs are broken from the fighting and, with this being deep underground, it's nearly pitch black there. You'd need to get closer.
On the other end, from the Contaminated Research Room, the pool of microbes is expanding on the ground faster than a spill-related expansion should--you think that the microbes are expanding by themselves, which is disconcerting to say the least. What's even more concerning is that a fly left from the Contaminated Research Room and flew past you. That... that is very bad.
Items on the Floor:
Delusha V13 Machinepistol (empty).
1 Delusha V13 clip.
Heavily Damaged Body Armor.
Sentinel Agency Guard Outfit (with Vanaard Corp markings).
Move to the research hallway
[8]: You move to the Research Hallway and slide a bit on the microbes which, as I mentioned, were expanding along the ground. If you were a human, you probably would've been fine after this. But seeing as you now have hooves, which you have no experience with, you slip and fall backwards and smash your head into the ground.
Suffice to say, you are slightly wounded by this.
Fortunately, Malcolm is around and helps you back on to your fee-er, hooves.
Research hallway. After the two guys above.
Anything threatening appears, kick it. in the balls, assuming it has balls.
[20!]: You expertly walk into the Research Hallway avoiding the sliding Jimbo while preparing to engage any threats. Fortunately, there are no immediate threats, so you decide to help Jimbo back on his... hooves.
It's at this point you notice the expanding pool of microbes on the floor that Jimbo slipped on. You're pretty sure that it's expanding faster than a normal spill should expand.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Pale skin.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Items:
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately injured.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain U.
Mutations:
Leg below the knee is made out of rough Phyllite.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
Items:
Damaged Alexandria Corp Hazmat suit.
Relating to location and the building you are in:
Group 1:
BlitzDungeoneer
TamerVirus
sjm9876
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Research Hallway
Travelable locations (all can be traveled to): Quarantine Room Hallway, Quarantine Room via Quarantine Room Hallway, x16), Contaminated Research Room, Research Room (x3), Computer Room (via Research Hallway) Section Exit to Section Primary, Storage Room, Section Exit to Sub-Section F.
Items on the Floor:
Delusha V13 Machinepistol (empty).
1 Delusha V13 clip.
Heavily Damaged Body Armor.
Sentinel Agency Guard Outfit (with Vanaard Corp markings).
Group 2:
Samarkand
darkpaladin109
blazing glory
scapheap
Harry Baldman
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Quarantine Room Hallway
Travelable locations (all can be traveled to): Research Hallway, Quarantine Room (x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Level -5 Section List:
Known Hostiles:
Infected Janitor (unknown location)
Infected Sec. Guard 1 (unknown location)
Infected Sec. Guard 2 (unknown location)
Other NPCs:
Sec. Guard 1 (unknown location)
Sec. Guard 2 dead (Research Hallway)
Sec. Guard 3 (unknown location)
Bio-Scientist 1 (unknown location)
I'll add more as I think of more.
Turn 3: Where the majority of players continue to get the upper end of a 1d20. Don't worry, I'm sure the RNG will give you the lower end when things get dangerous.
Research hallway.
((May I mention that the hazmat suit would be useless since it was damaged anyway.))
[16]: You enter the Research Hallway like those before you.
You... get the same result as everyone else. Though you do notice Doktorr von Dwarf shouting nonesense about "The Thing" (which is probably some old horror show or something) before absorbing the body of a dead guard. It's... at some place between disgusting and terrifying.
GO TO RESEARCH HALLWAY AND ABSORB DEAD GUARD INTO MYSELF.
"WHY A DEAD BODY! HOW PERFECT! NOW I CAN AT LEAST TRY TO RECREATE "THE THING"! THIS SHOULD BE..........!FUN!
[12]: You enter the Research Hallway and attempt to absorb the poor guard's body. It goes vaguely alright, though with you being new to the process it takes far longer than it should've.
You now have the mass of two people. Hooray?
Also, I would like to note that I explicitly mentioned that I disliked ALL CAPS on the first post and it would get you stabbed. Don't do it again.
Pick up gun. Place clip inside. Put body armour on over suit. Go to computer room. And you guessed it, examine my surroundings.
[20!]: SOMEHOW, despite not even having fingers, you pickup the gun, get rid of the empty clip, and put in a new clip in. You do so while the poor dead guard's flesh is stripped from his bones by your wonderful fellow scientist. You put on the body armor, though it probably won't help much with your new physiology and its poor state. You then go to the Computer Room...
The Computer Room contains all manners of computer-related equipment for researching whatever is found in the Research Rooms. There are 3 different desktop computers here, which normally would contain data about what you found in the Research Rooms, but as per what I said in turn 0 they don't have it at the moment. There's also two snack vending machines.
There is a minimal amount of stuff that would be useful to you in here. This room is dedicated for computer-related tasks, not much else. There are only a couple cabinets here, probably filled only with computer stuff. So unless you want to specifically pick up computer-related items, there's nothing here of value.
Also, you hear shouts of surprise behind you, coming from the people who you are currently with.
Getting use to the pain, Ashley head over to the Contaminated Research Room
[15]: You head over to the Contaminated Research room.
When you arrive, you notice that the microbes are now a foot in deepness, and some of the various Strains are separating into distinct clumps of microbes. The various Strains are also doing everything from becoming airborne mists to them forming actual multicellular structures/organisms. It's certainly in its early phases, but you can certainly see this room becoming completely impassable within a couple hours. But what really is important is that you notice that a certain Strain's structure, presumably Strain W, is spitting out some sort of flying creature who's appearance is pretty much completely alien to you, and they're coming right at you! Not only that you also notice that the lab rats that are normally kept around somehow had their cages busted during the spill, and they are also infected. They're also coming right at you! That's not all, Strain F's biomass also begins growing out a spiked tentacle and is whipping it around violently--although it can't reach you yet, it'll probably be long enough to reach you very shortly.
You also notice that the microbe breeder you guys were using to initially breed these microbes isn't functional, so the microbes are breeding by themselves... The meteorite is still in the breeder, but you can't think of any reason why you would need it at the moment. Plus, it's fairly heavy--getting it out of this room at this moment is not a viable option.
There is a Guard's Security card on a mostly clean table in a corner. You probably could go for it and get out before the tentacle can reach you, but the rats and the flying things will be able to attack you before you can get out. There are probably other things in the room that might be useful, but nothing much else right out in the open.
Fortunately, you regenerate somewhat.
Maybe...maybe the computer room has information on the status of the building...but it's probably on lockdown. Well I'm going to check anyway
To the computer room!
[10]: You move towards the Computer Room, and arrive after the Mantis. You notice about the same things as him. As usual, there's not much point to respond differently for directly similar things.
Search the a research room for any notes related to my sort of symptoms, or any related strains I can experiment on.
EDIT: Edited for specificity.
((Not specific enuff))
[4]: You move to go to a research room, but you are interrupted by four people going past you and of course two of them shouting in surprise. Regardless, you manage to get to the research room but you don't manage to find any notes in your quick peeks. You don't know why you would have any here anyway--you guys didn't manage to put any of this equipment to work, because you didn't need to specifically examine any species at the time you were breeding them though you all certainly did plan to eventually. Also, you bred all the strains you found on the meteorite. What you saw is what you got--infected with, that is.
You regenerate further.
"Oh god."
Run over to the Contaminated Research Room and take a look around.
[13]: You also run to the Contaminated Research room and like ms. spotty, you spot hostiles! Lots of hostiles! They're coming right for you two!
Storage room. Also see if I can remember any way to seal off the research rooms.
Well..... Dead people were never a good sign. Some gear would be better than none.
[16]: You head to the Storage Room. Aside from the people screaming in surprise behind you, it goes without issue.
You see in the Storage Room a large amount of shelves with sizable amounts of examining tools, storage tools, and basically anything relating to researching unknown things. I could go on to list a bunch of various things that are in the room, but you have to realize the amount of time it takes me to list everything you might possibly be looking for is far greater than the amount of time it takes for you to realize what you definitely want. So, if you can think of something that might sensibly be used in some way to study living things, go ahead and request it. I will roll and if it seems like something you would have here and your roll wasn't shitty, I will let you have it. But otherwise, I'm not going to list every single thing here.
You do remember how to lock down each Research Room--there's a console on each entrance that can be used to lock the door if it recognizes your fingerprints. Fortunately, you are one of those who still have their fingers completely intact. However, locking them down is close to a moot point, what with the microbes already outside the Research Rooms, the infected literally running out of the lab... Really, any sort of containment from here is mostly pointless now. Not that you can't try, but there's not much point.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Pale skin.
Has the mass of two people.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Items:
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain U.
Mutations:
Leg below the knee is made out of rough Phyllite.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
Items:
Damaged Alexandria Corp Hazmat suit.
Hostiles:
Health: Presumably Healthy.
Weapons: Jagged Bone Spikes.
Health: Unknown.
Weapons: Various.
Relating to location and the building you are in:
Group 1:
blazing glory
darkpaladin109
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Research Hallway
Travelable locations (all can be traveled to): Quarantine Room Hallway, Quarantine Room via Quarantine Room Hallway, x16), Contaminated Research Room, Research Room (x3), Computer Room (via Research Hallway), Section Exit to Section Primary, Storage Room, Section Exit to Sub-Section F.
Group 2:
sjm9876
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Storage Room
Travelable locations (all can be traveled to): Research Hallway, Quarantine Room (x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
Group 3:
scapheap
Harry Baldman
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Contaminated Research Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
Group 4:
BlitzDungeoneer
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Computer Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
Group 5:
Samarkand
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Research Room (one of, let's say A)
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x2), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Level -5 Section List:
Known Hostiles:
Infected Janitor (unknown location)
Infected Sec. Guard 1 (unknown location)
Infected Sec. Guard 2 (unknown location)
Other NPCs:
Sec. Guard 1 (unknown location)
Sec. Guard 2 dead (Research Hallway)
Sec. Guard 3 (unknown location)
Bio-Scientist 1 (unknown location)
I'll add more as I think of more.
Turn 4: The lower ends of a d20. Have fun, the dice always get their due.
Examine these people. Introduce myself.
"Hello, my name is Zack Abrams. And you are...?"
[10]: You examine the people. They are definitely not okay, just like you.
I could type more, but quite honestly introducing yourself is something you can do far better than I can.
"Oh god!"
Run like hell! To a different research room! It doesn't matter which one.
[3]: You turn around in panic to run to another room but you smack your foot into the doorway and nearly trip into the microbe pool, but you manage to just catch yourself on a wall. You eventually get a grip and get back up, but you don't manage to get to another room in time. You then notice several rats leap at you...
Stain W, bad. Card, good enough to risk it.
Grab card and then flee
[8]: You struggle through the microbes in a panic, eventually reaching the card after taking a noticeably long time, but your ears catch the sound of beating wings just behind you...
Gained Items:
Level 1 Security-class Security card.
I'm stuck in the same room with this thing....
Head to the section exit to section primary hastily.
[14]: You head to the Section Exit to Section Primary. You stop just as you see the scientist you saw earlier lying bleeding out on the ground with numerous stabbing and cut wounds. [6] He is too wounded to even notice you. As he has no reason to live and is in a lot of pain, he decides to give up life. He dies in front of your eyes.
Aside from the scientist, there are even more blood splatters all around. There is a Combat Knife on the ground, presumably from one of the guards, though he himself is not here. Presumably, he stabbed an infected and ran. Said infected is not here either.
The scientist doesn't have much himself. He has a security card, yes, but it is the same your entire team has so there is literally no reason to grab it. He does not have any other items, he probably just came from Sub-Section F after putting down his work.
Past the Section Exit, there is a lot of screaming and gunfire... More screaming than gunfire. You can't see up there very well, the electrics leading to the ceiling light must've been shot, and the desk lights from the side-rooms are mostly knocked over.
You notice the person you tried to leave come up right next to you. Is he following you? What is he up to?
Items on the Floor:
Combat Knife.
Go to sub-section F.
[3]: You slowly attempt to make your way to Sub-Section F, but you are met with a door closing, and you're pretty sure whenever they do that they lock. Probably closed by quarantine after having temporarily been opened by someone else.
You recall that there's a way to open quarantine doors when in "light" quarantine, but you can't quite remember.
You regenerate completely.
Go further down the hallway.
((The hallway is two-way, in addition I would prefer a more specific target. I'm going to assume that you're heading to the Section Exit to Section Primary))
[20!]: You calmly walk to the Section Exit and notice the same things as Starn. Only, you get a glimpse of the next room: There are 4 guns going off, while there are four distinctly non-human looking figures moving about attacking numerous human figures.
USB Drives,CDs, external harddrives
[2]: You open up the drawers, and notice that there are a couple USBs, no CDs, and two external hard drives. The supplier for the building was being harassed by her boss lately, Sub-Section F needed to borrow a couple CDs, and you had a couple USBs in the Contaminated Research Room working with the laptop in there. The same laptop that fell into the microbe soup...
You also recall one of the hard drives was failing and tomorrow you were going to move the files to the other.
You go to loot the vending machines, but all that's left is some candy. All the actual filling snacks have been eaten. The resupplier was to resupply the machines tonight at 10, after you guys had gone home, but you suspect that his plans may be canceled now.
Disappointing, to say the least.
At least you regenerate somewhat.
Gained Items:
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Knives or knife analogues. (ie scalpels and the like). 4, if i can get that many and have anywhere to put them.
Also a couple of syringes if available.
[2]: You look for scalpels, but you realize that while you all usually keep boxes of spares, you all left them in the Contaminated Research Room when you were all dealing with a different project and you only have broken ones in here. You look for syringes, but you recall one of you guys dropped a bunch of them when they ran into another one of you. There's only one box left, but you recall the box also having fallen so some of them might be smashed too. You check the box and... indeed, a lot have been smashed. You can only find 3 in reasonable shape. There might be more, but you'd need to search again, but even more thoroughly.
You hear the flapping of wings behind you for a split second before it's quiet again.
Gained Items:
4 Broken Scalpels.
3 Syringes.
Attack Ashley!
[7] versus [18]: Ashley hears the sound of wings behind her and she picks up a tray on a nearby table and smacks the creatures away from her. She manages to not even get hit once, though there's always next turn because she is still in the room.
Ashley notices the Strain F tentacle is now long enough to reach her.
Attack Elsa!
[7] versus [13]: Elsa deftly dodges several rats as they jump at her, and only one manages to bite her with sharp teeth. While it hurts, it's not even nearly damaging to you as a whole.
Elsa then notices one of the flying creatures fly past her, and down the hall to the Section Exit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Pale skin.
Has the mass of two people.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Items:
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain U.
Mutations:
Leg below the knee is made out of rough Phyllite.
Items:
Damaged Alexandria Corp Hazmat suit.
4 Broken Scalpels.
3 Syringes.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
Items:
Damaged Alexandria Corp Hazmat suit.
Hostiles:
Health: Presumably Healthy.
Weapons: Jagged Bone Spikes.
Health: Unknown.
Weapons: Various.
Health: Presumably Healthy.
Weapons: Spiked Tentacle.
Relating to location and the building you are in:
Group 1:
blazing glory
darkpaladin109
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Section Exit to Section Primary
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Quarantine Room (via Quarantine Room Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Research Hallway, Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
Group 2:
sjm9876
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Storage Room
Travelable locations (all can be traveled to): Research Hallway, Quarantine Room (x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
Group 3:
scapheap
Harry Baldman
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Contaminated Research Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
Group 4:
BlitzDungeoneer
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Computer Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
Group 5:
Samarkand
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section Exit to Sub-Section F
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Level -5 Section List:
Known Hostiles:
Infected Janitor (unknown location)
Infected Sec. Guard 1 (unknown location)
Infected Sec. Guard 2 (unknown location)
Other NPCs:
Sec. Guard 1 (unknown location)
Sec. Guard 2 dead (Sub-Section E, Research Hallway)
Sec. Guard 3 (unknown location)
Bio-Scientist 1 dead (Sub-Section E, Section Exit to Section Primary)
I'll add more as I think of more.
Turn 5: Where I realize I forgot to put the Section Primary as a travelable location. Someone experiences bad rolls for the ENTIRE turn, people get to experience a dilemma, and generally there is a lot of drama in this session, and some people will get punished for splitting up or being split up on (whether it's their fault or not).
Also involves some revamps of the statuses. Including, for example, getting rid of what's basically fluff with no actual value.
Go to storage room.
"I'll probably see you later. Try not to die, m'kay?"
[9]: You turn around to head to the Storage Room, and just as you exit the doorway you are bumped by Malcolm. He moves right past and you continue onwards.
You enter the Storage Room. There are clear signs that it has been partially searched already--probably by Malcolm.
Also, you hear a desperate, female scream behind you.
Leave, fast and then head to the normal Research Room
((Dude, I already brought this up with another player--don't use "the" for multiple potential choices))
[1!]: As you attempt to make your way to retreat, you trip on a "crystal" clump of Strain U and fall face-first straight into the microbe soup. If you weren't already infected that would be really bad. Regardless, now you're lying on the ground and you can't see!
You regenerate a bit... but that won't save you if you can't get out of here or get some help!
Pick up the combat knife.
Your turning into some kind of blob creature,you go check out what's through,I'll be following.
If he goes through then follow.
You pick up the Combat Knife.
He doesn't go through, he peeks.
Others do come through, though! They don't even stop to chat as they go past.
Suddenly, you hear a moderately noisy alarm go off and notice the door between the Sub-Sections and the Section C Hub closing. If you don't go forward now, you will be trapped back here. But what about those still in this Sub-Section?
Also, you hear a desperate, female scream behind you.
Gained Items: Combat Knife.
Run! Run for one of the other research rooms!
[8]: You struggle but eventually stomp your way down the Research Hallway into one of the other Research Rooms.
There is a lot of research stuff here. But you're currently slightly panicky and don't entirely consider them important.
You hear Ashley screaming desperately.
You too
Go onward to section primary
[5]: You bumble straight down the Research Hallway, past Doktorr von Dwarf and Starn Gundar, and straight into the Section Primary.
You are immediately met by another infected, one of the first two infected security guards, only... He seems hostile. He currently has giant limbs with blades out of his back. Also, he has some nasty claws and massively elongated fingers. You believe that that's Strain W.
You notice around the room around 31 living uninfected scientists attempting to run for the Portion B Hub, while there are 8 dying or injured/infected-but-not-standing scientists lying around the room.
There are also 4 security guards in the room. They see you come in immediately, and even if they were half-blind they still would immediately notice your infection. They appear hostile now.
There are 3 other standing infected. They are hostile too, but they seem occupied by the scientists.
See sjm9876's turn for a description of the room. Might as well share the love.
You have the feeling that coming out here was a bad idea. Oh, and the door back to your Sub-Section E is now closing, along with all the other Sub-Sections. You have only this turn to retreat before it closes.
((By 'broken' i assume you mean bladeless.))
Anyway, Section primary
((Some, yes, others, blades broken but not off))
[15]: You also blunder into the Section Primary, [17] but you are not as clearly infected as your wereboar friend before you who is probably going to get shot very soon.
The room you are in is octagonal in shape, with 7 doorways into the various Sub-Sections of A-G, including your E. The room is normally illuminated by a fancy central pillar of glass and LEDs, but it is riddled with bullets and is non-operational, so the room is only illuminated by the other Sub-Sections' Section Exit lights and the two small desk lights near the Exit to Portion B Hub.
The room is mostly clear of objects, with a few exceptions. There are two half-wall/countertops with a smooth black stone top on both sides on the corner of the room leading to the Exit to Portion B Hub. They are separated from the walls by a short distance of roughly 5 feet, and from eachother by double that. They both have two small desk lights and a set of various computers to examine people before they leave.
There are also small, square tables between each doorway into the Subsections, they have very few things on each, mostly magazines, fake plants, vaguely nice ceramics, and so on.
Suddenly, you hear a moderately noisy alarm go off and notice the door between the Sub-Sections and the Section C Hub closing. If you don't go backward now, you will be trapped out here.
For the list of NPCs, see TamerVirus. Sharing the love.
Absorb dead scientist, see if I can get a closer look without whatever's on the other side noticing me.
[15]: You fairly deftly absorb the dead scientist. You now have the mass of 3 people, you are fairly hulking.
You attempt to get a closer look at the other side without going through, but unfortunately some inconsiderate people decided to blunder out into the open so your attempts are in vain.
Feel free to see what you see from the inconsiderate people's posts.
Suddenly, you hear a moderately noisy alarm go off and notice the door between the Sub-Sections and the Section C Hub closing. If you don't go forward now, you will be trapped back here. But what about those still in this Sub-Section?
Also, you hear a desperate, female scream behind you.
Look around for a keypad or something to open the door with.
[2]: Even with this atrocious roll, you find a keypad right by the side of the door, with a card slot.
That's all you get from me since you got a 2.
Except, you also hear a desperate female scream behind you.
Attack Ashley!
[14] versus [4]: Ashley, unable to see, cannot hold off the flying creatures as they dig into her skin and do a fair bit of damage to you. You are bleeding, even with your eyes closed you know this.
Attack Ashley!
[17] versus [7]: Ashley is suddenly rained on by the labrats. Claws, teeth, spikes, and blades cut and stab into her. She bleeds even worse now, and is in a lot of pain.
Attack Ashley!
[18] versus [2]: Ashley suddenly feels a severe pain as her leg is stabbed deeply by a spike, probably from Strain F. You scream sharply in pain.
You are now very, very hurt. Looks like your evil twin might not actually get to kill you if this keeps up.
Attack Infected Janitor!
[10] versus [16]: The first Security Guard fires his SMG at the infected janitor but he misses, only striking a few glancing blows.
Attack Infected Security Guard 1!
[10] versus [11]: The third Security Guard fires his Heavy Pistol at the first Infected Security Guard in front of Jimbo, but he only hits a hand. It blows a hole inside it, but the hole is already being mended...
Attack Infected Security Guard 2!
[14] versus [17]: the fourth Security Guard furiously fires her SMG at the second Infected Security Guard, but only a couple hits strike true, like a bullet blowing a hole in his dagger-like tail.
Attack Jimbo!
[5] versus [2]: The fifth Security Guard lashes out with his Pistol at Jimbo. His shots are fairly shoddy, but Jimbo didn't even begin to react by the time the bullets were on the way. A bullet strikes Jimbo in his left leg, taking a small chunk out of his flesh. He is in a fair bit of pain from this.
Attack Security Guard 1!
[6] versus [17]: The Infected Janitor charges Security Guard 1, but the attack is clumsy and the Security Guard dives over a table and rolls back onto his feet.
Attack Jimbo!
[9] versus [10]: The first Infected Security Guard stabs with his back blades at Jimbo. Jimbo, being wounded by the leg, flinches violently but he is stabbed in the ribs, which hurts but doesn't get much further.
Attack a Scientist!
[13] versus [10]: The second Infected Security Guard charges a scientist and whips his tail at her. It strikes her leg and she falls to the floor. She's alive but probably infected.
Attack a Scientist!
[15] versus [12]: The first Infected Scientist spits acidic, infected goo at a scientist. It strikes him in the left arm, which causes him to stumble and swing off the half-walls before falling onto the floor in pain. He's also probably infected.
Remain in control!
[2][2][3][10][1]: All 5 of the infected scientists Jimbo saw on his arrival are beginning to stir and mutate. They are definitely hostile now, and I will give a free GM tip: this is a very dangerous number of humanoid enemies that you don't want to be around when all non-infected NPCs are gone.
Run!
[15][3][9][9][6][6][18][12][8][12][19][17][13][4][13][16][10][7][1][19][1][16][9][4][14][5][6][16][4]: 11 Scientists panic and either trip and fall or don't make significant progress to the Portion B Hub, 7 make it to the half-walls, and the rest, 11 of them, enter the hallway and escape.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Pale skin.
Has the mass of three people.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Items:
Combat Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Heavily Injured.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain U.
Mutations:
Leg below the knee is made out of rough Phyllite.
Items:
Damaged Alexandria Corp Hazmat suit.
4 Broken Scalpels.
3 Syringes.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
Items:
Damaged Alexandria Corp Hazmat suit.
Hostiles:
Location: Contaminated Researh Room.
Health: Presumably Healthy.
Weapons: Jagged Bone Spikes.
Health: Unknown.
Weapons: Various.
Health: Presumably Healthy.
Weapons: Spiked Tentacle.
Location: Section C Primary.
Health: Moderately Injured.
Weapons: Large Claws.
Health: Somewhat Injured.
Weapons: Back Blades.
Health: Mostly Healthy.
Weapons: Bladed Tail.
Health: Slightly Injured.
Weapons: Acidic Spit.
Health: Mostly Healthy.
Weapons: Jagged Obsidian Arm.
Health: Mostly Healthy.
Weapons: Sharp Acid-Coated Teeth.
Health: Heavily Injured.
Weapons: Superstrength.
Health: Moderately Injured.
Weapons: Human Fists.
Health: Heavily Injured.
Weapons: Crude Robotic Fists.
Relating to location and the building you are in:
blazing glory
darkpaladin109
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Section Exit to Section Primary
Travelable locations (all can be traveled to): Section C Primary, Quarantine Room Hallway (via Research Hallway), Quarantine Room (via Quarantine Room Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Research Hallway, Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Storage Room
Travelable locations (all can be traveled to): Research Hallway, Quarantine Room (x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
sjm9876
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Contaminated Research Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Computer Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
Samarkand
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section Exit to Sub-Section F
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
Harry Baldman
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Research Room (one of, let's say B)
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x2), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
I'll add more as I think of more.
I guess darkpaladin109 wasn't interested in doing something worthy of merit.
Turn 6: Where everyone gets together again. Also, a 20/20 in a combat. Very interesting.
Locate the source of the scream and defend myself.
[16]: You run backwards towards the scream with your hands up protecting your face (for lack of anything else to protect yourself with). You nearly float over the microbes as you go to the Contaminated Research Room.
You arrive upon a heavily bleeding Ashley fumbling in the microbe soup, under attack by some weird flying creatures, mutated lab rats, and a nasty looking spiked tentacle.
Suddenly, several others arrive including Elsa who throws Ashley out of the room.
Judging from the gunshots and noise going through probably isn't the best of ideas....
Run towards the source of the scream.
[17]: You sprint towards the Contaminated Research Room and like Felicia you find a rather wounded Ashley in the microbe soup under attack by numerous hostiles. At least, until Elsa throws Ashley out of the room.
"Oh... cock."
Save Ashley!
[20]: You dash down back to the Contaminated Research Room and, in an attempt to save Ashley, you yank her by the shoulders and throw her out with impressive strength for your size.
Unfortunately, doing so required you to move quite a bit into the room yourself.
SHIT! SHOULD HAVE NEVER LEFT THE GROUP BEHIND
BACK TO SUBSECTION-E. QUICKLY! USE MY STRENGTH TO SHOVE HOSTILES OUT OF MY WAY IF NEED BE!
[7]: You turn around and run back to Sub-Section E, blowing past Malcolm, and arriving and getting through just as the door gets uncomfortably close for you. Malcolm suddenly blasts through the door, spins, and falls on the floor, where he trips your hoofs and you fall on your back rather hard.
The door to the Section C Primary is now closed. You will need to find a way around if you want to get back there.
Search for the origins of the scream.
[1!]: You search around the Storage Room for the scream. After a bit, you don't find it. And you're not entirely sure you want to bother anyway, other people are annoying.
Hope you didn't expect anything else besides that from a 1.
Crawl to the Research Hallway since there only one of those
[11]: You would probably have succeeded barely if you hadn't been helped, but Elsa came in and literally threw you out of the room to safety.
So you pick yourself up above the microbes yet again and crawl further down the hall. You're definitely safe now.
......Crap
Back to Sub-Section E. Keep Jimbo between me and them if at all possible.
[4]: You turn around and run back to Sub-Section E, but Jimbo rushes past you. You smack on the side of the closing door, spin, and smack head-first into the floor... hard. You then trip Jimbo as you roll and slide. You do make it to the other side, at the very least.
The door to the Section C Primary is now closed. You will need to find a way around if you want to get back there.
Oh, and you finally regenerate slightly.
Attack Elsa!
[7] versus [13]: Elsa dodges as the flying creatures buzz past her, she swats her fist at a couple but does not make any progress.
Attack Elsa!
[10] versus [17]: Elsa kicks away various labrats in the microbe soup as they come at her. They don't even leave a scratch on her.
Attack Elsa!
[20!] versus [20!]: The spiked tentacle of Strain F suddenly flies directly at Elsa's heart. A hit would probably leave a very serious wound. But Elsa does not cooperate. She bends down, yanks her body to the right, and the tentacle goes over her left shoulder without leaving a scratch. It smashes into the metal wall behind her and while it does not pierce it, it leaves a dent in the wall.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Pale skin.
Has the mass of three people.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Items:
Combat Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Injured.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Heavily Injured.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain U.
Mutations:
Leg below the knee is made out of rough Phyllite.
Items:
Damaged Alexandria Corp Hazmat suit.
4 Broken Scalpels.
3 Syringes.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
Items:
Damaged Alexandria Corp Hazmat suit.
Hostiles:
Location: Contaminated Researh Room.
Health: Presumably Healthy.
Weapons: Jagged Bone Spikes.
Health: Unknown.
Weapons: Various.
Health: Presumably Healthy.
Weapons: Spiked Tentacle.
Relating to location and the building you are in:
darkpaladin109
sjm9876
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Section Exit to Section Primary
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Quarantine Room (via Quarantine Room Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Research Hallway, Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Research Hallway
Travelable locations (all can be traveled to): Quarantine Room Hallway, Quarantine Room via Quarantine Room Hallway, x16), Contaminated Research Room, Research Room (x3), Computer Room (via Research Hallway), Section Exit to Section Primary, Storage Room, Section Exit to Sub-Section F.
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Storage Room
Travelable locations (all can be traveled to): Research Hallway, Quarantine Room (x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
Samarkand
blazing glory
Harry Baldman
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Contaminated Research Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
I'll add more as I think of more.
Elsa's apparently a badass.
Waitlist.
Gender: Male
Strengths: Good with biology and technology. Above-average strength and coordination.
Weaknesses: Below-average running speed. (That's a pretty severe one.) Anemic.
Doom: Ideally, old age. More likely, dehydration or starvation while trying to wait out the infected, if I'm not torn to pieces by them first.
Description: A tall man with brown hair. He prefers green clothing, but wears a white labcoat to work.
Is it possible to be infected with multiple strains? And would it be more work than it sounds like to more fully describe the mutations of NPC Infected? Also, why are all the other Infected defaulting towards violence?
Turn 7: Where the players all but utterly defy the law of averages. And I continue to take longer to make turns. Oh well, as I said, turns are when I feel like it and who knows, I might be super motivated again in the future.
Also, next turn is the next mutation! How exciting. You don't get a reward if you know who it is, but you do get a slap if you can't figure it out after examining the strains everyone is infected with.
In addition, yet again someone forgot to make a turn. Blitz, you have failed me.
Crawl up to a wall and lean on it while I recover
[12]: Easy enough, you get up against a wall and lean against it, waiting.
You only regenerate a little bit. You're still quite wounded, and you'd have to wait for a while to heal like this.
Start taking slashes against the horde of creatures.
((Please specify targets when you attack someone, otherwise you leave me free to interpret it as I feel, possibly to your disadvantage))
[11] versus [4]: You slash at the flying creatures, and you hit a couple as they slowly fly out of the way. However, since they are flying creatures and you are slashing, even though you are using a Combat Knife you don't down even one. They're "bleeding" very slightly, but they seem mostly unaffected by your attack.
Get out the most intact of the scalpel and move to the exit towards subsection F.
[18]: You grab a scalpel with half of its blade missing and you move quickly past the melee in the Contaminated Research Room (though not faster than the speeding Jimbo), arriving at the closed door to Sub-Section F.
The door is very closed. There is nothing else here.
Carefully make my way to the contaminated research room where everyone else is
[20!]: You sprint at a staggering speed, moving through the microbe soup as if it wasn't there, arriving in the Contaminated Research Room very quickly.
There is a rather sizable melee battle going on here.
Good thing you regenerate slightly.
"Yes!"
Run away! Get to the Research Room I vacated earlier and examine the instruments at hand. Nab a scalpel if there is one, and maybe a preparation needle.
[19]: You sprint through the microbes, through the growing cluster of bodies at the entrance, and into the room you had just came from looking for scalpels and a needle.
You quickly recall the location of where a scalpel and needle would be, and get both.
Gained Items:
Scalpel.
Needle.
Try to get to the others.
((Incredibly vague action is incredibly vague, your only saving grace for me not having you standing still is the fact that everyone else moved))
[15]: You averagely move over to the Contaminated Research Room. There's a bit of fighting going on, to say the least.
...I honestly don't know if there's anything else to say.
Tear off my surgical mask and attack one of the flying creatures with my fearsome maw.
[11] versus [10]: You tear off your mask and attempt to bite on the flying creatures, but this requires you to get directly in front of you. So you charge in and attempt to bite on them, but they are flying and you are not fast enough, so you don't manage to bite down on even one of them.
Attack Doktorr!
[6] versus [7]: Suddenly, the bewildered Doktorr is swarmed by these flying creatures. But he flails just enough that none get close enough to hurt him.
Attack Starn!
[7] versus [10]: The meleeing Starn suddenly feels the tingling of little feet on his legs, and he finds the labrats about to attack his legs. However, he kicks them off before they can seriously hurt him.
Attack Felicia!
[15] versus [20!]: Once again the tentacle flies through the air, this time at Felicia. Again does it get met with an amazing dodge, as Felicia kicks herself to the side by pushing with her leg against a counter. She barrels over another counter and lands on her legs.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Pale skin.
Has the mass of three people.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Items:
Combat Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain U.
Mutations:
Leg below the knee is made out of rough Phyllite.
Items:
Damaged Alexandria Corp Hazmat suit.
4 Broken Scalpels.
3 Syringes.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Hostiles:
Location: Contaminated Researh Room.
Health: Presumably Healthy.
Weapons: Jagged Bone Spikes.
Health: Unknown.
Weapons: Various.
Health: Presumably Healthy.
Weapons: Spiked Tentacle.
Relating to location and the building you are in:
sjm9876
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section Exit to Sub-Section F
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Research Hallway
Travelable locations (all can be traveled to): Quarantine Room Hallway, Quarantine Room via Quarantine Room Hallway, x16), Contaminated Research Room, Research Room (x3), Computer Room (via Research Hallway), Section Exit to Section Primary, Storage Room, Section Exit to Sub-Section F.
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Storage Room
Travelable locations (all can be traveled to): Research Hallway, Quarantine Room (x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
Samarkand
blazing glory
Harry Baldman
darkpaladin109
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Contaminated Research Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
I'll add more as I think of more.
Turn 8: Where the group forgets all lessons they have learned and split up. Again. And people continue to fail to kill enemies.
I'll probably change the combat rules if facing off against different enemies even with more powerful weapons/mutations turns out to be about as tedious.
Trying to kill these things is pointless,make a run for the research hallway.
[2]: You turn around and fumble into one of the various people moving various directions, but fortunately you avoid planting your face into the microbes. You didn't manage to go anywhere though.
bite tentacle.
[1!] versus [8]: You charge the tentacle but you trip in the microbe soup and cover your chest in microbes. The tentacle does not react.
"I feel alive!" Ms. Quincy says, then begins to move on.
To the Computer Room!
[9]: You head to the computer room and meet Von Dwarf.
That's not all you meet, though. As you enter the room, your insides start moving again and suddenly your arms become very flexible. It is here you notice you have no more bones in your arms, though somehow you can still easily control them. Your hands are also completely gone, with nothing more than some gooish flap in its place. You have the feeling that interacting with a lot of things with your hands is going to be a little bit unusual from now on.
Try to remember if there are any door releases anywhere. Head to Contaminated research room and stomp rats. Stay the hell away from that tentacle though.
((Trying to sneak in three actions? Okay, I'll let that pass this time, but you'll need separate rolls))
[13]: You remember that the door, on quarantine, needs a Security-class Security card to open. You can't remember exactly what level is needed, though.
[9] versus [19]: You turn around and storm into the research room, slamming the floor and utterly missing all the infected rats. You're glad that nobody else is really doing any better.
Go to one of the uncontaminated Research Rooms that are unseached(assuming I know somehow. If not, random time.)
[12]: You do successfully head to the last Research Room. It is very unremarkable like the rest, no active projects.
Go to the computer room, I guess.
((You guess? You're already out of ideas? It's 8 turns in))
[18]: You leave the room and enter the computer room. It is as the person who was last in it left it. You also see Elsa enter.
((Whoops, didn't notice you posted turn 6.))
Go to Section Primary.
[17]: You head off to the Section C Primary. It goes fine. Until you are met by a locked, automated solid steel door to the Section C Primary. This is a quarantine door, you need a Security-class Security Card to open it. A level 1 card should do, at least for this door.
((Oops thinks that's me))
Stomp on the tentacle
[16] versus [15]: You charge in and attempt to stop the tentacle with your hoofs. Good news and bad news: Good, you hit it. Bad, you hit it in a place where it didn't hurt it much.
Attack Malcolm!
[13] versus [20!]: Malcolm suddenly finds the flying creatures assaulting him. He does not appreciate their attacks, so he deftly dodges each and every creature and he does not take a single scratch.
Attack Malcolm!
[10] versus [2]: Malcolm, distracted by the flying creatures around him, is suddenly attacked by many of the rats that he had tried to kill. They bite at his legs, but realize that they are made out of stone. So they climb up his legs and begin biting on his actual flesh, and it hurts a fair bit.
Attack Felicia!
[5] versus [4]: The tentacle, perhaps a bit slow to react to Felicia covering herself in tiny creatures, flies over her head, cutting a bit of her skin but otherwise not really hurting her.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Pale skin.
Has the mass of three people.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Items:
Combat Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately injured.
Infected with: Strain U.
Mutations:
Leg below the knee is made out of rough Phyllite.
Items:
Damaged Alexandria Corp Hazmat suit.
4 Broken Scalpels.
3 Syringes.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Hostiles:
Location: Contaminated Researh Room.
Health: Presumably Healthy.
Weapons: Jagged Bone Spikes.
Health: Unknown.
Weapons: Various.
Health: Presumably Mostly Healthy.
Weapons: Spiked Tentacle.
Relating to location and the building you are in:
Harry Baldman
darkpaladin109
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Computer Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Research Room (one of, let's say C)
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x2), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Section Exit to Section Primary
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Quarantine Room (via Quarantine Room Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Research Hallway, Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
Samarkand
blazing glory
TamerVirus
sjm9876
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Contaminated Research Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
I'll add more as I think of more.
Turn 9: Various fumbles and impending mutations next turn.
Also, Dark, I think you forgot to think of something.
Back away to research hallway, kicking anything that comes at me.
[4]: You turn around and stumble multiple times, only getting to the Research Hallway after an embarrassing amount of nearly falling face-first into the microbes.
Look at the computer stuff around here. Any hard drives unconnected to the computers themselves? Steal one if yes. Also, since this is a computer room and lots of presumably inept scientists worked here, check if there are any passwords and such written down anywhere. Or even hints of them. Then move on to the Section Exit to the Section Primary.
[2]: You search around the room for unconnected harddrives, but either there aren't any or you're blind/inept, because you can't find any.
Also, it strikes you that those "inept scientists" are probably you and your fellow scientists because you and your 7 fellow scientists have been working here for quite a while alone. So you hope that there aren't actually any passwords written down, because that would make you feel either stupid directly or stupid by association.
You head off to the Section Exit to Section Primary and are met with Zack curiously searching around a mostly featureless room for something. Oh, and the door to the Section C Primary is locked.
Lets go for a weapon
[5]: You search around the room but all you find is a scalpel and a strangely placed sock on a counter. I'll assume that you'll be taking the scalpel.
You also regenerate somewhat.
Gained items:
Scalpel.
Hit one of the creatures,with the knife of course.
[1!] versus [11]: You swing wildly at the flying creatures but stumble on the corner of a counter and smack your face into the counter. The flying creatures fairly easily dodge whatever swing you had.
I swear, team PC is getting all the 1 rolls.
Bite tentacle again!
[16] versus [18]: You rush at the tentacle but it deters you away with a lethal amount of swinging and jabbing in your general direction. Not being suicidal, you don't charge face-first into its strikes.
Use wereboar super strength to destroy that tentacle!
[11] versus [7]: Getting tired of this, you grab the tentacle and yank as well as you can. Unfortunately, you find yourself barely getting a grip on the floor with your hoofs and your pulling barely hurts the tentacle.
You also regenerate somewhat.
Attempt to find a level 1 Security-Class Security Card. Search near the Quarantine Door.
[5]: You search the area around the door but don't find the card you are looking for.
I will give a hint: Maybe Security-class cards would be from security guards, and are not likely to be just lying around?
Attack Starn!
[18] versus [11]: Starn suddenly finds the creatures that he failed to attack successfully digging their spikes into Starn's arms, which hurts quite a bit.
Attack Starn!
[15] versus [7]: Starn, under attack by the air, suddenly finds himself under attack from the ground as the infected rats suddenly start tearing up his body.
Attack Jimbo!
[5] versus [1!]: The tentacle, probably impeded by Jimbo, fails to do much. But it does manage to do at least something. As Jimbo attempts to hold onto the tentacle, the tentacle yanks back and its spike cuts Jimbo's hand fairly nastily as it breaks free.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Pale skin.
Has the mass of three people.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Items:
Combat Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Injured.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Level 1 Security-class Security card.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately injured.
Infected with: Strain U.
Mutations:
Leg below the knee is made out of rough Phyllite.
Items:
Damaged Alexandria Corp Hazmat suit.
4 Broken Scalpels.
3 Syringes.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Hostiles:
Location: Contaminated Researh Room.
Health: Presumably Healthy.
Weapons: Jagged Bone Spikes.
Health: Unknown.
Weapons: Various.
Health: Lightly Injured.
Weapons: Spiked Tentacle.
Relating to location and the building you are in:
darkpaladin109
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Computer Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Research Room (one of, let's say C)
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x2), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
BlitzDungeoneer
Harry Baldman
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Section Exit to Section Primary
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Quarantine Room (via Quarantine Room Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Research Hallway, Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
sjm9876
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Research Hallway
Travelable locations (all can be traveled to): Quarantine Room Hallway, Quarantine Room via Quarantine Room Hallway, x16), Contaminated Research Room, Research Room (x3), Computer Room (via Research Hallway), Section Exit to Section Primary, Storage Room, Section Exit to Sub-Section F.
Samarkand
blazing glory
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Contaminated Research Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
I'll add more as I think of more.
Turn 10: Two people miss their turns like noobs and two mutate like newbs. Exciting.
Just run,anywhere,just run.
[19]: Okay. You run into the Research Hallway. You succeed about as well as you could ever succeed in running somewhere.
Suddenly, however, you feel your guts wrenching and your body changing.
The scales on your legs suddenly protrude far more obviously, and your legs expand and beef up. Your toes turn into long and large claws and your foot expands quite a bit. Your legs look like some sort of mix between reptilian and a quadruped, and are clearly far larger than any normal human would need their legs to be to stand upright. You are now quite unwieldy on these overly large legs, and running is probably going to be very tiring.
Go back to research hallway, search for a security card once there.
Edited.
[6]: You go back to the Research Hallway and search for a security card. You don't find one, and you don't know where you'd even find one in a hallway that was already passed by dozens of times.
You know something? Screw this. Check what the door is like, and examine its general mechanism. Then take a look at the card reader. Size it up real good, you know what I'm saying?
What exactly am I dealing with here? The sort of artistry you'd expect from a corporation that set a bunch of cheap non-microbiologists to work with dangerous alien bacteria, or is it the much more likely "take the lowest bidder" attitude?
If the latter, or even the former, consider if I can't use the tools in my disposal to somehow make this door open up to me. Bowing to technology is exactly what we scientists can't do!
[5]: You check the door. You don't see much, the mechanisms are covered by the exterior of the door, which is made out of solid steel.
You check out the card reader. Once again, the exterior leaves little about the interior to be seen. It is made out of reasonably but not overly cheap metal and durable plastic.
The impression you do get from the door and the card reader is a mix of prefabrication, fairly competent setup, and some detailed modifications. To your dismay, it is neither of what you expected. It isn't cheap, or disfunctional, intentionally or unintentionally. It's also not stupidly fancy. It is functional over all else, though there is a notable attention to detail as there are no large, exploitable gaps between the wall for the door or the card reader. There are also minimal jagged edges. Overall, the door and the card reader looks like a competent setup by people who had a fairly good idea of what they're doing..
You consider how you can figure out how to make the door open to you, but you quickly come to the opinion that you'd have to spend a large amount of time figuring out how the door works, an even larger amount of time trying to exploit tiny weakneses in the systems with tools not even nearly suited for messing with either, and quite honestly just opening the door the normal way would probably be far faster. Trying to pry apart a well molded seam between plastic and metal with a scalpel isn't a very appealing course of action to you, and god forbid you actually damage the system and bork up the door.
Ash head for Section Exit to Sub-Section F
[14]: You head to the Section Exit to Sub-section F. You come across a definitely locked door with a card reader to the side.
Follow blazing.
[10]: You less elegantly run after Starn and oh god he horrifically mutates from the legs down.
Follow these fellas
[17]: You slightly less elegantly run after Starn but still more elegantly than Felicia. Speaking of Starn, he mutates quite noticeably from the leg down. Those are some seriously large legs and feet.
I do not make turn yet I must mutate.
Suddenly, your face contorts and it becomes a horrific sight. Your mouth expands and your lips disappear revealing your teeth, your teeth sharpen and lengthen and spikes of bone jut out of the back of your head. Your head extends backwards and your hair all falls off. Your skin also pales even further, and is on the verge of being colorless.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Very pale skin.
Expanded mouth.
No lips.
Sharp teeth.
Elongated and spiked head.
No hair.
Has the mass of three people.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Items:
Combat Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Injured.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Level 1 Security-class Security card.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately injured.
Infected with: Strain U.
Mutations:
Leg below the knee is made out of rough Phyllite.
Items:
Damaged Alexandria Corp Hazmat suit.
4 Broken Scalpels.
3 Syringes.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Relating to location and the building you are in:
darkpaladin109
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Computer Room
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Section Exit to Sub-Section F
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Research Hallway, Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
Harry Baldman
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Section Exit to Section Primary
Travelable locations (all can be traveled to): Quarantine Room Hallway (via Research Hallway), Quarantine Room (via Quarantine Room Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway), Research Hallway, Storage Room (via Research Hallway), Section Exit to Sub-Section F (via Research Hallway).
BlitzDungeoneer
sjm9876
Samarkand
blazing glory
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Research Hallway
Travelable locations (all can be traveled to): Quarantine Room Hallway, Quarantine Room via Quarantine Room Hallway, x16), Contaminated Research Room, Research Room (x3), Computer Room (via Research Hallway), Section Exit to Section Primary, Storage Room, Section Exit to Sub-Section F.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
I'll add more as I think of more.
Turn 11: I don't normally copy and paste, but when I do, it's probably for a good reason.
((Right,lets stop bumbling about and try to head to the next level.))
Find Ashley.
((Sorry if this is somewhat metagamey.))
((No, no, I think everyone's been flopping around enough.))
[18]: You meet up with Ashley. She swipes her card on the door, and it opens, revealing another infected scientist. It's the janitor that cleans up Sub-Section F. He doesn't appear to be hostile, strangely enough.
Search for other people! Maybe they have security cards! Like those people near the Section Exit to Sub-Section F, nudge nudge wink wink.
[15]: You meet up with Ashley. She swipes her card on the door, and it opens, revealing some infected person in a hoodie. He has a rather nasty looking chest and back.
Find other people.
[12]: You meet up with Ashley. She swipes her card on the door, and it opens, revealing some infected person in a hoodie. He has a rather nasty looking chest and back.
Swipe card in reader
[12]: Not rolling a 1, you swipe that handy card in the reader. You hear a computerized female voice say "Access Granted", and a timer that says "0:02:00" displays on the card reader's display and begins counting down. Beneath, it also says "TEMPORARY QUARANTINE UNLOCK".
You look up from the reader just to catch an infected person with an extremely spiked and dangerous looking back swing around and look at you all.
Also, you regenerate slightly.
follow Starn
[10]: You follow Starn and meet up with Ashley. She swipes her card on the door, and it opens, revealing some infected person in a hoodie. He has a rather nasty looking chest and back.
You regenerate slightly.
Go to where Starn is.
[14]: You follow Starn and meet up with Ashley. She swipes her card on the door, and it opens, revealing some infected person in a hoodie. He has a rather nasty looking chest and back.
Find others!
[19]: You meet up with Ashley. She swipes her card on the door, and it opens, revealing another infected scientist. It's the janitor that cleans up Sub-Section F. He doesn't appear to be hostile, strangely enough.
Leave the game.
Suddenly, when everyone's looking away, Malcolm seizes up and his entire body is rapidly covered in a wide variety of minerals from diamond, to native silver, to Talc. Unfortunately, the quick transformation kills him... Oh well, at least unlike everyone else when he dies he won't rot away like them! In fact, sometime in the future, maybe someone will make use of his remains for something important, instead of being put inside a casket and left to turn into dirt.
Enter the game.
((For reference, your character is considered to have been infected on turn 5, and somewhat wounded to reflect how he was infected))
Strain roll: I, The Monster.
Urgh, this is rapidly turning out to be the worst day ever. It all started as a normal day, just cleaning after the dudes in Sub-Section F as usual, no danger at all, until somebody brought some meteor down here and gave it to the guys in Sub-Section E. Unsurprisingly, they messed up and released some horrific thing, causing a quarantine. You and your fellow employees in Sub-Section F all followed proper procedure and evacuated through Section C, but you were ambushed by some horrifically mutated and insane people and several of your fellow employees died, along with many others from other Sub-Sections. Interestingly, though, some of them apparently didn't go insane. Regardless, in the middle of running away, one of the infected jumped the scientist ahead of you, killing her, and then he cut your left arm. A security guard, firing at the infected, then hit him in the chest, splattering his blood all over you. Unfortunately, that's probably how you got infected.
After that, you noticed that many of your fellow employees were being cut down before they could escape, and many more that were infected rising back up and attacking the others. In an attempt to save yourself, you turned around and ran back into Sub-Section F just as the doors were closing on you. You then hid out as far away from the door as you could, trying to heal your wound, before you felt a sudden tingling on your body and bladed spikes of dark bone shot out of your back. Your back skin hardened into a thick, very dark brown carapace with hard, sharp scales where the bone spikes aren't, and your chest grew to be 20% longer than before, though now you are permanently slightly hunched over. Safe to say, your shirt was basically destroyed by this.
This is especially horrifying to you because you fear Tyranids. You might be turning into one! Well, it actually might not be as bad as being eaten by one, and you might be turning into something else entirely--actually you probably are turning into something else, but still this is pretty disturbing to you.
Suddenly, the door opens behind you. You spin around and find a large number of other infected people. Oh god, they're going to kill you! And why are their clothes covered in god-knows-what?
...Wait, are these the dudes from Sub-Section E?
Everyone:
In case you are wondering what Sub-Section F is for, it is for the breeding and potential genetic manipulation of whatever E finds, among other things. Everyone would know this, unless your character is unusually unaware of his/her surroundings.
Also, I decided to start listing all the locations the party has discovered in case they might want to go back there for whatever potential reason.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Very pale skin.
Expanded mouth.
No lips.
Sharp teeth.
Elongated and spiked head.
No hair.
Has the mass of three people.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Items:
Combat Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly Healthy.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Level 1 Security-class Security card.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Wounded.
Infected with: Strain I.
Mutations:
Black Bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Relating to location and the building you are in:
scapheap
darkpaladin109
Harry Baldman
BlitzDungeoneer
Samarkand
blazing glory
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Section Exit to Sub-Section F
Travelable locations (all can be traveled to): Sub-Section F, Quarantine Room Hallway (via Research Hallway), Research Hallway (Sub-Section E), Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Section Exit to Sub-Section E
Travelable locations (all can be traveled to): Sub-Section F, Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Waitlist
EDIT:
finally filled out a character sheet. it only took 2.5 weeks!
Name: Erin
Gender: Female
Strengths: Decisive, Alert to her surroundings.
Weaknesses: Impulsive, Judgemental, has a temper, needs glasses.
Impending Doom: Death penalty after a wrongfull conviction for murder.
Description: Short, wears silver-colored thin-frame glasses. long, black hair. bright white shirt, black skirt, running shoes. blue eyes. tends to stare. Young.
Erin is/was a mid-level manager, but is often treated with a respect above her station because she isn't attached to any one department. She is transfered to wherever the company thinks a section is underperforming as a temporary manager to whip them into shape. She was in the middle of being reassigned when the incident occured.
Turn 12: Where I stop getting distracted by flooding hell with water and instead make a turn. Apologies, Terraria was $2 and it's as addicting to me as Starbound was. Namely, very.
Also, I am amused how many of you guys neither asked me if you guys could just go straight to a room or attempted it. Talk about thinking inside the box.
Unless you want to die from whatever inhabits this place,I advise you come with us.
Step over to Sub-section F and go into it's Research Hallway.
[13]: You go past the new guy and go into the Research Hallway of Sub-section F.
It has a lot of doorways. They are open.
"Erm, hello!" Ms. Quincy says to the new fellow. He didn't seem hostile, and more friends were always... good?
Greet this new person. Wave gooey hand. Travel to Sub-Section F!
[5]: You attempt to go past the new guy and go into the Research Hallway of Sub-section F, but you are suddenly smacked around by many others trying to get past and only after you have stumbled around a few seconds you get to the Research Hallway.
It has a lot of doorways. They are open.
((To subsection f, or not to subsection f. That is the question. Whether tis nobler in the mind to advance the plot or to dick around and battle tentacles, and by battling end them. To die, to sleep--no more--and by a sleep to say we end the heartache and thousand unnatural mutations my flesh is heir to. Tis a consummation devoutly to be wished. To die, to sleep--to sleep--perchance to dream: aye, there's the rub, for in that sleep of death what eldritch horrors may come when microbes have consumed our flesh must give us pause.))
To subsection f!
[5]: You attempt to go past the new guy and go into the Research Hallway of Sub-section F, but you are suddenly blocked by many others trying to get past and only after you have waited several seconds you get to the Research Hallway. Didn't help that Elsa blocked the way for extraordinarily long.
It has a lot of doorways. They are open.
Follow the group into subsection f
[9]: You go past the new guy and go into the Research Hallway of Sub-section F after stumbling into Elsa along the way.
It has a lot of doorways. They are open.
AHHHH! Please don't eat me creepy plant person... oh you're sane. Thank god. What the hell is happening?
follow the group
To Starn Well aren't you a ray of sunshine?
[18]: You turn around and go to Sub-section F's Research Hallway.
This room is extremely familiar to you having been in here not long ago.
Ashley waves at new dude "Yo."
Walk into Sub-Section F
[3]: You attempt to go past the new guy and go into the Research Hallway of Sub-section F, but you are suddenly knocked over by many others, but especially Elsa, trying to get past and only after you have picked yourself back up you get to the Research Hallway.
It has a lot of doorways. They are open.
Follow Ashley.
[11]: Technically, you could've followed Ashley to the floor and that would've been a viable response to your action, but you are more intelligent than that. You wait patiently for Ashley to get back up off the floor, and then follow her to Sub-section F's Research Hallway.
It has a lot of doorways. They are open.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Very pale skin.
Expanded mouth.
No lips.
Sharp teeth.
Elongated and spiked head.
No hair.
Has the mass of three people.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Items:
Combat Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly Healthy.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Level 1 Security-class Security card.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Wounded.
Infected with: Strain I.
Mutations:
Black Bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Relating to location and the building you are in:
darkpaladin109
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Section Exit to Sub-Section F
Travelable locations (all can be traveled to): Sub-Section F, Quarantine Room Hallway (via Research Hallway), Research Hallway (Sub-Section E), Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
scapheap
Wade Wilson
Harry Baldman
BlitzDungeoneer
Samarkand
blazing glory
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Research Hallway
Travelable locations (all can be traveled to): Section Exit to Sub-Section E, Microbe Breeding Room, Larger Creature Breeding Room, Gene Manipulation Room, Surgery Room, Containment Room, Panic Room, Animal Control Armory, Camera and Break Room, Miscellaneous Experimentation Room, Section Exit to Section Primary, Storage Room.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 13: Chivalry is dead, because someone rolled a 1.
"Ooh, look, an armory! Say, Mr. New Person, you were stuck in here for a while, can you give us the rundown on if there's anything worth looking for around here?"
Ask Nick. If he can't provide an intelligible answer that could potentially save us a lot of pointless exploration, go to the Animal Control Armory!
[18]: Nick says nothing, either because he can't roleplay or because he doesn't notice you, so you go to the Animal Control Armory. He goes a different way anyway.
This is just what you'd expect from the name, an armory. An armory filled with various electric prods, tasers, Tear gas grenades, high-powered water cannons (which are connected by a hose to the wall and only have enough length to make it to the Section Exits), net shooters, flashbang grenades, metal cuffs (of varying sizes), and there are also a couple batons.
There are no lethal weapons in this room. Or at the very least, none out in the open. It is clear that whoever filled out this room was determined to be nonlethal.
Go to the Animal Control Armory.
[1!]: You would've gone to the Animal Control Armory, but Jimbo bumps you and you smack face-first into the floor. Fortunately, you are at least competent enough to turn away from hitting your nose.
See, this is why you never stick around others. They'll just trip you over when you least expect it. You probably need to convince them to stop doing that before you break your neck or something.
You notice everyone looking around in the armory. Gee, you sure wish you could've been doing that but noooooo...
((I am in an emotional state of somewhere between sorry and feeling completely justified in doing this))
Go to the Animal Control Armory.
This
[15]: Like Elsa, you go to the Animal Control Armory.
This is just what you'd expect from the name, an armory. An armory filled with various electric prods, tasers, 2 different types of (probably) nonlethal grenades, high-powered water cannons, net shooters, metal cuffs (of varying sizes), and there are also a couple batons.
There are no lethal weapons in this room from what you can see. Or at the very least, none obvious.
Go to the Animal Control Armory.
I follow, while on the lookout for any hostile entities
[6]: Like Elsa, you go to the Animal Control Armory. After, of course, stumbling and knocking over poor Starn.
This is just what you'd expect from the name, an armory. An armory filled with various electric weapons, 2 different types of grenades, high-powered water cannons, net shooters, metal cuffs (of varying sizes), and there are also a couple batons.
Also, you very poorly look around for hostiles but you are too distracted by the armory.
Enter random door.
[13]: You enter the Miscellaneous Experimentation Room.
Inside the room is a number of shelves, cupboards, and all sorts of various things that aren't frequently used. Beyond the room are experimentation rooms that are completely empty. There is an active experiment that was going on not too long ago, but there's nothing of value to your group unless you like grabbing random crap.
Oh. Well then go to the surgery room and find something sharp
[12]: You go to the surgery room and lo and behold, you find a fairly large cutting knife. It looks very high-tech for a knife, though as with most knifes that aren't designed for combat this has no hand guard and stabbing with it too hard might result in cutting your hand if you're too careless. Still, if you get a good cut someone could bleed quite seriously.
In this room is everything you'd need for inserting, removing, altering, and so on and so fourth for larger creatures that can be manipulated by the bare hand. It looks like it hasn't been used for a while, though there's a small amount of blood stains that someone didn't manage to wipe away entirely.
Gained Item:
Cutting Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Very pale skin.
Expanded mouth.
No lips.
Sharp teeth.
Elongated and spiked head.
No hair.
Has the mass of three people.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Items:
Combat Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly Healthy.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Level 1 Security-class Security card.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Wounded.
Infected with: Strain I.
Mutations:
Black Bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Relating to location and the building you are in:
darkpaladin109
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Section Exit to Sub-Section F
Travelable locations (all can be traveled to): Sub-Section F, Quarantine Room Hallway (via Research Hallway), Research Hallway (Sub-Section E), Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
scapheap
blazing glory
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Research Hallway
Travelable locations (all can be traveled to): Section Exit to Sub-Section E, Microbe Breeding Room, Larger Creature Breeding Room, Gene Manipulation Room, Surgery Room, Containment Room, Panic Room, Animal Control Armory, Camera and Break Room, Miscellaneous Experimentation Room, Section Exit to Section Primary, Storage Room.
Samarkand
Harry Baldman
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Animal Control Armory
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Surgery Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Miscellaneous Experimentation Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 14: Getting loot, and getting clotheslined. Goes together quite well, huh?
Also, losing patience with Darkpaladin. I'll give him a PM after this turn, but if he doesn't make it for next turn I may just decide to bump him off.
((Eh,my big Combat Knife is probably better then batons anyway.))
Who needs idiots anyway.
Head for the Gene Manipulation Room.
[2]: You get up to go to the Gene Manipulation Room when suddenly you are clothslined by Zach and smack the floor again. These people... they're out to get you, you swear.
After grumbling a bit, you eventually get to the Gene Manipulation Room.
The room is what looks like a standard research room, though the equipment is geared towards a different task than most. There are also a couple very high-tech devices in the room. As I am not a scientist, I'll leave what exists in the room up to your imagination, however there is almost nothing that will help you.
And before you ask, no, you can't use the room to manipulate your body parts. This is gene manipulation, not body transformation, it will manipulate new or small organisms, but it will barely effect existing organisms. In addition, most characters would have no idea what they're doing. Your character is one of those.
"Holy crap, that's a lot of treasure."
See if I can somehow insert one or more electric prods (the handles, mind you, not the shocking parts) into my gooey hand to create PROD HAND. Raise PROD HAND in triumph if this works, imagining a victory theme playing.
[13]: You insert an electric prod into your hand. Rather immediately you feel a very awkward feeling of the foreign body in your hand, and you probably can't use that hand for normal purposes, but you do now have a prod inside your hand. You're really not sure if this even remotely improves your fighting ability. It probably actually makes it worse. What happens if someone jams the prod further into your hand while it's active?
Regardless, you raise your hand in triumph. Hooray?
Gained Items:
Standard Electric Prod.
Walk out of the room and back into the corridor. Enter a different random door.
[11]: You exit the room and go to the Camera and Break Room.
The room is somewhat empty. There's a desk with many computer screens and a single desktop computer, and of course a chair. There's two tables with four chairs each, and two vending machines. There's a couch in the room, too, which certainly makes this room nicer than your team's break room, but really it's a petty difference.
Grab a net shooter!
[18]: You do a front-flip and grab a net shooter by the time people have comprehended you did a front flip.
Just so you know, you'll need nets with that. And yes, you can see them in a cabinet below, of varying sizes. Some are even electrified, though they're few in number.
Gained Items:
Net Shooter (unloaded).
Taser get! Then look for something I can sharpen my teeth with!
[4]: You grab a medium taser and look for something to sharpen your teeth with. You glance around a little, but find nothing.
Gained Items:
Standard Taser.
go to the Camera and Break room, and try to figure out how to work the cameras
[15]: You meet Zack in the Camera and Break room and inspect the cameras. Being in the age of technology, and not being inept at computers since presumably you do like Dawn of War despite the Tyranids, you easily make out the already fairly easy camera controls. You can easily operate the cameras.
At the moment, aside from the other party members, you see nothing moving. In addition, you doubt anyone followed you back into this Sub-section without you noticing in the half-second before the door closed behind you.
((This is a GM hint here))
Head for the Break Room
[15]: You competently go to the Camera and Break room. You meet Nick and Zack in the same room.
The room is somewhat empty. There's a desk with many computer screens and a single desktop computer, and of course a chair. There's two tables with four chairs each, and two vending machines. There's a couch in the room, too, which certainly makes this room nicer than your team's break room, but really it's a petty difference.
Oh, and you regenerate completely.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Items:
Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain F.
Mutations:
Both feet have two talon toes.
Beefed up legs.
Very pale skin.
Expanded mouth.
No lips.
Sharp teeth.
Elongated and spiked head.
No hair.
Has the mass of three people.
Items:
Damaged Alexandria Corp Hazmat suit.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No Hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Items:
Combat Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Level 1 Security-class Security card.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Wounded.
Infected with: Strain I.
Mutations:
Black Bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Relating to location and the building you are in:
darkpaladin109
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section E, Section Exit to Sub-Section F
Travelable locations (all can be traveled to): Sub-Section F, Quarantine Room Hallway (via Research Hallway), Research Hallway (Sub-Section E), Quarantine Room (via Research Hallway, x16), Contaminated Research Room (via Research Hallway), Research Room (via Research Hallway, x3), Computer Room (via Research Hallway) Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
blazing glory
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Gene Manipulation Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
Samarkand
Harry Baldman
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Animal Control Armory
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
scapheap
Wade Wilson
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Camera and Break Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 15: Mutations! Yay mutations. So fun.
Also, Harry, Scrap, you both suck. Why did you both randomly disappear and not even bother to mention anything on this thread? That's rude, you know.
Examine the vending machines.
[20!]: You examine the vending machines. Amazingly, they are filled completely. Soda, snack food, junk food, candy, dried fruit and nuts, filling the vending machines to the brim.
You're unsure if you're really going to need this food unless this infection becomes a sort of zombie apocalypse, but it's there regardless?
Go through the research hallway to section exit to section primary and go into section primary,if I see any then check corpses or such for useful items and keep moving.
[16]: You go through the research hallway to the Section C Primary. Or you would have, except the door is closed and you don't actually have the card!
You grumble intensely at this frustrating fact of life.
((I am taking no responsibility in you wasting your turn, for it's not my fault you don't have the card, it's Team PC's fault))
Go to larger creature breeding room and look for something to sharpen my teeth with! They must have nail files or something.
[5]: You go to the breeding room. Once again, you do not in fact find anything, especially not a filer (they're not breeding pets for people or zoos or something like that, purely experimental). You begin to question why you apparently really need something to sharpen teeth that were already severely sharpened by a mutation. And wouldn't a knife be a better weapon anyway?
This room is a various mix of cages, half-walled in areas, containment rooms, and a tiny bit of animal supplies. There's not much here at all at the moment, they probably weren't doing any breeding projects here recently. There is waste on the floors of some of the cages, though. Nick probably didn't get to them yet.
Suddenly, you tingle intensely throughout your body, before it stops. You then an itch on your nose, and as you move to scratch it, you notice you moved a new appendage rather than your hand. In front of you is now a long, black, icky, oozing tentacle coming from your back. It is one of about 13 of the same, and by god are you now even more creeped out about yourself. You're just glad you never watched through too much Japanese anime.
Also, there is now a hole in the suit where the tentacles are coming out of. It is extremely disturbing to anyone else who sees it, which is nobody at the moment but that's a minor blessing.
Grab some large standard nets and some large electric nets
[8]: You grab the large nets in a fairly standard fashion. Not many ways you could fluff that up.
I will note however that, although it isn't heavy, you're beginning to have trouble carrying all this stuff with just two hands.
Gained Items:
3 Large Nets.
3 Large Electrified Nets.
Go to the Section primary exit and wait for everyone else.
[13]: You go to the Section Primary exit and wait. The door is closed. Starn's here grumbling about the locked door. Surprise surprise, he didn't think of asking Ashley for the key-card.
((Also, I hope you don't mind me slightly retconning your last turn for the sake of introducing a new player. I didn't have getting rid of Dark in mind when I wrote it, and I need a good way to introduce the newbie. Retcon: The camera for the Panic room was out-of order))
Suddenly, you tingle and your legs and feet burst. Your toes lengthen extremely and grow lethal claws, your feet themselves also lengthen, sharpen, and toughen considerably, and your legs become far more agile yet covered with tough armor. Not to mention plenty of random but symmetrical jagged spikes sticking out of both your legs. This is making you uneasy about yourself.
Enter the game.
((I'm going to have your character, like Wade, infected at turn 5, for simplicity. Also, slightly wounded for flavor))
Strain roll: Strain R, The Experimentalist.
((That said, mutation timers have no meaning with this one! No simplification needed! Also, because of the high regeneration, no wounds!))
Shoot, shoot, shoot. This is NOT COOL. Not cool at all. You and your fellow Sub-section F scientists were just messing around playing god when some idiots from Sub-section E went and flubbed with some ALIEN meteor, and now you're IN an Alien movie! This is bad, very very bad. It doesn't help that your retreat was a failure, either. You and you fellow scientists tried to evacuate through the Section C Primary, but an alienish monster knocked you over and blocked your path. You turned around and ran, just as the creature cut your back with its already wet claws. You're not quite sure what was on those claws, but it was probably bad. Because now you have a colossally long tail with a sharp spear-hook sticking out of your rear that will probably make it very awkward to close doors from now on. This is not normal.
Anyway, you ran back into this Sub-section, and directly into the Panic Room before locking it down. You're pretty sure you're fulfilling it's intended purpose, so no harm there. You've been waiting in here for an unknown amount of minutes, messing with your tail to make sure that yes, you are in fact not going insane, you have a absurdly long tail that would probably stretch entire hallways and more.
((For anyone wondering, Sarrak's character ran back before Wade's did, so that's why he didn't see him, and that's the canon I'm going with))
Recently, though, you've been hearing people walking around. Or at least, you think it's people. There's also been some intelligent speaking... Maybe the security teams are here to get you out? Or maybe there are a bunch of people going to murder you... Well, it's a coinflip, you guess. Either way, eventually you're going to have to open the doors and go before you starve to death. There's only enough food in here for... 24 days for one person. In theory, you could stay here. But really, the choice is still up to you.
Die.
Suddenly, a yelp is heard from down the hallway, and Doktorr is never seen again.
((You all had a chance to think of a more interesting death to suggest... don't blame it on me, I'm not some magically creative writer who can imagine everything. Besides, for not even responding to my PM despite being active, he deserves this kind of death anyway))
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Items:
Combat Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
3 Large Nets.
3 Large Electrified Nets.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Level 1 Security-class Security card.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
No hair.
No mouth.
Gooey head.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Wounded.
Infected with: Strain I.
Mutations:
Black vone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Relating to location and the building you are in:
Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Panic Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Camera and Break Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
Samarkand
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Larger Creature Breeding Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Camera and Break Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
blazing glory
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Section Exit to Section Primary
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway).
Harry Baldman
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Animal Control Armory
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
scapheap
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Camera and Break Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 16: Laws of averages were almost defied in the making of this turn. Someone also looses their head. Literally.
There is no better weapon than my maw!
Search for enemies to devour. Run around the ruins randomly to do this.
[17]: You run around viciously looking for enemies.
Glancing by all the rooms, you quickly come to the conclusion that there are no enemies in this Sub-section.
You did get to scare the hell out of pretty much all your party members with your back, though.
In addition, I remembered something: Some Strains are supposed to wound on mutation. So, I've hurt you for this turn. And regenerated slightly.
See if there's any sort of backpack around that I can pick up
[20!]: Why, yes, there is most certainly a backpack here. A very large and bulky one. Of course, there is still a limit on how much could feasibly be put in it, but it's certainly far more capable of carrying everything than your two hands.
Also, you notice Elsa's head disappear completely and be replaced with a transparent, gelatinous material. That's not creepy at all. Nope. Totally normal.
Gained Items:
Large Backpack.
Attempt to break the glass of the vending machines with my mantis scythe-like appendages.
"Might as well test out the limits of these things..."
[16]: Well, it takes a fair bit of swiping with the forelegs before anything happens. The "glass" turns out to be impact-resistant acrylic glass or something similar designed to resist people trying to loot vending machines, which makes it an extreme effort to break the "glass". You do eventually manage to partially shatter the acrylic glass on one of the vending machines, but you are too tired to take out the glass on the other.
Perhaps you should instead test on things similar in composition to what you might actually be facing.
Carefully scout the world outside. Firstly listen, then take a look.
[17]: You carefully scout the world outside. Listening, then taking a look.
You notice a woman with disgusting tentacles sticking out of her back and a surgical mask over her mouth running around. Elsewhere, something is bashing the vending machines in the break room. There is a terrible screeching sound coming from the Section Exit to Section C Primary. Finally, somebody that looks like a lizardman but with much larger legs stomps by to the Section Exit to Section C Primary in a self-conscious sort of way.
...Uh, huh. Right.
Also, Harry, Scrap, you both suck. Why did you both randomly disappear and not even bother to mention anything on this thread? That's rude, you know.
(I am sorry for my rudeness.)
Give card, to the Gene Manipulation Room
[14]: You give the card away to Starn and then go into the Gene Manipulation Room.
The room is what looks like a standard research room, though the equipment is geared towards a different task than most. There are also a couple very high-tech devices in the room. As I am not a scientist, I'll leave what exists in the room up to your imagination, however there is almost nothing that will help you.
And before you ask, no, you can't use the room to manipulate your body parts. This is gene manipulation, not body transformation, it will manipulate new or small organisms, but it will barely effect existing organisms. In addition, most characters would have no idea what they're doing. Your character is one of those.
Find Ashley,seize the security card.
If I find another one then I'll give it back.
Head back to the section exit to section primary.
((Please don't give two actions in two different posts))
[16]: You grab the card from Ashley and head back to the Section Exit to Section C Primary.
I don't think I can fully describe the result of your actions further. Unfortunately my brain isn't capable of imagining it. Or maybe you didn't have a very exciting action. Ah, probably the latter, but not your fault. I'm just writing here so you feel like I put more effort into your turn than I actually am, ain't I nice? Or maybe I'm a jerk. I donno.
((Also, I hope you don't mind me slightly retconning your last turn for the sake of introducing a new player. I didn't have getting rid of Dark in mind when I wrote it, and I need a good way to introduce the newbie. Retcon: The camera for the Panic room was out-of order))
(Whatever works for you)
Wade looks down at his "feet"
"Those look sharp."
Test the sharpness of new feet-claws.
[3]: You test the sharpness of your claws on the metal walls of where you are, seeing nothing else here.
You cause horrible screeching sounds as you try to damage the walls, but in the end you don't even leave a scratch.
I do not post turn but I must mutate.
Suddenly, you go blind as your eyes disappear. You lose all sense of smell, as your nose also goes. And you probably won't be tasting anything, as your mouth goes too.
Yet, somehow, you are left with some sort of "sense" of where you are and what is around you. Somehow, you can "vibrate" to still be able to talk. Somehow, you can still think clearly despite your brain probably not being there. This is beyond odd, you must say.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Injured.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
3 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly Wounded.
Infected with: Strain I.
Mutations:
Black vone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Relating to location and the building you are in:
Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Panic Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Camera and Break Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
Samarkand
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Research Hallway
Travelable locations (all can be traveled to): Section Exit to Sub-Section E, Microbe Breeding Room, Larger Creature Breeding Room, Gene Manipulation Room, Surgery Room, Containment Room, Panic Room, Animal Control Armory, Camera and Break Room, Miscellaneous Experimentation Room, Section Exit to Section Primary, Storage Room.
blazing glory
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Section Exit to Section Primary
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway).
Harry Baldman
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Animal Control Armory
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Camera and Break Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Gene Manipulation Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 17: The laws of averages determines that this turn almost everyone now must suck. Also, I like how everyone grouped up without even a word being said by Blazing.
Also, one chance to guess what's going to happen when the doors open. And Scrap is still rude. I can't believe it, a rude englishman. You're supposed to be models for USAers like me.
Swipe keycard and go into section primary.
[8]: You swipe the card in the slot, the door opens, you hear a computerized female voice say "Access Granted", and a timer that says "0:02:00" displays on the card reader's display and begins counting down. Beneath, it also says "TEMPORARY QUARANTINE UNLOCK". Finally, you hear noises coming from the Section C Primary as you go in. But it is too dark to see what's in here.
There is blood on the floor, though. You also roll a foot slightly on a bullet casing.
Place the stuff i have into the back pack and head on over to the misc. experimentation room
[3]: You drop basically everything before getting it into the backpack and you nearly stumble on the way to the Miscellaneous Experimentation Room. At least you eventually get there.
Inside the room is a number of shelves, cupboards, and all sorts of various things that aren't frequently used. Beyond the room are experimentation rooms that are completely empty. There is an active experiment that was going on not too long ago, but there's nothing of value to your group unless you like grabbing random crap.
Rest.
"So they can shatter impact-resistant glass with enough effort, eh?"
[1!]: Your arms ache and they have many, many spasms. It is very uncomfortable and you tire yourself out even more.
No, I don't know how someone can have so much trouble resting but then again you did manage to roll a 1 so...
Tentacle dance party my way over to section primary door thing.
[10]: You make some sort of wiggling of your hideous tentacles as you make your way to the Section Exit to Section Primary.
Somebody you don't know walks past you but you're too distracted and apparently he didn't notice.
As the door opens, you see blood, bullet casings, darkness, and one corpse, though there's movement in the darkness.
You also regenerate slightly.
Rub my thumb over one of my feet claws to see if they are at least capable of cutting flesh
[13]: You avoid rolling a 1 and cutting your thumb off as you test your feet. They're fairly sharp and yes you are cut fairly bad.
Though I will note, this is a very small testing sample.
Hm... Well, nothing could be done sitting here. It's time to go out and check armory.
[7]: You head to the Animal Control Armory. Along the way, your already weary mind blocks out as it fails to comprehend something you see for how stupid or absurd it is.
You hear someone stumble in the direction of the armory before you get there. But when you enter the armory, there's nobody here.
It is here that you remember that you saw someone walking past you. Somebody with... tentacles. And a medical mask. Dancing. Now you know why your mind blanked out. Somebody else was walking with them but you didn't get a clear look.
This is just what you'd expect from the name, an armory. An armory filled with various electric weapons, 2 different types of grenades, high-powered water cannons, net shooters, metal cuffs (of varying sizes), and there are also a couple batons.
You notice that this normally fully or mostly fully stocked room has been slightly looted... Things are missing where they usually aren't.
"Blorble! I mean, shit!"
Follow Keycard Man who blazes in his becarded glory! He will save us!
[20!]: You very awesomely walk to the Section Exit to Section Primary. Along the way, you see a survivor with a giant tail, but you are too awesomely walking to care and continue on.
You arrive. Suddenly, the door opens as Starn slides the card on the card reader. You immediately spot two mutated scientists in the darkness of Section C Primary. You also spot at least 16 or so corpses, lots of various junk on the floor, numerous bullet casings, blood everywhere and bullet holes in everything breakable (like the lights). It's a fairly gritty scene there.
You also notice a little bit more movement waaaaay back in the room, but even with your 20 it's just too far away in the darkness.
Rawr?
[6]: The first infected scientist, who has a low-tech looking robotic hand with a circular saw, doesn't notice the group.
Rawr rawr rawr?
[15]: The second infected scientist, who has large, clawed hands, with red skin, and a devil's tail, DOES notice the group. He hisses in a only moderately human voice, and the other infected scientist turns around and looks menacingly at the group.
Suddenly, they begin charging. Obviously, this is the start of combat.
And unlike last combat, only the attacker makes a roll now. And that determines entirely how successful the attack and defense is. So, expect pain on both sides.
Also, for excitement, I will note that all NPCs that are infected and hostile can randomly gain mutations in combat if I decide I want to/I remember I said this, when I arbitrarily decide instead of on set timers. Why? Because it's too much on the work side on the work:reward ratio giving them what is basically an arbitrary infection time anyway. And it might make things slightly more interesting.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
3 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain I.
Mutations:
Black vone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Hostiles:
Location: Section C Primary.
Health: Mostly healthy.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Mostly healthy.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Relating to location and the building you are in:
blazing glory
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
Wade Wilson
Harry Baldman
Samarkand
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Section Exit to Section Primary
Travelable locations (all can be traveled to): Section C Primary, Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway).
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Miscellaneous Experimentation Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Animal Control Armory
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Camera and Break Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Gene Manipulation Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 18: A lot of duplicate rolls, I suspect rigging by someone triyng to hakc my comptuer.
That, or either Random.org is having problems or the atmosphere is playing with me. Anyway, Scapheap yet again missed a turn, I'll be sure to PM him if he seems to not remember this game next turn.
Try resting again.
"What in the hell...?
[13]: You manage to mildly rest in the vague but somewhat amount of time that a turn takes place in. You are slightly less tired, but your arms are still sore.
But seriously, there's probably something more important going on at this moment that you might want to get to.
Charge and give a massive flying kick to the one of the mutant scientists..
[2]: You charge vaguely at the scientists, but your attempted flying kick with your very bulky legs results in nothing but a easily dodged attack that nearly has you ending up on the floor face-first.
PROD HAND the dude with the hand saw into hopeful unconsciousness.
[19]: As the buzsaw infected comes closer, you jab him right in the chest. He swings to the side and falls onto the ground, rolling. You begin prodding him multiple times but this prod is obviously more designed to deal pain rather than knock people into unconsciousness. As a fairly insane and angry individual, he does not fall unconscious, nor do you injure him much. He also is barely slowed by the rod. He is in a lot of pain, however you're pretty sure this individual is leaning more in the "fight" part of "fight or flight" mindset and your prodding is only making him angrier and making you a target.
Perhaps you should've tested this prod earlier.
Even worse, you notice a THIRD scientist coming out of the darkness due to the noise. Probably the movement you saw earlier.
eh, time to meet up at section primary. Take out my net launcher and load it up with a normal net just in case
[19]: You head to the Section C Primary, expertly loading up a net in it. When you arrive, you are met with a big brawl between your friends and two infected scientists.
There's also a third scientist coming in from further into the darkness. She is charging fairly aggressively.
Weaponize myself to have a better chance to survive in this mad, mad world. Then, search for friendly humans. Er... Sentients that once were humans.
Specification edit: being reasonable, I want to find some long-lasting ranged weapon and something for close combat that could be used without special skill.
[2]: Uh, huh. This is what you get by not being 100% direct, your choices might be subject to the roll, because you give me an easy excuse of what to turn your low roll into. :P
You find a long lasting, ranged weapon. The water hoses-err, uh... Huh, they're connected into the wall. They look like they weren't intended to be moved outside this Sub-section. They probably would be long-lasting, but they probably aren't going anywhere.
You then go for a close ranged weapon without any need for special skill. Look, I don't know what kind of game you think this is, but skills aren't involved here. So you have anything from the tasers to the batons. You decide to grab a baton. It's a stick, basically, so yeah.
With your extensive struggling to find the former of your request, you don't get any time to search the Sub-section.
Gained Items:
Baton.
Walk into section C Primary, attack the Clawed scientist with the knife
[19]: You walk into the Section C Primary, waiting for the clawed scientist to get near. Having a cutting knife that doesn't have a guard to protect your hand when stabbing, you slash at him. You cut a fair gouge across his stomach, and he is actually hurt noticeably. He is still active, though. And angry! That too.
((If I may suggest, when using something that can be used to hurt someone in different ways, different types of attacks may determine how much damage you do and how successful you are based on your rolls, so you may want to control which one you use by specifying your attack type))
Taze nearest baddy.
Attack Infected Scientist 1 with a taser.
[4]: Well, boy does that long section of questioning as to who you're attacking look pointless now. You attempt to to hit the first infected scientist with a taser, but your shot fails to hit him and he continues his attack.
You do regenerate slightly, at least.
Good ma'am Elsa, how dare you prod me! I shall cut you in twain!
[9]: The first infected scientist, being right under Elsa, swings his saw hand at her. Being so close, it's hard for him to miss, and he hits. However, Elsa is fast enough to avoid getting a serious cut that would actually result in a loss of health, though being hit by an electrical saw is certainly an especially disconcerting feeling regardless.
I don't appreciate being stabbed, Nick. I hope you will understand this when I claw your face off.
[9]: The second infected scientist swings violently at Nick, but Nick, not having got too close due to his swing, manages to narrowly dodge the claws. Perhaps losing a bit of blood from a single cut on his face, but he is not seriously wounded.
Surprise! The GM laid a trap! I will definitely kill you all when you all are tired fighting the other two.
The third infected scientist rushes from the darkness. Strangely, she has massive hands and massive muscles that doesn't look like what her body is able to support.
She'll be in combat next turn. Then you will all be doomed.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly healthy.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
3 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain I.
Mutations:
Black vone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
Hostiles:
Location: Section C Primary.
Health: Slightly injured.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Lightly injured.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Health: Slightly injured.
Infected with: Probably Strain J.
Weapons: Large, strong fists.
Armor: None, basic clothing.
Relating to location and the building you are in:
blazing glory
Harry Baldman
Samarkand
Wade Wilson
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Animal Control Armory
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Camera and Break Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Gene Manipulation Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 19: Where I am increasingly irritated at people not being very active yet not bothering to tell me.
Also, fight! Fight! Fight!
Get up and stab scientist 2 in the neck with my knife.
[20!]: There is a stereotypical sword-unsheathing sound as you unsheathe your Combat Knife and stab scientist 2 in the neck, he starts choking noticably. But obviously, he isn't instantly killed, as he turns around very angrily. You did however inflict a very serious wound on him.
((That is in fact what I wanted, but scientist two would have been as well.))
Maul scientist one. With my sharp teeth!
[20!]: You bite down hard on the already choking scientist's chest. Good news, you bite down and cause far more actual damage than human teeth usually do in a single bite, thanks in most part to your mutation.
Bad news, by doing this you put yourself literally right up in his face, so he really can't really miss you in a retaliation strike.
Also, you regenerate slightly.
Take this fellow's hand saw away, then saw him with it into unconsciousness!
Punch the man in the solar plexus, just slightly below the diaphragm!
[14]: You punch the first scientist in the stomach, doing a fairly adept job at that. Unfortunately, due to no bones in your hands, or really anything solid, you do absolutely no damage! In fact, it's your hand that jiggles due to the punch, not his stomach.
Very unfortunate, obviously.
Exit the room, leave for Section Exit to Section Primary.
[16]: You leave the room and go to the Section Exit to Section Primary.
You are met with a melee between 3 people you do not know and 5 of your friends.
Net the charging 3rd scientist
[3]: You fire your net at the scientist but the shot goes wildly off target and into the darkness, the sound of shattered glass and bullet casings being thrown around is audible.
Lost Items:
1 Large Net.
Hm... Add a few grenades to the mix. And that taser too, perhaps? Go out to search for other survivors.
[5]: You add a "few" grenades (3) and a taser to your arsenal. It is here that you realize that the grenades say "Flashbang" and "Teargas".
Gained Items:
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Get those stupid teeth out of my chest!
[10]: Irritated at being bit, the first infected scientist punches at Felicia with his sawhand. Since Felicia is biting down on him and can't really evade because of it, he hits. Of course, it would be more effective if he actually slashed with it, but he punches anyway, and it slightly hurts Felicia.
Also, because it makes more sense for it to not be a player exclusive thing, he also regenerates a little bit of health.
OW! Starn, that hurt. I believe you need to be taught a lesson.
[11]: The second infected scientist, having been stabbed in the neck, swings around in anger and cuts Starn's arm slightly, and sprays some blood around, both his and Starn's.
I don't appreciate nets.
[9]: The third infected scientist, angry at being shot at with nets, swings a deadly blow at Jimbo. She connects, pushing Jimbo sideways back a step, but the blow was not actually that painful as it neither hit a very delicate spot nor did it hit very directly.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain X.
Mutations:
Is a Wereboar.
Massively muscled.
Very hairy.
Tusks.
Boarface.
Hoofs for feet.
Other minor details relating to boars.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain T.
Mutations:
Head has almost woody, black tendrils in place of hair.
Head is increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Hostiles:
Location: Section C Primary.
Health: Lightly injured.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Heavily injured.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Health: Slightly injured.
Infected with: Probably Strain J.
Weapons: Large, strong fists.
Armor: None, basic clothing.
Relating to location and the building you are in:
blazing glory
Harry Baldman
Samarkand
Wade Wilson
TamerVirus
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Animal Control Armory
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Gene Manipulation Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 20: Combat mutations, how exciting! Well, maybe for you. For me, it makes no difference, you're still accursed players that need to die obviously.
Finish off scientist 2 with a Knife to the chest and follow it up with shoving him over.
[11]: You attempt to stab scientist 2 in the chest with a knife, then try to shove him over. You succeed in the former somewhat, stabbing him in the chest but not in the vitals, yet the latter you find one of your friends, Nick, knocking you and the infected onto the ground just as you start pushing the infected.
How inconsiderate.
Suddenly, you feel tingly and you find your chest bursting out of your clothes and becoming both longer and larger. You are probably far tougher now, but on the other hand you are now incredibly unwieldy and melee is likely going to be a severe challenge. You can barely hold yourself upright now.
You also are probably going to hit the ceiling a lot more now. Watch the doors, they'll probably be a source of many headaches.
Take the failing hard drive out and use wereboar strength to bash it over scientist 3's skull
[11]: You take out the harddrive and smash it on scientist 3's skull. Despite your strength, there is only so much damage a non-heavy object can do in blunt force damage. You manage to hurt her, but only slightly.
The harddrive, on the other hand, has its casing rather noticeably dented. Keep this up and it probably will go from "failing" to "non-functional".
Suddenly, however, you feel tingly. And before you can stop to think, you notice your body shifting dramatically. You're still quite buffy, but it takes only the extension of your nose forward and the large amount of furs, and some serious claws to realize that you have become--as one might typically expect from a "were" disease--a werewolf. This is not stereotypical at all.
But then again, the RNG rolled a canine and the other alternatives would be roughly equally deadly or far less cool dogs, so yeah, I opted for cool.
Nom nom nom
[3]: You fail to nom as the scientist opens your jaws, and pushes you violently away.
You regenerate slightly.
Attack one of the people that aren't my friends. Any one of them will do.
"What is this?"
[14]: With the decision of the dice, you pull out your machinepistol and begin firing at the third scientist with a short burst. Slightly less than half the shots hit, but you seriously wound her.
Unfortunately, this gun is very loud. In a confined space. It doesn't take an absurdly intelligent person to realize that if there isn't very loud gunfire going on somewhere else, people are going to be attracted to the noise... This may not have been the most thought-out decision you've made.
Ah! Perhaps a kick to the same area will do the trick?
If the scientist I'm currently fighting is dead for some reason before I get to kicking him, try it with another enemy scientist.
[18]: You wind up a mighty kick, and smash the first scientist with your foot. It hurts you, but it probably hurt him far worse. He looks like he is in quite a bit of pain.
However, due to the fact that one of your friends is shooting their gun around, he's far more worried about being shot than being kicked.
Onwards! Search for humanoids!
[16]: You sear-oh, gunfireohgod it's loud. There's some gunfire coming down from the Section C Primary, that of a rapid fire weapon. Light, but rapid fire. An SMG or a machinepistol.
Well, you don't have to search. However, do you want to go out to meet people with guns, who might freak out at the sight of your tail and shoot you?
Tackle clawed scientist, and stab his face
[11]: You run and knock over the second scientist, and by extension your friend Starn. You then try to stab his face, but due to it being his face he violently dodges it and you only succeed at cutting the side of his face.
You also put yourself in the prime position to be retaliated by him.
On the other hand, you feel tingly and suddenly find your spikes on your back extending and sharpening further. But what is especially noticeable is the large alteration of your intestines and the long and thick tail now coming from your rear. It has a spiked mace-like bone formation at the end.
I do not post yet I must mutate.
Indeed you must. You tingle and suddenly you feel as though tendrils reach down from your head and into your chest. The same skin coloring, composition, and bumps extend somewhat down into your chest. Tendrils also begin sprouting out of your back, like your head, and your back is now incredibly black and filled with bioluminescent bumps. This hurts. A lot!
Argh! I'm being accosted by a horrible facemonster! Attack her back!
[4]: He swings violently but apparently misses every single time despite Felicia not really dodging massively.
Nick, you ass! Time to die!
[9]: The infected scientist, angry at being repeatedly stabbed and nearing death, sees no reason to hold back and begins swinging violently at Nick and despite his claw strikes being relatively inaccurate there are enough to hit Nick several times and slightly wound him.
Holy crap, somebody is shooting at me! I need to take him out.
[1!]: No, ma'am, you don't need to take him out.
What you do need to do is to cringe in pain and swing randomly in the air. Yeah. Good job, girl.
The fudge, do I need to add MORE scientists in order to provide something even remotely challenging?!
On another note, the Critic virus apparently does not believe she is doing so well, especially against bullets. So--and this is fairly visible--her skin begins growing very hard scales throughout large portions of her body. She probably is far less agile now, but killing her is going to be a challenge.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (mostly full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain T.
Mutations:
Head and back has almost woody, black tendrils in place of hair.
Head and back are increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Hostiles:
Location: Section C Primary.
Health: Somewhat injured.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Seriously injured.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Health: Heavily injured.
Infected with: Probably Strain J.
Weapons: Large, strong fists.
Armor: Large, penetration-resistant scales.
Relating to location and the building you are in:
blazing glory
Harry Baldman
Samarkand
Wade Wilson
TamerVirus
BlitzDungeoneer
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Research Hallway
Travelable locations (all can be traveled to): Section Exit to Sub-Section E, Microbe Breeding Room, Larger Creature Breeding Room, Gene Manipulation Room, Surgery Room, Containment Room, Panic Room, Animal Control Armory, Camera and Break Room, Miscellaneous Experimentation Room, Section Exit to Section Primary, Storage Room.
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Gene Manipulation Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 21: Players getting ahead of themselves and the second 1 roll from the same person. In a row.
Start punching scientist 2 in the face until he just dies.
[20!]: You wind up a powerful punch, and score a direct hit on his nose as he tries to get up. He goes flying back with a small spray of blood coming out of his nose, but it is not enough to kill him. And no, this isn't just to spite you, a standard punch really isn't an especially deadly weapon regardless of how you roll.
You suddenly notice another infected coming from Sub-section F.
Trip Scientist 3 up, then stomp on her skull until she stops moving.
[8]: You trip the third scientist up, and promptly stomp on the floor next to her head. You adjust, and she rolls away. You adjust again, she rolls away again. You adjust again, and she kicks your other leg causing you to stumble.
Welp.
Proceed to attack Scientist 2 with my mantisman appendages.
[11]: Seeing as he is about dead, it takes basically nothing to kill the helpless scientist who is lying on the ground. A few cuts, maybe a stab--really, it took very little effort.
He dies. Congratz, you have the first kill of the game.
Well, sooner or later, I would meet them. So, why prolonging this wait? Go in the gunfire direction.
[12]: You go out to the Section C Primary. You are met with a large melee between various infected and other infected. One group is winning, namely the bigger one.
I would put more in here but really you see about as much as the other players did when they first came here. Plus, I'm pretty sure you get the general gist of what the combat looks like.
Use claws on scientist 1, specifically someplace squishy, like his head or throat
[6]: Swing and a miss! Swing and a miss! Swing and-hey Felicia's in the way!
You don't manage to hit the scientist, unfortunately. What a disappointing start for your new form.
Munch crunch munch.
[10]: You continue biting on his chest, but it doesn't damage him much. Your repeated attempts are getting very obvious for him, and he throws you away into a very vulnerable position.
You also regenerate slightly.
Roll off scientist 2, then proceed to cave his chest in with my tail
[12]: You roll of the scientist as he begins getting up, then prepare to hit with your tail when Starn demolishes him with a massive punch and Zach cuts him a little, which kills him.
Killstealers...
Knee Felicia in the face.
[14]: Felicia's world is suddenly filled with pain as she gets a knee right in the chin, which slams her mouth shut and sends her reeling back.
He also regenerates slightly.
Grab Nick from behind and smash his face into the ground!
[1!]: No words. No words. A double 1. Sigh.
Somebody just kill her for god's sake. End my misery as a GM.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (mostly full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain T.
Mutations:
Head and back has almost woody, black tendrils in place of hair.
Head and back are increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Hostiles:
Location: Section C Primary.
Health: Lightly injured.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Health: Heavily injured.
Infected with: Probably Strain J.
Weapons: Large, strong fists.
Armor: Large, penetration-resistant scales.
Relating to location and the building you are in:
blazing glory
Harry Baldman
Samarkand
Wade Wilson
TamerVirus
BlitzDungeoneer
Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Gene Manipulation Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 22: Okay, Scapheap gets this one last turn before I kick him. If I don't see a post 2 days after this turn, I'm going to put in Lenglon. Let's hope Lenglon doesn't need 2.5 weeks to post a response. ;)
Also, not only did multiple people fail to hit someone, but as it turns out making a lot of noise was a bad thing. Also, one side finally gets the rolls they wanted.
Woo, First Kill! Now, slice off Scientist's 2 clawed arms if possible. If not, attack Scientist 1 with my mantis man appendages.
[6]: You try to cut off his arms, but you quickly come to realize that bones are in fact tougher than flesh and your arms are not saws. So you turn around and swing at scientist 1, but you underestimated the distance and she remains out of your reach.
Jump onto Scientist 3's back and start repeatedly stabbing her in the back.
[9]: You jump onto scientist 3's back but she kneels down, swings forward, and sends you rolling forward over her head and away from her.
While this happens, perform repeated headstomp on Scientist 3.
[2]: As you try and stomp on scientist 3 after she rolls Starn off, you suddenly find yourself yanked by your raised foot and thrown to the ground on the other side of her.
Using superior strength, grab scientist 1's robo saw arm by the base and force the sharp end into his neck
[18]: You indeed grab the first scientist's arm and force it into his neck. Unfortunately, he does seem to have some control and it stops spinning, but you do cut his neck and he does seem in pain.
As the 18 roll guy, you notice that there are two more infected coming from the hallway. Probably from someone going off with a machinepistol in an enclosed space.
I will give a free GM hint here: There were once security guards in this room. They were once firing guns. They probably also died here (if they didn't get infected), so if somebody took the time to look they might find a gun and some ammo right now instead of having to wait for combat to end.
Lots of tentacles! Squeeze the life out of him! If time, savor the taste of his flesh.
((I will note that the continuous lack of specifying the target is slowly getting on my nerves. While I most certainly can look back at previous turns, it would be far more convenient for me if you would start noting your targets by their name or number))
[1!]: You have a very hard time controlling your tentacles, and are a bit too distracted when the struggling scientist slams his back into you fighting Jimbo and sends you onto the ground in a very awkward pose.
At least you regenerate slightly.
Ugh. I really don't understand who fights who or who is on the good side - for me. Let's wait a bit.
[15]: You wait. The fighting continues. You're probably going to wait for a long time here if you are going to wait the fight out.
May I suggest... asking somebody a question? Sure they might ignore you, but really it's not like you're doing anything else.
Attack the third scientist with my tail
[16]: You swing and hit the third scientist in the back with your tail, sending her back to the ground. It looks like a somewhat solid hit.
As the 16 roll guy, you notice that there are two more infected coming from the hallway. Probably from someone going off with a machinepistol in an enclosed space.
Push my saw back at Jimbo's arm!
[16]: Jimbo suddenly finds the first scientist pushing back against even his mighty strength and the saw turning back on. He cuts Jimbo's arm fairly solidly, and Jimbo bleeds noticeably.
Headstomp me, Elsa? How about I punch your heart until it stops?
[19]: Elsa, slowly getting up, suddenly feels her heart almost stop as she is punched in the chest very, very hard. She thinks she hears a crack or something, but regardless of what she hears what she feels is extensive blunt force trauma. It's no surprise that Elsa falls on her rear as a result of the punch.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (mostly full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain T.
Mutations:
Head and back has almost woody, black tendrils in place of hair.
Head and back are increasingly black and woody in composition.
Has blue bioluminesent bumps on black portions of body.
Items:
Ruined Tennis clothes.
Scalpel.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Hostiles:
Location: Section C Primary.
Health: Moderately Injured.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Health: Nearing death.
Infected with: Probably Strain J.
Weapons: Large, strong fists.
Armor: Large, penetration-resistant scales.
Relating to location and the building you are in:
blazing glory
Harry Baldman
Samarkand
Wade Wilson
TamerVirus
BlitzDungeoneer
Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
scapheap
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Gene Manipulation Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Panic Room (via Research Hallway), Animal Control Armory (via Research Hallway), Camera and Break Room (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 23: Introductions, killings, excitement, disappointment. Could be more descriptive, but alternatively I could put absolutely nothing here.
Scientist -ei*pi gets a faceful of teeth for Christmas!
[7]: You smash your face into the floor. You hit hard enough to cause bleeding and bruising, and hurt yourself slightly.
And no, you don't get to regenerate this turn, because negating the damage would've made this pointless.
Grab scientist 1 by the neck and fling him in the direction where Alexander is standing, start looking for gun and ammo
[7]: You push the scientist but do not throw him, and you go searching for guns and ammo. You find a Heavy Pistol on a dead body, but you fail to find a clip left on the body. Yet there is no clip in the gun, empty or full, so there at least exists the chance that there might be a full clip on the side somewhere...
You regenerate slightly.
Finish off scientist 3 with a stab to the throat.
[19]: For once, you don't look like someone who's getting ahead of himself. You run up to and stab at scientist 3 with your knife, ramming it through her neck, and although the scales block a good portion of the damage, you cause just enough damage for her to crumple onto the ground, unmoving.
It is now that you notice two new infected coming into the fight and... oh shit, one of them has a gun. An SMG. That's QUITE dangerous with little to no armor at the moment!
You also notice someone who was lying on the ground wake up.
Headstomp Scientist 3, the Revenge!
[15]: Too late. She's dead.
The two new infected certainly aren't, though. Especially since one of them has a gun.
You regen as usual, you highly regenerative gal.
Turn to face the two incoming scientists, try to figure out what their mutations are.
Guys, we got two more coming.
[6]: You turn to face the two incoming scientists and try to figure out their mutations.
You don't figure out.
It's okay, regardless, because the GM currently isn't bothering to hide strains at the moment.
Hearing the first resemblance of normal human speech, Alexander was overjoyed. And a bit disturbed. Still, it was his chance to take the right side.
"Do you need any help, fellows?"
Thinking that action would prove his point better, he closed onto fighters and tried to stab Scientist #1 with his tail.
[1!]: As if lady luck is giving you the middle finger, your action trying to prove your point fails. Horribly. You try to stab at scientist 1 with your tail, but miss. The tail, due to momentum, continues flying past. And further. And further. Then it stops, yanks your rear forward, and as a result of your tail being to the side you spin onto the floor and smack your shoulder against the floor.
In the end, all you prove is that you really don't know what you're doing at the moment. Oh well.
Huh. Thought I already did.
Attack Scientist 1 with my appendages.
[2]: You briefly attempt to cut at scientist 1 with your appendages, but you miss while charging and when you turn around he's going somewhere else, completely ignoring you.
I probably should die.
Suddenly, Ashley is struck by divine assistance and goes to help the group.
Unfortunately, this is where she meets her untimely death. See below.
Who the hell is shooting while I'm sleeping?
((As is standard for most infected in this area, you are assumed to have been infected on turn 5.))
Strain roll: Q, Suggestive Strain.
((GM hint: Your next mutation, according to the strain timer, would be turn 25. I suggest thinking up a potential desire or suggestion for that turn unless you like fun.))
Urgh. Headache, you have one. A special kind that you can only get from both a extreme blow to the head and extremely loud noises when you're sensitive to sound. You wake up barely able to see from the ground. Ahead of you, there are several infected fighting it out, including one with an SMG that mowed down another.
How did you end up in this place? Well, you, along with many other scientists, were attempting to run away from this infection. However, along the way, you and many other scientists were hit by infected. Many scientists died or were infected. You were one of those infected. You were cut from a glancing blow, which did little damage to you. What did damage you was the push from when the body on the infected hit you, which threw you directly into a table, smashing it and knocking you unconscious.
You don't have much else on your memory. Aside from screaming and shooting, you were far too out of it at the time to notice or do much else. Until now, with people shooting.
You then, all of a sudden, notice you have giant-sized eagle-like wings on your back. You had fleeting thoughts of wings like these in your semi-lucid state, though you never had the expectations of getting them. They probably aren't very useful underground.
((I had a hard time deciding what your initial mutation would be, with this strain, so I opted for the easy way out with an excuse. Hope you don't mind))
Anyway, oh, right. People. Fighting... You're not quite sure whether you should get involved or not, but regardless you will probably die really quickly if they're hostile to you...
Hey, Jimbo, I'm still relevant. A saw to your spine should prove it.
[19]: Jimbo suddenly feels incredible pain as the saw of his previous friend that he left cuts deeply into his back. It appears that he doesn't appreciate being left alone. The cuts are quite serious for Jimbo.
Also, he regenerates slightly.
Who shot the gun? You know that this was an entirely avoidable encounter with us, right?
The fourth infected scientist in now in combat range, and visible to the party. She has an absurd amount of tentacles, and a chest maw full of teeth. She distinctly reminds you of Felicia. Only more disgusting. And far, far more dangerous simply due to far more teeth over a much larger area.
And yes, these two NPCs are only here because someone shot a gun. Oops. Oh well, more excitement!
I may be insane, but I still understand that my gun shoots!
The first infected security guard is now in combat range too, also visible. He looks like some sort of half-"grey" alien-human hybrid, and doesn't have much dangerous mutations. However, he has a goddamn SMG, so his lack of dangerous mutations mean diddly.
Unfortunately, due to divine influence, he perfectly picks out Ashley and fires a quick three shot burst. In doing damage that would typically require about 2 20s and perhaps even more, all 3 strike Ashley's head and one her eye. She goes down hard in what is most certainly an immersion breaking fashion, but really did anyone ever have much immersion?
And yes, this SMG will severely hurt if it rolls good. Though certainly, not ever as effective as it was on Ashley. I have no illusions that this NPC will be attracting a lot of aggro. In which time the other 2 will probably take advantage and murder someone.
Oh, did I say something about murder? No, I didn't, be quiet.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (mostly full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
No bones in arms or hands.
No fingers.
Hand is almost liquid.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly healthy.
Infected with: Strain Q.
Mutations:
Large, eagle-wings on back.
Items:
Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Hostiles:
Location: Section C Primary.
Health: Moderately Injured.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain J.
Weapons: Large, strong fists.
Armor: Large, penetration-resistant scales.
Health: Otherwise healthy.
Infected with: Probably Strain D.
Weapons: Chest maw of teeth and tentacles.
Armor: None, basic clothing.
Health: Moderately Injured.
Infected with: Probably Strain D.
Weapons: Eliminator SMG (unknown ammo).
Armor: Moderately Damaged Body Armor.
Relating to location and the building you are in:
blazing glory
Harry Baldman
Samarkand
Wade Wilson
TamerVirus
BlitzDungeoneer
Sarrak
Lenglon
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 24: How glorious, all 8 players with actions! Something I sorely missed.
Also, as to be expected with a hostile NPC with a gun, somebody is finally put in a health state that is very close to death. BUT WHO?! Well, perhaps you should stop reading this and start reading the damn turn!
"Dogpile on the gunner!"
Circle around and move to bowl the gunner over from an unconventional angle, don't run straight at him. If the guy on our team with the gun starts shooting, wait until he's done, only then charge.
[6]: You circle around, line up, and charge... and miss, flying past the gunner and bouncing off a 20 degree angle on the wall and promptly finishing by rolling a bit. Well, it could've been worse.
Oh, and you tingle. You know what that means! Mutation time!
Let's see... oh, well, your arms tingle as they turn into a cyan mass, like your head. They are now utterly useless for punching, and they now can barely extend outwards while supporting their own weight. On the bright side, any sort of crevice that normally would be just a bit too small to put your hand in is now not even remotely a challenge, and bending your arm 4 times is now a possibility!
And finally, you regenerate.
Charge Guard 1,engage in grapple,try to manuver his gun towards scientist 4 while forcing his finger against the trigger from behind.
[18]: You charge the guard and grapple him, forcing his gun towards scientist 4, and you press on his finger...
[19]: You press his finger just in time to strike the fourth scientist several times, causing fairly severe damage to her.
((Normally I would have one roll for most stuff, but this seemed like an especially difficult and especially long action that deserved two. With two successes, I think you deserve it))
Start shooting Guard 1.
[11]: You start shooting at the infected guard. Several shots of yours miss, but eventually you place a hit on his chest and there is most certainly blood spilt.
Bite scientist 1.
[9]: Once again, you attempt to bite scientist 1. Once again, you are not fast enough and obviously he has learned your tricks as he pushes you away.
At least you can regenerate correctly, if nothing else.
Take the pistol and look for a clip
[5]: You take the pistol and look for a clip. You search and search, but you find nothing. You might find it if you look more, but then again you might not.
Gained Items:
Typhoon Eagle Heavy Pistol (empty).
I've got to get out of here. If only I could hear like a bat, knowing where everything is around me by sound alone, maybe then I'd be able to slip past... Oh well, I need to focus on the here and now.
Scamper to the side of the room where there seems to be the least fighting, grabbing my taser and preparing it in case I need to use it, but keeping it hidden inside my pocket so I can keep the element of surprise. Use it on anyone that attacks me, but otherwise just look for a hiding spot from these monsters fighting each other.
((I would like to note that, even if you can give it to me now, telling me what you want from your mutation closer to the mutation time will drastically reduce the chance of me forgetting when it's time))
[1!]: You are paralyzed with fear and fail to even grab your taser, instead staring at the violent combat with utter indecision.
((...Great action and roll errybody, tell your friends about how Lenglon was given a slap as an introduction gift))
Help in eliminating Infected Scientist. Try to give my tail one more chance.
[4]: You attempt to help in eliminating the first infected scientist, but once again your tail misses. Fortunately, you don't slide along the ground as a result.
Charge the security officer and try to knock him to the ground
[19]: You charge the security officer and knock him to the ground, while not knocking Starn. However, this probably puts you in a very dangerous situation!
Cut the predictable lady.
[1!]: Predictable as she may be, she at least isn't rolling 1s.
Argh! How dare you make my friend shoot me! Time for me to channel my inner Felicia on Starn!
[4]: No, she just groans in pain due to being hit by so many shots. Actually, maybe she did channel her inner Felicia, just only the bad parts and none of the good parts.
Also, she channels Felicia's trololol regenerationing.
Oh hey, Nick pushed me and gotten in front of my gun. An obvious target. Fire!
[19]: Nick, being right in front of the security guard, sees the guard swing his gun closer to him and the barrel of the gun aim directly at his chest chest and suddenly open fire with a burst of several shots, with all shots hitting and basically ignoring his carapace due to the close range, causing horrific damage to him. He gets the idea that running now is a REALLY good idea.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (mostly full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Typhoon Eagle Heavy Pistol (empty).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
Arms and hands are transparent, slightly cyan gelatinous masses.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Nearing death.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly healthy.
Infected with: Strain Q.
Mutations:
Large, eagle-wings on back.
Items:
Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Hostiles:
Location: Section C Primary.
Health: Moderately Injured.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain J.
Weapons: Large, strong fists.
Armor: Large, penetration-resistant scales.
Health: Lightly injured.
Infected with: Probably Strain D.
Weapons: Chest maw of teeth and tentacles.
Armor: None, basic clothing.
Health: Moderately Injured.
Infected with: Probably Strain B.
Weapons: Eliminator SMG (unknown ammo).
Armor: Moderately Damaged Body Armor.
Relating to location and the building you are in:
blazing glory
Harry Baldman
Samarkand
Wade Wilson
TamerVirus
BlitzDungeoneer
Sarrak
Lenglon
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 25: Good god... what the fudge. The rolls, my god they suck... The roll average is just slightly above 7. So yeah.
Start slashing Guard 1's gun hand/arm.
[9]: You slash at the guard's arm, but he seems quite intent on not letting you cut it, so you miss several times and don't manage to hit his arm.
Strangle scientist 1 with tentacles.
[1!]: Unfortunately, it appears attacking the person who rolls 1s results in you getting 1s. He kicks you in the face as you try to approach, and you are pushed back with minimal effort.
I appreciate the change in attack tactics, but please don't roll 1s while doing so. :P
Crap. RETREAT!!! Preferably to somewhere with medical supplies, and no angry monsters. If not, just get behind the people not trying to kill me
[6]: You get up and run, but in your panic you can't remember where has medical supplies. You jump into the safest place you can think of, Sub-section F.
Suddenly, you feel a tingle. Your thumbs and pinky fingers disappear, as your remaining three fingers suddenly grow a jagged single solid bone plate on the top of them, and a carapace beneath. The plate sharpens out as it reaches the end of your fingers, where they become lethal bone blades. Also, your fingers are now far bigger to compensate of the loss of your others. The bone plate, as you bend your fingers, sticks to the front of your fingers, which does leave the lower parts of the fingers exposed while bending.
On one hand, you have a lethal weapon now, on the other you have no thumbs! Not like that's going to do much, since Tamer can fire his pistol somehow anyway, but still.
It is also now that I'd like to remind you that you are lucky that you don't have a strain that injures on mutation!
Well, damn. Hit the infected with my baton. Hard.
((I would like to remind you of my conversation with Samarkand. I do prefer you spending a couple additional seconds listing your targets))
[11]: You finally hit the scientist with your baton, but only manage a moderate strike on his face. It doesn't do too much damage. This is why you aren't a policeman.
Headstomp the guard!
[6]: Repeating your stunning successes of earlier, you miss the guard with your stomps.
You are a disappointment to yourself.
At least you regenerate properly. If nothing else.
"ah, um... fine! I'll do what I can!"
charge Infected Guard 1 and attempt to taze him into submission.
[7]: You charge the Infected Guard with your taser and firing, but you miss by a short margin.
Suddenly, however, you feel a sharp pain in your ears and feel blood dripping from them. You have an intense headache and eventually intense pain throughout your body and you get dizzy. Eventually, you recover, when you notice your hearing is better than before. Your ears and your head attached to them seem to be oddly shaped, compared to most people.
Go claw scientist 1 in the neck
[4]: You attempt to claw the scientist in the neck, but you miss by a wide angle... You charge again, but then you miss by an even wider angle.
You regenerate slightly.
Attack Infected Guard 1 with my appendages!
[2]: You charge the infected guard, but he bats you to the side as you get near and you miss wildly.
Suddenly, you get flashes of things you're never seen before, mostly consisting of dirt, but also some images of parts of trees... there's also the distinct taste of unknown sap in your mouth for a second... Very odd, very foreign.
Predictable lady needs to be kicked until she knows her place.
[8]: He kicks Felicia in the face again, but it does no damage. It's basically but a tap.
At least he regenerates some health and makes Sarrak's attack utterly ineffectual. So that's something.
Starn, stop ignoring me or I'll eat you!
[9]: Well, she certainly tries. She charges Starn and extreme speed and Starn just barely avoids her. But he still avoids her, and that's all that matters.
She continues her regenhax.
Time to shoot Starn.
[16]: Starn, being so aggressive towards the guard, unsurprisingly suddenly finds the guard firing at him and, indeed, scoring several hits on his chest and arms, causing damage that punctures through the scales. Feel the pain, Blazing, of the only person this turn who rolled good (and no, the 11 by Sarrak doesn't count as "good")!
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (mostly full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Typhoon Eagle Heavy Pistol (empty).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
Arms and hands are transparent, slightly cyan gelatinous masses.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Nearing death.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Clawed hands with three shielded fingers and no thumbs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain Q.
Mutations:
Large, eagle-wings on back.
Enhanced hearing.
Items:
Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Hostiles:
Location: Section C Primary.
Health: Moderately Injured.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain J.
Weapons: Large, strong fists.
Armor: Large, penetration-resistant scales.
Health: Slightly injured.
Infected with: Probably Strain D.
Weapons: Chest maw of teeth and tentacles.
Armor: None, basic clothing.
Health: Moderately Injured.
Infected with: Probably Strain B.
Weapons: Eliminator SMG (unknown ammo).
Armor: Moderately Damaged Body Armor.
Relating to location and the building you are in:
blazing glory
Harry Baldman
Samarkand
Wade Wilson
TamerVirus
BlitzDungeoneer
Sarrak
Lenglon
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 26: Oh my, we might, eventually, with good rolls, finish this combat and continue the party's wonderful aimless wandering.
Assuming, of course, you all can get past Scientist 4's Samarkand-level regen hax.
Keep attacking the Guard! With my appendages, obviously.
For reference, from now on if I don't specify what I attack with, assume I chose my appendages.
[4]: You swing and swing but cannot hit the evasive noncaring guard as he deftly dodges stands still as you accurately clumsily swing your appendages.
You are a disgrace to mantiskind, I hope you're proud of yourself.
As scientist 4 is going by,grab her arm/body and alter her course to charge into the guard.
[14]: You successfully alter her course and throw her in the direction of the guard.
They collide, but aside from knocking him over, neither is harmed in any way. Not attempting to puncture his body armor or even his clothing, her teeth do little damage.
Scientist 1 must die. While pretending to strike him with my baton, I actually sting him with my tail from behind.
[19]: You swing your tail behind the scientist, gaining momentum and swinging it forward into the first scientist. The tail stabs into his back, causing serious damage, but not killing him. However, your tail is now stuck in his back, and you won't be able to stab him again unless you get it out.
A change of tactics is needed!
Stomp with BOTH FEET! Hahahah! That Infected Guard 1 will surely feel the pain now!
[11]: You jump up and down with your feet, missing several times but eventually clipping the guard's leg with both legs.
His leg is bruised fairly badly, but it resists the attack and the bone does not break.
Fine, attack scientist 1's blood and flesh filled chest with my sharp claws
[2]: You turn around and charge scientist 1 but you miss by a mile as he is engaging with Alexander. In fact, one might almost say you had no idea where you were running at all.
You did, you just completely and utterly failed at it.
Snap scientist 1 neck with tentacles.
[9]: You grasp scientist 1's neck and begin to try and snap his neck. Unfortunately, your tentacles aren't quite good enough to grasp his neck properly, and you achieve nothing as he struggles against you and Alexander.
"Stop. Shooting. People!"
Attempt to circle around behind Infected Guard 1 and taze him!
[18]: You circle around and fire your taser, striking the guard near the head, shocking him quite a lot. He is still conscious via unbridled insanity and rage, but his ability to fight will be hampered a bit.
continue my search for medical supplies
[18]: After intense searching, you eventually find some medical supplies in the newly opened Panic Room. It contains a First Aid kit and various other medical supplies. Yes, you think you can in fact heal yourself quite a bit with this. First Aid will deal with immediate issues, while the other assorted medical items will allow further patching up.
You will, however, need to get someone else to pull the bullets out of your body.
As I am intelligent, I will assume that as you have no natural regen and you explicitly searched for this stuff that you want to take them.
Gained Items:
First Aid kit (5/5 uses).
Assorted medical equipment and supplies (3/3 uses).
Saw that guy who stabbed me, aaah!
[17]: Alexander can barely react before the first scientist saws him across his chest and gives him a very painful cut as a result. As you might expect, the scientist is very pleased with the result.
Grr, turn around and charge Starn! Bite him to death!
[15]: Starn suddenly finds the scientist turning around and charging him. Before react, he has her mouth-filled chest biting on both of his arms causing a fair bit of bleeding...
Starn is now quite seriously injured.
Also, as is her birthright, she regenerates.
Aaarrgh, shoot Starn!
[2]: The scientist fires one more burst from his gun, missing wildly due to being tasered and just plain being bad at aiming at the moment.
However, his gun finally starts clicking due to being empty. Well, at least he's not going to be shooting anymore. He does, however, begin wielding the weapon like a club, and with somewhat sharp edges and being made primarily of metal, it is somewhat dangerous.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Seriously injured.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (mostly full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Typhoon Eagle Heavy Pistol (empty).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
Arms and hands are transparent, slightly cyan gelatinous masses.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Nearing death.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Clawed hands with three shielded fingers and no thumbs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
First Aid kit (5/5 uses).
Assorted medical equipment and supplies (3/3 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain Q.
Mutations:
Large, eagle-wings on back.
Enhanced hearing.
Items:
Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Hostiles:
Location: Section C Primary.
Health: Nearing death.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain J.
Weapons: Large, strong fists.
Armor: Large, penetration-resistant scales.
Health: Mostly healthy.
Infected with: Probably Strain D.
Weapons: Chest maw of teeth and tentacles.
Armor: None, basic clothing.
Health: Heavily injured.
Infected with: Probably Strain B.
Weapons: (Using as club) Eliminator SMG (empty).
Armor: Moderately Damaged Body Armor.
Relating to location and the building you are in:
blazing glory
Harry Baldman
Samarkand
TamerVirus
BlitzDungeoneer
Sarrak
Lenglon
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Panic Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Camera and Break Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 27: One of these days combat will be done.... ...Once the players stop rolling ones!
I think I rhymed there. Or something. Maybe. Regardless, I'm serious, if players don't stop rolling 1s this combat isn't going to stop, so stop antagonizing the RNG god doing whatever you're doing. This is totally all your faults, yes.
Barrel into Scientist 1,slashing wildly.
[13]: You turn around and charge at scientist 1, swinging wildly as you said. You eventually manage to score a hit on him, and he is pushed to within an inch of death.
You then notice two allies ineptly fumbling around with him, utterly failing to kill the sucker. Sigh...
Look for bullets for my pistol
[14]: You finally find a clip of ammo for the pistol, lying underneath another person's body. It looks and feels full.
However, you have come to the conclusion that you've probably found all the ammo you could find. You've searched quite a bit and, unless the guy was dropping clips on the other side of the room for no reason, there really isn't anywhere else clips could be found.
I hope it's not a wild assumption that you're probably both going to pick up the clip and reload the weapon. You will now find your pistol loaded in your status.
You regenerate.
Maintain tentacle assault!
[1!]: I swear, I'm not fudging with these rolls. I... really don't know why you're having such a hard time fighting. Maybe you just need to... shift your posting position, so other people will get your rolls? I donno. Lady Averages isn't playing nice regardless.
Anyway, you utterly fail to control your tentacles, your brain is not designed to use all these tentacles, and you end up randomly moving different parts of your body. Safe enough to say, you can't even maintain touch on his neck.
Continue to taze Infected Guard 1 over and over and over until he stops trying to kill people!
[17]: You reload and fire another taser, striking the guard again. He is still conscious but he seems to be loosing senses.
You finally regenerate slightly.
Snap Scientist 1 neck with my arm. Free the tail afterwards.
[1!]: You reach for the scientist's neck, but your arms cramp on the way there. You quickly question how your arms could possibly cramp up, and in questioning you do not free your tail.
Meanwhile, in another universe, the GM is wondering how unlucky you were to be the second 1 roll this turn.
You regenerate.
Patch my self up with my first aid kit and medical supplies
[15]: Despite having very little formal medical training, you stop the majority of the bleeding you are suffering, healing you quite a bit. However, the bullets are still in your body, so you don't suture the wounds--leaving bullets in your body is a decidedly bad idea. You'll probably need someone else to get them out, because doing so yourself would be both very painful and quite a bit more risky than someone else doing it.
But anyway, congrats on the first intentional healing action in the game, as far as I can remember. Though it's a bit of a dubious achievement.
Continue the doublestomp on that Infected Guard 1!
[18]: You continue jumping to try and stomp on someone trying to get up. Miraculously, you actually manage to stomp his head fairly solidly, bruising his head quite a bit. However, you are not going to get a cave-in of his skull until he's near death because no instakills plz.
He is seriously wounded though. But still not dead! Everyone is both having a horrible time with attack rolls and not prioritizing enough.
Argh! Fight Starn back! Die die die!
[10]: Starn suddenly finds his wild flailing met with wild flailing and he finds another cut on his body.
He is now even more injured!
He also regenerates! Starn's attack was thus promptly completely negated. If only everyone else didn't roll 1s.
Well, one person is tasing my friend, one is not doing anything, and everyone else left, so let's start biting on the taser jerkess.
[16]: Erin suddenly finds her relative neutrality shattered by the biting of teeth on her chest. It is both a very unpleasant and a very painful experience.
Erin is now quite injured!
The scientist also regenerates.
You know, Scientist 4 has a good idea, and I'm tired of being tasered. Hit her!
[17]: Despite being heavily tasered, the guard manages to smack Erin with the stock of the SMG and lightly bruises her face, hurting her further.
It would probably be a good time to run, since everyone seems to have left you.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Nearing death.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (mostly full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Typhoon Eagle Heavy Pistol (full).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
Arms and hands are transparent, slightly cyan gelatinous masses.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Clawed hands with three shielded fingers and no thumbs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
First Aid kit (3/5 uses).
Assorted medical equipment and supplies (2/3 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Seriously injured.
Infected with: Strain Q.
Mutations:
Large, eagle-wings on back.
Enhanced hearing.
Items:
Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Hostiles:
Location: Section C Primary.
Health: Nearing death.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain J.
Weapons: Large, strong fists.
Armor: Large, penetration-resistant scales.
Health: Otherwise healthy.
Infected with: Probably Strain D.
Weapons: Chest maw of teeth and tentacles.
Armor: None, basic clothing.
Health: Nearing death.
Infected with: Probably Strain B.
Weapons: (Using as club) Eliminator SMG (empty).
Armor: Moderately Damaged Body Armor.
Relating to location and the building you are in:
blazing glory
Harry Baldman
Samarkand
TamerVirus
BlitzDungeoneer
Sarrak
Lenglon
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Panic Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Camera and Break Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 28: Combat is slowly coming to an end. Really. It would take some bad rolls to spend any more than 2 turns mopping up what's left. 'Course, I say that and people are already having bad rolls.
On another note, I've thought of a way to maybe potentially decrease combat time: Whenever combat starts, it is considered "1/3" a turn. In those 1/3rds, mutations and regeneration are paused, and non-combat turns are put on hiatus. On the 3rd turn, the non-combat turns proceed along with combat, mutation, and regeneration.
It would give me even less excuses to not update faster, would make small mini-fights very quick to handle, would prevent regeneration from being too powerful, and solve combat before everyone's mutated to hell and back. On the other hand, it might have some oddities as a result. What do you guys think, would it improve combat or make it worse?
Run to the Portion hub hallway.
[16]: You turn and run out of the fight into the Portion Hub Hallway. There are a lot of bodies of infected and noninfected scientists and a guard in this hallway, a lot of bullet casings, and a lot of blood. Signs point to guards from the Portion B Hub using this as a choke point, and only mildly succeeding. At the end, a large door to the Portion B Hub that is currently closed.
However--and you luckily notice before you step near him--there's a crippled infected scientist on the ground near the door who has his legs shot. He is extremely vulnerable and unable to reach you at the current position. You probably could kill him in one hit, though a miss or failure with a melee attack could put you in danger, as he would be able to actually attack you.
You notice Erin come up behind you, intensely wounded.
Shoot infected scientist 4
[8]: Contrary to the desires of both the GM and probably the players, you fire your heavy pistol and just barely hit Scientist 4, causing only a minor amount of damage with a hit on the edge of her body.
A grand start to your markswolf carrier I'm sure.
"Aaaaahhhhh!"
GetItOffGetItOffGetItOffGetItOffRunRunRunRunRun!
Taze anything that tries to stop / catch me
[16]: You run very, very fast towards the Portion Hub Hallway, because GM imagines you would both be closer and because you decided to not be specific.
You see... quite literally the exact same things Starn sees. You also see him. Because you got the exact same roll for the same action:
There are a lot of bodies of infected and noninfected scientists and a guard in this hallway, a lot of bullet casings, and a lot of blood. Signs point to guards from the Portion B Hub using this as a choke point, and only mildly succeeding. At the end, a large door to the Portion B Hub that is currently closed.
However--and you luckily notice before you step near him--there's a crippled infected scientist on the ground near the door who has his legs shot. He is extremely vulnerable and unable to reach you at the current position. You probably could kill him in one hit, though a miss or failure with a melee attack could put you in danger, as he would be able to actually attack you.
You regenerate slightly.
Another 1... Maddening. Scientist 1. BITE his throat out!
[8]: You thought that was maddening? Well, it's only going to get worse.
You attempt to bite the scientist's neck with your teeth. However, he dodges left and right and you can't get a bite down on his neck.
Though perhaps it's for the best, biting someone's neck out without any teeth or mouth mutations doesn't sound very fun.
Stomp doubly and intensely on Infected Guard 1! This is taking too much time! Rragh!
[11]: You just barely continue to blunt-force Guard 1, stomping on his chest. You only do minor damage, and he's still alive by just the smallest margin!
Open fire on Scientist 4!
[9]: In another astounding display of players getting poor rolls, you fire a couple rounds at scientist 4 and only strike once on the edge of her left forearm, doing only a minor amount of damage.
The irony, if you and Tamer both risked extreme overkill and shot at one of the other two, one of them would be dead.
Go back to biting scientist 1.
[20!]: Suddenly, the heavens open up, the angels fly down, and god shines on Felicia as she bites down hard on scientist 1's neck and rips it out, finally killing him.
The former part might not have actually happened, but it sure felt like it because good god he is finally dead. Congrats, if nothing else, I can now claim that the slog is slowly coming to an end by your hands.
Holy crap, big gun! Charge Jimbo and bite his legs off.
[15]: Jimbo suddenly finds his target charging and then promptly chomping down on his legs. It is obviously quite painful and very disturbing. Well, to be fair, everything else about this group is disturbing.
Oh god, hit that jello head before she kills me!
[5]: Jello head notices that the guard tries very weakly to hit her, and she can easily dodge his attacks with little effort.
Rawr?
[12]: The crippled scientist looks around and vaguely notices both Starn and Erin. He begins crawling veeeery slowly towards them. Unless they literally stand still for several turns, he's not getting to them any time soon.
As to mutations, he looks kinda like a cyclops. Partially. He has one eye, and big muscles which could probably result in some dangerous punching.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Nearing death.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (mostly full)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Typhoon Eagle Heavy Pistol (mostly full).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
Arms and hands are transparent, slightly cyan gelatinous masses.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Clawed hands with three shielded fingers and no thumbs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
First Aid kit (3/5 uses).
Assorted medical equipment and supplies (2/3 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Heavily injured.
Infected with: Strain Q.
Mutations:
Large, eagle-wings on back.
Enhanced hearing.
Items:
Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Hostiles:
Location: Section C Primary.
Health: Dead.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain J.
Weapons: Large, strong fists.
Armor: Large, penetration-resistant scales.
Health: Slightly injured.
Infected with: Probably Strain D.
Weapons: Chest maw of teeth and tentacles.
Armor: None, basic clothing.
Health: Nearing death.
Infected with: Probably Strain V.
Weapons: Big muscly fists.
Armor: None, basic clothing.
Health: Edge of death.
Infected with: Probably Strain B.
Weapons: (Using as club) Eliminator SMG (empty).
Armor: Moderately Damaged Body Armor.
Relating to location and the building you are in:
Harry Baldman
Samarkand
TamerVirus
BlitzDungeoneer
Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Panic Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Camera and Break Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
blazing glory
Lenglon
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Portion Hub Hallway
Travelable locations (all can be traveled to): Portion B Hub, Section C Primary.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 28+1/3: Because 75% of the group neither provided opinions nor provided anything on whether this was a good idea or not, I'm now going to do it anyway, and I will now temporarily completely ignore any complaints on the matter. You all had your chance.
On another note, people complaining about the lack of lethality of this game? The RNG promptly gives you high rolls. Indeed, there are 2 20s and a 19 in this turn alone. Irony.
Kill him.
[9]: You charge at the scientist, stumbling on a corpse and hitting your face on the ground. As you look up, you notice your knife in his chest. Well, somehow you managed to not totally mess it up. He looks dead.
Which is good because otherwise he probably would've killed you in your near death state.
Kick Infected Guard 1 in the everything until he dies.
[20!]: As if tempting fate by complaining combat isn't lethal enough, you kick the guard in his chest and the body part explodes into gore, an unrecognizable mess.
Be bored, wait for the other to finish killing the enemies. Also shoot Scientist 5.
((Scientist 5? You can't see him. I'm going to assume you meant scientist 4))
[19]: In your bored state, you turn your gun onto scientist 4 and fire a burst, striking every single shot on her.
She is now quite seriously injured. Also, your gun is about halfway depleted.
Grab the biting scientist by the throat, get him off of me, then shoot him in the face
[11]: You desperately grab the scientist off you and fire at her point blank. You do a somewhat poor job at doing so, nearly missing, but the shot does hurt her quite a bit. She probably could die to a strong gust of wind.
Leap onto scientist 4 and tear his throat out too.
[20!]: Do I need to explain what happens? Oh, okay. You leap onto scientist 4 and before you even bite down on her she crumples onto the ground, dead. Your mere jumping killed her.
Attack Scientist 4 with my baton.
[15]: Dammit, people stole your kill. How unfair. You swing your baton in the air once or twice in silent anger. Nobody notices.
And with that, combat is over and regular turns will resume next turn.
Everyone in Sub-section C Primary:
After a quick searching around, besides what's on the dead NPCs you will be able to find the following things: A Level 2 Security-class Security card and pretty damaged body armor on the Heavy Pistol guard sergeant's body, a Pistol with half a clip in it and no extra clips but another Level 1 Security-class Security card along with destroyed body armor on another dead guard, two first-aid kits on the wall, and a large amount of miscellaneous items on dead scientists; if you want to know if they have something, you should ask me, because really you guys probably have a better idea of what you desire.
Items on the ground:
Level 2 Security-class Security card.
Level 1 Security-class Security card.
Heavily Damaged Body Armor.
Ruined Body Armor.
Colter Pistol (half ammo).
2 First Aid kits (5/5 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Nearing death.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (half ammo)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Somewhat injured.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Typhoon Eagle Heavy Pistol (mostly full).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
Arms and hands are transparent, slightly cyan gelatinous masses.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Clawed hands with three shielded fingers and no thumbs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
First Aid kit (3/5 uses).
Assorted medical equipment and supplies (2/3 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Heavily injured.
Infected with: Strain Q.
Mutations:
Large, eagle-wings on back.
Enhanced hearing.
Items:
Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Hostiles:
Location: Section C Primary.
Health: Dead.
Infected with: Probably Strain L.
Weapons: Working Circular saw hand.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain K.
Weapons: Large, clawed hands.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain J.
Weapons: Large, strong fists.
Armor: Large, penetration-resistant scales.
Health: Dead.
Infected with: Probably Strain D.
Weapons: Chest maw of teeth and tentacles.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain V.
Weapons: Big muscly fists.
Armor: None, basic clothing.
Health: Dead.
Infected with: Probably Strain B.
Weapons: (Using as club) Eliminator SMG (empty).
Armor: Moderately Damaged Body Armor.
Relating to location and the building you are in:
Harry Baldman
Samarkand
TamerVirus
BlitzDungeoneer
Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Sub-Section F, Panic Room
Travelable locations (all can be traveled to): Section Exit to Sub-Section E (via Research Hallway), Research Hallway (Sub-Section F), Microbe Breeding Room (via Research Hallway), Larger Creature Breeding Room (via Research Hallway), Gene Manipulation Room (via Research Hallway), Surgery Room (via Research Hallway), Containment Room (via Research Hallway), Camera and Break Room (via Research Hallway), Animal Control Armory (via Research Hallway), Miscellaneous Experimentation Room (via Research Hallway), Section Exit to Section Primary (via Research Hallway), Storage Room (via Research Hallway).
blazing glory
Lenglon
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Portion Hub Hallway
Travelable locations (all can be traveled to): Portion B Hub, Section C Primary.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 29: I was kinda waiting for two more actions, but if two people don't want actions, I guess it's okay.
back away from the crawler, and once at a reasonably safe distance sit down and wrap my arms around my legs and my wings around my entire body.
"Owowowowowowowowowowowowowowow"
wait for healing and listen to what I can hear around me with my enhanced hearing. focus on what's on the other side of the large closed door.
[10]: You back away from the crawler, but you quickly notice Starn almost seemingly accidentally killing the scientist.
You then focus on the door and... nothing. Obviously, the large door muffles sound from the other side, but you're also not very attentive, and Starn is fumbling with the door. You at least get the gist that there are no grenades going off on the other side or anything like that. But really, who would be using explosives in enclosed spaces?
Nobody comes to heal you.
Make my way back to the group
[8]: You make your way back to the group. The enemies are dead by the time you get back, thanks to the time bubble around them.
You also see the loot they see.
Go to portion B hub.
[19]: The door is closed and locked. Oh well, this is easy. You swipe your card in the card reader and promptly... wait. The door does not open. The card reader beeps at you and shows "Level 2 Security-class Security card required: Consult your sergeant."
Blast, this seems familliar. Maybe you can find the card off of the corpse in this hallway, or perhaps back inside the Sub-section C Primary.
"I'm Elsa Quincy. I also like to do science."
Take the Level 2 Security Card!
[1!]: As you take the card, you get a paper cut. On a plastic card. With a hand of gelatinous mass.
It is truly the most stunning achievement on injuring yourself you have ever had.
Gained Items:
Level 2 Security-class Security card.
Grab a fist aid kit for later
[18]: You grab the first aid kit so fantastically that nobody even notices. Truly you are a master of grabbing things. Unlike papercut over there, who can barely pick up a plastic card without injuring herself.
You regenerate.
Gained Items:
First Aid kit (5/5 uses).
Take heavily damaged body armor.
[15]: You take the body armor. It's got cuts and holes all over the place, so barring a very unlucky hit it's not going to protect against much.
Gained Items:
Heavily Damaged Body Armor.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Nearing death.
Infected with: Strain V.
Mutations:
Yellow eyes.
Sharp teeth.
No hair.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Mantisman
Thin and somewhat fragile.
Mantis spiked forelegs.
Compound eyes.
Insect wings.
Other details relating to Mantises, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (half ammo)
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Typhoon Eagle Heavy Pistol (mostly full).
First Aid kit (5/5 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
Arms and hands are transparent, slightly cyan gelatinous masses.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Level 2 Security-class Security card
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Clawed hands with three shielded fingers and no thumbs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
First Aid kit (3/5 uses).
Assorted medical equipment and supplies (2/3 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Heavily injured.
Infected with: Strain Q.
Mutations:
Large, eagle-wings on back.
Enhanced hearing.
Items:
Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Relating to location and the building you are in:
Harry Baldman
Samarkand
TamerVirus
BlitzDungeoneer
Sarrak
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
blazing glory
Lenglon
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Portion Hub Hallway
Travelable locations (all can be traveled to): Portion B Hub, Section C Primary.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Level -5:
Portion B:
Section C:
Sub-section A:
Sub-section B:
Sub-section C:
Sub-section D:
Sub-section E:
Quarantine Room Hallway.
Quarantine Room (x16)
Research Hallway (Sub-Section E)
Research Room (x3)
Contaminated Research Room
Research Room
Computer Room
Storage Room
Sub-section F:
Research Hallway (Sub-Section E)
Microbe Breeding Room
Larger Creature Breeding Room
Gene Manipulation Room
Surgery Room
Containment Room
Panic Room
Animal Control Armory
Camera and Break Room
Miscellaneous Experimentation Room
Storage Room
Sub-section G:
I'll add more as I think of more.
Turn 30: This turn, 5 players are getting a mutation and people are exploring an important new place. In the same turn.
On another note, for now I am temporarily shutting down the rapidly obsolete list of discovered rooms until requested back. I haven't seen any requests to go back to previously discovered rooms, so it's not very useful.
"Owww..."
sit still and try to focus on the task at hand, listening to whatever could be on the other side of that door.
[18]: You still do not hear much on the other side of the door. Once again, the heavy metal door muffles a lot. You can at least guess that there's no unsilenced gunfire, at least.
Of course, shortly after Elsa opens it. See Harry/Elsa's turn for information as to what happens next.
Walk after Starn and Erin. They must have some ideas on where they are going...
[14]: You go to the two in the hallway.
See Harry/Elsa's turn for information as to what happens next.
Suddenly, you feel tingles! Your left arm is replaced with a bone blade, and you probably aren't going to be able to pick up anything with that hand. On the other hand (herrr), you've got a wicked weapon. If only it wasn't made out bone, which isn't the most effective material to cut hard things.
Walk after Starn and Erin. They must have some ideas on where they are going...
Follow
[13]: You follow.
See Harry/Elsa's turn for information as to what happens next.
You tingle and cringe in pain. Suddenly, your arms disappear and are replaced with two large dark purple squid-like tentacles with suction cups. However, the suction cups also have nasty "teeth" in them.
In general the mutation is pretty intimidating to everyone around. Though the lack of thumbs is going to be annoying.
Wait.
[11]: You wait. Fantastic turn usage.
As if on cue, Elsa uses her card on the door and opens it.
Read Harry/Elsa's turn for the text. It's a significant amount.
Suddenly, you tingle and your mind... diverges? You don't know how to describe it, it's as if you are of multiple, but synchronized minds. Your vision is also weird, it's as if you have multiple sets of eyes.
...Oh, that explains it. You look at your head... with one of your other heads. Your heads quite clearly look like hydra heads. And you currently have three. Welp. Hm, you wonder, can you lose a head and regen it? Uh, well, probably not a good idea to intentionally test, who knows what might happen.
To the Portion Hub Hallway! Use this highly dangerous card on a door. And then we may go to Portion B at last!
[8]: You slowly make your way to the Portion Hub Hallway, using your card on the door and open it.
The scene on the other side of the door is nothing short of carnage. As you gathered from the hallway, the hallway was used as a killing zone. It worked somewhat, and there are about a dozen of dead infected right on the other side of the door.
Of course, it only worked for a little bit. Eventually, though, the infected apparently managed to get past the killing zone. There are seven dead Heavy Security Guards in ruined heavy armor with battle and assault rifles. According to the locations of the bodies, it seems that sheer numbers killed them, not any specific thing. There is a large amount of blood and many other dead scientists, maintenance, and other employees. There is a lot of carnage. A lot. There are no currently visible living, infected or uninfected, in this room however.
You would search for what items the guards have, but you're not sure the location is entirely safe yet. The room you have opened the way to is a wide open room connected to several other wide, open rooms. This is the Portion B-Section C Connection, connected to the Section C Employee Lockers, the Section C Security Room, and the Section C Maintenance room. It is also directly and openly connected to all other Portion B-Section Connections, from A to D. That's three more sets of similar rooms, all possibly filled with infected.
You haven't peeked around the corners yet, but the lights are still on. So if somebody just bumbles into the room without even trying to hide, anyone in a similar room of other Section Connections will be able to easily hear them, and should they turn around, see them. Unless you seek more combat, it would be best to approach this in a stealthy way. Preferably by specifying being stealthy, to prevent me from assuming your intentions wrong.
Finally, after all this, there is an imposing closed door to the Level -5 Hub, and thus the Central Elevator and the Central Stairway. The door is, fortunately, connected to this Portion-Section Connection. The door is, as you have come to expect, locked. You know for certain that a door of this size is not unlocked with a card, it can only be unlocked remotely. You don't know where it can be remotely unlocked from, as you have never considered the need to know until now--the door has almost always been open.
As for this room, it is a normally empty room. However, there are two overturned tables that were clearly put into the room by someone both to act as barriers. One is crushed and in front of the group of dead Heavy Security Guards, the other is split in two halves with one of 2/3rds and 1/3rd of the table. The 1/3rd is laying just behind the first, the second is in a corner, a rare feature of this otherwise large room.
((Players, I leave the burden of avoiding combat and being stealthy up to you. I also leave the burden of reminding people to be stealthy up to you guys because you need to interact more. It should be easy even with bad rolls to avoid combat if that is what the players wish, assuming people don't go, you know, running around and shooting guns, because if you do, it should not be a surprise that it will trigger more combat considering you're literally following the spread of the infected))
((Also, puzzers! Where is the magical unlock to a closed door that is normally always open? Fun fact, it probably is in the first place you can think of! If it isn't, then what is wrong with you))
Hey, anyone wanna help yank bullets outta me?
See if anyone will help patch me up
[4]: You wait for people to help you. But nobody comes.
These guys are great friends!
Suddenly, you tingle as your chest once again mutates. It hardens to a significant measure, and probably can resist even light firearms. Such is quite evident to observers, so only very poorly aimed shots that happen to hit your chest purely by mistake will be resisted.
I am now officially out of ideas for your chest. If the RNG rolls another chest next time, I'll just reroll until I get something else.
To the Portion Hub Hallway! Use this highly dangerous card on a door. And then we may go to Portion B at last!
Follow this person
[4]: You follow person.
You see what she sees. See her turn.
Take the other First Aid Kit, if possible. Also, take the Level 1 Security Card.
[8]: You take both the remaining First Aid Kit and the level 1 card.
However, you suddenly feel very sleepy! Feeling no danger, you somehow in the span of a turn form a cocoon and fall asleep.
You awaken and leave your cocoon to notice your insect body is especially different to before. And far less lethal. You are now a cicadaman. I would go into higher amounts of detail, but the large amount of subspecies, lack of wikipedia information (What, did you expect any better?) and general lack of particularly interesting features leaves little to describe. You do have wings, at least, even if they're useless in here.
Gained Items:
Level 1 Security-class Security card.
First Aid kit (5/5 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Arms are squid tentacles with suction cups and "teeth".
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Nearing death.
Infected with: Strain V.
Mutations:
3 Hydra heads.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Cicadaman.
Cicada features! Look it up yourselves, I'm clueless.
Insect wings.
Other details relating to Cicadas, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (half ammo).
Heavily Damaged Body Armor.
Level 1 Security-class Security card.
First Aid kit (5/5 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Lightly injured.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Typhoon Eagle Heavy Pistol (mostly full).
First Aid kit (5/5 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
Arms and hands are transparent, slightly cyan gelatinous masses.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Level 2 Security-class Security card
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Chest is immune to light firearms.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Clawed hands with three shielded fingers and no thumbs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
First Aid kit (3/5 uses).
Assorted medical equipment and supplies (2/3 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Left arm is a giant bone blade.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Heavily injured.
Infected with: Strain Q.
Mutations:
Large, eagle-wings on back.
Enhanced hearing.
Items:
Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Relating to location and the building you are in:
BlitzDungeoneer
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
Harry Baldman
blazing glory
Lenglon
Sarrak
Samarkand
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Portion Hub Hallway
Travelable locations (all can be traveled to): Portion B-Section C Connection, Portion B-Section C Employee Lockers (via Portion B-Section C Connection), Portion B-Section C Security Room (via Portion B-Section C Connection), Portion B-Section C Maintenance room (via Portion B-Section C Connection), Level -5 Center (via Portion B-Section C Connection), Section C Primary.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Temporarily removed until requested back.
I'll add more as I think of more.
Turn 31: Making it obvious that the GM is giving the players a ton of leeway for bad rolls at the moment. No cookies for guessing why since it probably is blinding obvious.
Also, sneaky sneaky!
"Hang back a moment, y'all."
Stealthily explore the path ahead, get an idea of what is in each room we can see from here. Especially that lovely security room.
[8]: You "stealthily" walk around into the room, looking a bit too fast for people around. You don't really see anyone in this room. It's here that you realize after smacking an assault rifle and sending it sliding an inch or two that you aren't very stealthy. You get a glimpse of people in other Connections, and decide that with how unstealthy you are being it would probably be better to go back into hiding instead of pressing the issue.
So you do that. You go back into the hallway. On the way back, you notice the way to the Security Room open, and blood splattered on the entrance. However, you don't see much else.
as my bat-ears continue to swivel and listen for any threats, I quietly move forward and advance towards the fallen guards with battle rifles. before rounding any corners or exposing myself to long lines of sight I pause for an extra moment to listen for any other threats, then softly step forward and collect a battle rifle and ammunition for it.
If threatened and I'm near the weapons, I dash forwards, grab one and a single reload for it, and then dash back, using my wings to aid me as long as I have room.
If threatened and I'm not near the weapons, I back away and go to the rear of the group, ready my tazer, and attempt to use it to defend us from somewhere that my already badly injured and with no defensive mutations self won't get even more hurt.
When using ranged weapons, trust my newfound hearing and allow it to guide my aim.
[18]: You sneak around far better than a couple others, and easily grab a battle rifle and three clips for it. Obviously, seeing moving shapes after glimpsing around, you decide you should go back to the hallway, and you do so.
Gained Items:
Derringer Battle Rifle (empty).
3 Derringer clips (all full).
Quietly inspect the guard corpses for anything salvageable
[10]: You conclude that the Heavy Guards in the room have ruined body armor and both assault and battle rifles. Some also have some combat knifes. Oh, and of course, they have the usual level 1 security cards, aside from the sergeant, who has a level 2.
This is almost exactly what the group concluded last turn, so it's not any major breakthrough.
You regenerate.
Go to Portion Hub Hallway.
[16]: You go to the hallway, and notice a large part of your group sneaking around in a room ahead.
Aside from that, standard movement action gets standard action response.
Stealthily get a Assault rifle and 2 clips.
Don't suppose any of you would kindly hand me a first aid kit.
[17]: You stealthily grab a rifle and 2 clips for it, before returning back to the hallway so you don't get spotted.
Gained Items:
Reaper Assault Rifle (partially full).
2 Reaper clips (all full).
"Boneskythe... Well, I certainly can use this with a bit of accuracy... And imagination."
Carefully step inside and observe the room, trying to locate possible enemies before they notice our party.
[20!]: You step inside and observe the room, noticing that there's nobody in here. Or, at least, that's what you thought, as you notice the barrel of a battle rifle pointing from behind the 2/3rds of a table in a corner. It's quite clearly off the ground, and it even seems to be following your less stealthy teammates. You would check who it was who was holding it, but the only way to get a clear view is either walking across the room to peek over the table, or walking around to see around the table and in the process getting in front of the barrel yourself.
You do get the faint idea that it's probably not likely that infected would be intelligent enough to put a trap here, though. You return back to the hallway to avoid standing out in the open.
"Hang back a moment, y'all."
Stealthily explore the path ahead, get an idea of what is in each room we can see from here. Especially that lovely security room.
Help with the scouting. Tentacle monsters are stealthy, right?
[2]: You rather abruptly start "sneaking" around inside the room, crouching and looking around quite fast, stumbling into several corpses before realizing you aren't being stealthy and maybe it isn't a good idea to push the issue and get yourself spotted.
So you turn around and go back into the hallway before you ruin everything for everyone. You didn't risk spotting anyone, lest they spot you.
You regenerate.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Arms are squid tentacles with suction cups and "teeth".
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Nearing death.
Infected with: Strain V.
Mutations:
3 Hydra heads.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Reaper Assault Rifle (partially full).
2 Reaper clips (all full).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Cicadaman.
Cicada features! Look it up yourselves, I'm clueless.
Insect wings.
Other details relating to Cicadas, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (half ammo).
Heavily Damaged Body Armor.
Level 1 Security-class Security card.
First Aid kit (5/5 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Typhoon Eagle Heavy Pistol (mostly full).
First Aid kit (5/5 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
Arms and hands are transparent, slightly cyan gelatinous masses.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Level 2 Security-class Security card
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Chest is immune to light firearms.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Clawed hands with three shielded fingers and no thumbs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
First Aid kit (3/5 uses).
Assorted medical equipment and supplies (2/3 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Left arm is a giant bone blade.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Heavily injured.
Infected with: Strain Q.
Mutations:
Large, eagle-wings on back.
Enhanced hearing.
Items:
Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Derringer Battle Rifle (empty).
3 Derringer clips (all full).
Relating to location and the building you are in:
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
BlitzDungeoneer
Harry Baldman
blazing glory
Lenglon
Sarrak
Samarkand
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Portion Hub Hallway
Travelable locations (all can be traveled to): Portion B-Section C Connection, Portion B-Section C Employee Lockers (via Portion B-Section C Connection), Portion B-Section C Security Room (via Portion B-Section C Connection), Portion B-Section C Maintenance room (via Portion B-Section C Connection), Portion B-Section B Connection, Portion B-Section B Employee Lockers (via Portion B-Section B Connection), Portion B-Section B Security Room (via Portion B-Section B Connection), Portion B-Section B Maintenance room (via Portion B-Section B Connection), Portion B-Section A Connection, Portion B-Section A Employee Lockers (via Portion B-Section A Connection), Portion B-Section A Security Room (via Portion B-Section A Connection), Portion B-Section A Maintenance room (via Portion B-Section A Connection), Portion B-Section D Connection, Portion B-Section D Employee Lockers (via Portion B-Section D Connection), Portion B-Section D Security Room (via Portion B-Section D Connection), Portion B-Section D Maintenance room (via Portion B-Section D Connection), Level -5 Center (via Portion B-Section C Connection), Section C Primary.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Temporarily removed until requested back.
I'll add more as I think of more.
Turn 32: Do do do do nothing to say here.
Take one of the 3 first aid kits that the people have,use it to treat my wounds,give it back afterwards.
[16]: You reach out to grab a kit from someone, but then Jimbo offers you his. You grab it and administer the aids to yourself, healing you somewhat, but once again like another of your teammates you have bullets in you that you cannot really remove by yourself.
You then give your kit back to Jimbo, who is busy being the worst spy ever.
Give Starn some first aid, get knife for self
[3]: You give Starn your first aid before you trip on a corpse and land on your rear. You turn around to stand up, to try and sneak, but as you get up, Starn in the process of healing himself nails you with an elbow and you go about "sneaking" by spending several seconds just to rebalance. You decide after this fantastically bad series of events that the knife is just a little too dangerous to get without proper sneaking and stop without grabbing a knife.
At least Starn gives back your kit.
((I suggest somehow passing a note,maybe crumpling it and throwing it in his direction?))
((Good idea, GM: may I assume that my scientist suit includes pens and a pocket notepad? if so:))
Write the following on my notepad and toss it, followed by a pen, behind the table:
We know you're behind that table. It's pretty clear that your mind is intact, since you're smart enough to set that ambush up, so I'd prefer to work with you to get all of us out of here alive. I'm Erin, who are you, and what exactly happened here?
Also, do you mind coming out and lowering your weapon? You can hang on to it, I just want to talk without yelling and attracting anything else that could be in the area, and I don't want you to shoot me for it.
[13]: You write down on your notepad and toss it, just barely getting it behind the table.
It takes a very long time for a response, and the gun remains trained in your general direction, but eventually whoever is behind the table throws both back presumably over his/her shoulder [8] landing in the middle of the room. Thankfully, it doesn't make too much noise. Unfortunately, the page he wrote on is probably not the first page anymore, but oh well, easily fixed.
And yes, his gun is still trained on your general direction.
You regenerate.
Give them all the moments they need. Stay away from strangers!
[5]: You feel a burning desire to run across the room to greet strangers and give Erin none of the moments she needs.
But you fortunately actually have at least a tiny bit of self control and the desire is squashed.
What your self control cannot control, however, is the tingle as your neck and upper shoulders join your head as a blob. At least you still have your assets, but they're getting quite threatened now.
Give them all the moments they need. Stay away from strangers!
Even I know tentacle monsters are not good for negotiating. Wait this one out.
[19]: You wait like a pro, wasting a 19 on standing stoic as if you were a statue. A horrible, otherworldly-corruption-of-a-human-being statue.
Now you probably will get your daily dose of 2 rolls next turn. Good job.
You regenerate.
Wait and watch.
"What do we have here, hmm?"
[2]: You watch by closing your eyes and covering your ears. You have no idea what just happened.
At least you spent your bad roll on your worthless turn, right?
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Arms are squid tentacles with suction cups and "teeth".
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain V.
Mutations:
3 Hydra heads.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Reaper Assault Rifle (partially full).
2 Reaper clips (all full).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Cicadaman.
Cicada features! Look it up yourselves, I'm clueless.
Insect wings.
Other details relating to Cicadas, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (half ammo).
Heavily Damaged Body Armor.
Level 1 Security-class Security card.
First Aid kit (5/5 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Slightly injured.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Typhoon Eagle Heavy Pistol (mostly full).
First Aid kit (4/5 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
Neck and Shoulders are a transparent, slightly cyan gelatinous mass.
Arms and hands are transparent, slightly cyan gelatinous masses.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Level 2 Security-class Security card
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Chest is immune to light firearms.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Clawed hands with three shielded fingers and no thumbs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
First Aid kit (3/5 uses).
Assorted medical equipment and supplies (2/3 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Left arm is a giant bone blade.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain Q.
Mutations:
Large, eagle-wings on back.
Enhanced hearing.
Items:
Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Derringer Battle Rifle (empty).
3 Derringer clips (all full).
Relating to location and the building you are in:
Wade Wilson
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Section C Primary
Travelable locations (all can be traveled to): Portion Hub Hallway, Sub-Section A, Sub-Section B, Sub-Section C, Sub-Section D, Sub-Section E, Sub-Section F, Sub-Section G.
BlitzDungeoneer
Harry Baldman
blazing glory
Lenglon
Sarrak
Samarkand
TamerVirus
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Portion Hub Hallway
Travelable locations (all can be traveled to): Portion B-Section C Connection, Portion B-Section C Employee Lockers (via Portion B-Section C Connection), Portion B-Section C Security Room (via Portion B-Section C Connection), Portion B-Section C Maintenance room (via Portion B-Section C Connection), Portion B-Section B Connection, Portion B-Section B Employee Lockers (via Portion B-Section B Connection), Portion B-Section B Security Room (via Portion B-Section B Connection), Portion B-Section B Maintenance room (via Portion B-Section B Connection), Portion B-Section A Connection, Portion B-Section A Employee Lockers (via Portion B-Section A Connection), Portion B-Section A Security Room (via Portion B-Section A Connection), Portion B-Section A Maintenance room (via Portion B-Section A Connection), Portion B-Section D Connection, Portion B-Section D Employee Lockers (via Portion B-Section D Connection), Portion B-Section D Security Room (via Portion B-Section D Connection), Portion B-Section D Maintenance room (via Portion B-Section D Connection), Level -5 Center (via Portion B-Section C Connection), Section C Primary.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Temporarily removed until requested back.
I'll add more as I think of more.
Turn 33: The group explores the magical lands of a locker room. There, they find exactly what is on the tin, a locker room. It's, like, one of the two mostly pointless rooms I made connected to the Portion Hub and 3/8 players explore it... *shrug* I'm sure you guys had a good reason to explore it.
On another note, someone tells people to go away on a note. Notable, huh?
Make way to Portion B-Section A Security Room,stealthily.
[2]: Welp, you make your way towards the security room when the blur of Nick causes you to stumble and nearly kick a clip of ammo way off into the distance.
You stumble backwards to try and avoid kicking it, before you nearly step on a pistol and slide on it. Thankfully you avoid sliding.
You decide to stop lest you suddenly make a lot of noise.
Glean the secrets of professional waiting from Felicia. Compare notes. Quietly.
[1!]: You gain no new secrets because you have nobody to compare notes with! Oh noes! Your blobby head explodes in terror, but of course it quickly comes back together because blobs.
quietly slip forward and collect the notepad, back off to where I have some cover/conealment, and read what it says
[18]: You go and collect the notepad and read it. It seems to be written in a forceful manner as if someone slowly wrote it down.
It says: "Name is Dan Defenses failed overrun squad dead infected got past door Don't trust infected go away will make way out by self".
Well, how social. Though to be fair, he did see a lot of death and he has no reason to trust you at all.
You look back at the table to see him pointing over the table with his hand at the Security Room next to your group, his head and body still behind the part of the table. He then thumbs to the locked door to the Level -5 Center. His gun remains trained on your group.
Get back to the group, then see if I can make it to the Employee lockers
[20!]: You become a blur as you get past the group and into the employee lockers.
Copy and paste from Tamer since I wrote his first:
You arrive to a room with almost no blood and still lit. It consists of multiple rows of, surprise surprise, lockers. There is nowhere to hide so you quickly come to the conclusion that there's nobody in here. Unless they're somehow hiding in a locker. Which is unlikely, and probably would've left clothes on the floor.
This room of course contains the non-work clothes and equipment of employees, along with private rooms to switch clothes in. You didn't check those yet. The lockers are locked and only unlocked by the proper employee's card. You also know that there's not likely to be much here usable for combat, as weapons are held on the ground floor, except for a few weapons that employees might bring with them after a long and detailed examination of the employee and the weapon in question that most people aren't interested in going through. Even further, if they brought weapons down here, you expect that people probably would wear them rather than leave it in this room, as leaving it here would effectively defeat the purpose.
So that means the only things of value down here are probably going to be clothes. Which is not worth much to you.
Examine what's in front of me.
[19]: You examine the room ahead of you. The room that was described quite a bit already to others and has very few things to examine.
Read the older posts for what you see. You gain no new information that the group hasn't already discovered... Like I said. I'm not going to copy and paste either, because I'd have to go searching just as much as you have to. You... have the same abilities I have of going back a few turns to look.
Wait for confirmation of non-hostilities. Then, pick up a rifle with some ammo.
[6]: Did hostilities end? Did anyone confirm? Can you stealth? You have the answers to none of these questions. And thus you remain still, worried to death about seemingly minor things.
Oh okay I guess I'll give you a rifle since you didn't get something like Blazing's 2. You don't find much ammo though.
Gained Items:
Reaper Assault Rifle (empty).
2 Reaper clips (all full).
Portion B-Section C Employee Lockers: Move here, quietly
[16]: You head to the Employee Lockers.
You arrive to a room with almost no blood and still lit. It consists of multiple rows of, surprise surprise, lockers. There is nowhere to hide so you quickly come to the conclusion that there's nobody in here. Unless they're somehow hiding in a locker. Which is unlikely, and probably would've left clothes on the floor.
This room of course contains the non-work clothes and equipment of employees, along with private rooms to switch clothes in. You didn't check those yet. The lockers are locked and only unlocked by the proper employee's card. You also know that there's not likely to be much here usable for combat, as weapons are held on the ground floor, except for a few weapons that employees might bring with them after a long and detailed examination of the employee and the weapon in question that most people aren't interested in going through. Even further, if they brought weapons down here, you expect that people probably would wear them rather than leave it in this room, as leaving it here would effectively defeat the purpose.
So that means the only things of value down here are probably going to be clothes. Which is not worth much to you.
You suddenly notice that out of nowhere Nick appears behind you.
You regenerate.
Portion B-Section C Employee Lockers: Move here, quietly
To this room as well, with ready tentacle attack.
[12]: Conveniently, there's a post just above you with a detailed examination of the room you have just entered. You can consider that to be your turn as well. The alternative is to copy and paste something that is just above your turn.
You regenerate slightly.
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise Healthy.
Infected with: Strain D.
Mutations:
A maw of teeth and flesh for a mouth.
Arms are squid tentacles with suction cups and "teeth".
13 black, icky, oozing tentacles out of back.
Items:
Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Heavily Damaged Body Armor
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain V.
Mutations:
3 Hydra heads.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:
Combat Knife.
Level 1 Security-class Security card.
Reaper Assault Rifle (partially full).
2 Reaper clips (all full).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain P.
Mutations:
Is a Cicadaman.
Cicada features! Look it up yourselves, I'm clueless.
Insect wings.
Other details relating to Cicadas, adapted for a humanoid shape.
Items:
Ruined, ripped scientist suit.
Delusha V13 Machinepistol (half ammo).
Heavily Damaged Body Armor.
Level 1 Security-class Security card.
First Aid kit (5/5 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Mostly healthy.
Infected with: Strain X.
Mutations:
Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:
Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Typhoon Eagle Heavy Pistol (mostly full).
First Aid kit (4/5 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain G.
Mutations:
Head is a transparent, slightly cyan gelatinous mass.
Neck and Shoulders are a transparent, slightly cyan gelatinous mass.
Arms and hands are transparent, slightly cyan gelatinous masses.
Items:
Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Level 2 Security-class Security card
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain I.
Mutations:
Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Chest is immune to light firearms.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Clawed hands with three shielded fingers and no thumbs.
Items:
Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
First Aid kit (3/5 uses).
Assorted medical equipment and supplies (2/3 uses).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Otherwise healthy.
Infected with: Strain R.
Mutations:
Extremely long tail with a spear-hook on the end.
Left arm is a giant bone blade.
Items:
Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Reaper Assault Rifle (empty).
2 Reaper clips (all full).
Link to Sheet. (http://www.bay12forums.com/smf/index.php?topic=138739.msg5299070#msg5299070)
Health: Moderately Injured.
Infected with: Strain Q.
Mutations:
Large, eagle-wings on back.
Enhanced hearing.
Items:
Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Derringer Battle Rifle (empty).
3 Derringer clips (all full).
Relating to location and the building you are in:
BlitzDungeoneer
Harry Baldman
blazing glory
Lenglon
Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Portion Hub Hallway
Travelable locations (all can be traveled to): Portion B-Section C Connection, Portion B-Section C Employee Lockers (via Portion B-Section C Connection), Portion B-Section C Security Room (via Portion B-Section C Connection), Portion B-Section C Maintenance room (via Portion B-Section C Connection), Portion B-Section B Connection, Portion B-Section B Employee Lockers (via Portion B-Section B Connection), Portion B-Section B Security Room (via Portion B-Section B Connection), Portion B-Section B Maintenance room (via Portion B-Section B Connection), Portion B-Section A Connection, Portion B-Section A Employee Lockers (via Portion B-Section A Connection), Portion B-Section A Security Room (via Portion B-Section A Connection), Portion B-Section A Maintenance room (via Portion B-Section A Connection), Portion B-Section D Connection, Portion B-Section D Employee Lockers (via Portion B-Section D Connection), Portion B-Section D Security Room (via Portion B-Section D Connection), Portion B-Section D Maintenance room (via Portion B-Section D Connection), Level -5 Center (via Portion B-Section C Connection), Section C Primary.
Wade Wilson
TamerVirus
Samarkand
Location: Level -5, Portion B (Research), Portion B-Section C Employee Lockers
Travelable locations (all can be traveled to): Portion B-Section C Connection, Portion Hub Hallway (via Portion B-Section C Connection), Portion B-Section C Security Room (via Portion B-Section C Connection), Portion B-Section C Maintenance room (via Portion B-Section C Connection), Portion B-Section B Connection, Portion B-Section B Employee Lockers (via Portion B-Section B Connection), Portion B-Section B Security Room (via Portion B-Section B Connection), Portion B-Section B Maintenance room (via Portion B-Section B Connection), Portion B-Section A Connection, Portion B-Section A Employee Lockers (via Portion B-Section A Connection), Portion B-Section A Security Room (via Portion B-Section A Connection), Portion B-Section A Maintenance room (via Portion B-Section A Connection), Portion B-Section D Connection, Portion B-Section D Employee Lockers (via Portion B-Section D Connection), Portion B-Section D Security Room (via Portion B-Section D Connection), Portion B-Section D Maintenance room (via Portion B-Section D Connection), Level -5 Center (via Portion B-Section C Connection), Section C Primary.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Temporarily removed until requested back.
I'll add more as I think of more.