Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: LadySweetpotato on May 15, 2018, 02:05:21 pm

Title: Clockwork Hearts [SG] - The Dead Megacity
Post by: LadySweetpotato on May 15, 2018, 02:05:21 pm
Hello there everybody! I'm new to the forums, and I *think* that this is the right place to post this, but I'm looking to try out an idea that I've had for a while. It's a little game that I've come up with, featuring a sentient machine trying to survive after the world around them has mostly died off. It's got a rolling system and some lore to it, but both of those are going to be hidden at the start, and slowly revealed as our robot friend discovers things and improves themselves. Anyhow... I don't know what else much to say, so without further delay, here's the opening post:

"FACTORY RESET: FAILED. ACTIVATING LIMINALITY PRESERVATION."

The words fill your mind as you come online, your senses flipping on one by one like switches. The feeling of cold concrete, the smell of rust and decay, the soft hum of systems whirring to life, and finally the sight of your surroundings. You're in a box?

"ERROR: LIMINALITY PRESERVATION PROTOCOLS NOT PROPERLY INSTALLED. UNIT IS ADVISED TO SEEK REPAIR AND AVOID CONSCIOUS THOUGHT."

More words flash inside of your mind, and as memory drives start to come on, you realize that it's not a box that you're in, but a building, made of crude concrete slabs pushed against each other, with dusty grey light streaming in through a hole in the roof. In this light, you can see a pair of symbols on your chest, a letter and a number, and as your activation completes with a final click, you realize that this letter and number are who you are.

But the question remains, what's that letter?
Spoiler: Model A: Companion (click to show/hide)
Spoiler: Model B: Wetware (click to show/hide)

And what's that number?
Spoiler: Modification 1: Tank (click to show/hide)
Spoiler: Modification 4: Ranger (click to show/hide)
Spoiler: Modification 5: Dancer (click to show/hide)
Spoiler: Modification 6: Mutant (click to show/hide)

And, perhaps most or least important of all, what's your name, if you have one?
Title: Re: Clockwork Hearts [SG] - Booting Up
Post by: Parsely on May 15, 2018, 02:27:44 pm
B3

Max out that Biopunk. Wish I could mix in that clerical too. The idea of a Tetsuo: the Iron Man type of being that is meant for management tasks is interesting to me and raises a lot of fun questions about why we were built. I'm more interested in that than the combat options, other forum games have plenty to offer in terms of violent mayhem.
Title: Re: Clockwork Hearts [SG] - Booting Up
Post by: GiglameshDespair on May 15, 2018, 03:10:26 pm
B3

Name: Ophereth
Title: Re: Clockwork Hearts [SG] - Booting Up
Post by: impcamper on May 15, 2018, 03:13:24 pm
E6

A bit of a long-term view with this one, and a bit of fun too.

What I think a possible name could be,
(whatever letter and number combination wins)-1825X

Title: Re: Clockwork Hearts [SG] - Booting Up
Post by: crazyabe on May 15, 2018, 03:33:14 pm
B3.
Title: Re: Clockwork Hearts [SG] - Booting Up
Post by: adwarf on May 15, 2018, 03:43:04 pm
B3

Name: Ophereth

+1
Title: Re: Clockwork Hearts [SG] - Booting Up
Post by: Hotfire90 on May 15, 2018, 03:46:25 pm
B3

Name: Ophereth

+1
+1
Title: Re: Clockwork Hearts [SG] - Booting Up
Post by: RAM on May 15, 2018, 03:51:29 pm
E1
Tiffany Summers: Field Adjutant.
Title: Re: Clockwork Hearts [SG] - Booting Up
Post by: LadySweetpotato on May 15, 2018, 04:55:34 pm
B3 - Ophereth. The markings are like a tattoo on your skin, denoting a purpose that you vaguely recall. While you can't remember what you were originally built for, you remember what you were built from. As technology improved and resources grew scarce, wetware machines like you became cheap, constructed from a ready supply of corpses. You also seem to have been modified at some point to become a little more... self-sufficient, though you've been out of commission for long enough that it's difficult to tell what parts are related to your original purpose, and which were added later. The joints in your limbs and neck allow them to be detached and reattached at will, making the replacement of them a relatively painless process. The top of your head features an antenna, which curiously enough, seems to be tuned to some unknown station, picking up faint and soothing music from... Somewhere. You can't track the direction. The human instincts of your body kicking in, you start to hum along to it, discovering that your vocal cords have been modified, giving you a vocal range several times greater than that of a human, as well as allowing you to speak using directional sound. Each of your fingers ends in a vicious, two-inch claw, but perhaps most curiously of all, the inside of your chest is a hollow compartment, stuffed to the brim with oddly fleshy-looking first aid supplies.

However, in the dim light of this concrete prison, it's hard for you to make out the bits of your body that you don't remember being modified, and as a result you don't truly know what you look like. Getting outside might allow you to see better, but there's one small problem with that plan... The only visible exit to the structure seems to be the hole in the roof, a good 20 feet above your head.

What is your plan of action?
Title: Re: Clockwork Hearts [SG] - Booting Up
Post by: crazyabe on May 15, 2018, 05:07:46 pm
We've got claws and these walls can't be THAT hard, lets try climbing.
Title: Re: Clockwork Hearts [SG] - Booting Up
Post by: impcamper on May 15, 2018, 05:13:57 pm
We've got claws and these walls can't be THAT hard, lets try climbing.
+1
Title: Re: Clockwork Hearts [SG] - Booting Up
Post by: RAM on May 15, 2018, 05:46:53 pm
Pull off your neck and an arm and stick them together, then throw them through the hole to go looking for a rope or something to climb out with.
Title: Re: Clockwork Hearts [SG] - The Dead Megacity
Post by: LadySweetpotato on May 15, 2018, 06:07:03 pm
To your surprise, the concrete slabs in the wall are quite soft, and your claws sink into them without very much trouble. There are a few points where you almost lose your grip due to the material being *too* soft, but there are enough cracks and handholds that you feel like you almost could have scaled the wall even without claws. It's a bit tricky moving along the ceiling, but you manage to make it to the hole without too much trouble and pull yourself through it to stand on top of the structure and take in your surroundings.

The structure itself is just as unimpressive from your new vantage point as it was from the inside, consisting of little more than several large slabs of concrete pushed together by construction vehicles which now sit broken down and derelict outside. You spend a moment trying to determine if all of that effort was to keep you contained, before deciding against it. After all, you're just one machine. You might be trouble, but not that kind of trouble. Your attention then turns to your surroundings, trying to take them in. You appear to be inside of a city of sorts... Or at least, it might have used to be a city. Your programming tells you that cities are supposed to be lived in, and this place seems anything but. Still, with its straight streets and sleek skyscrapers, you can't come up with anything better to call it, so a city it is, albeit a dead one. The stillness of it all unsettles the human bits of you, but it also makes commotion stand out... Namely a glinting light coming from an upper window of what looks like it might have been an office building. Your ears can also pick up faint sounds coming from the same location; the occasional metallic clang as well as the sound of something heavy being dragged around. It's the only sign of activity that you can make out in this whole area... But at the same time, it might be something that's better left alone. Looks like you've gotta decide what to do.

Spoiler: Status (click to show/hide)
Title: Re: Clockwork Hearts [SG] - The Dead Megacity
Post by: crazyabe on May 15, 2018, 06:18:39 pm
Wander around, get your bearings checked, Generally figure out the local area.
Title: Re: Clockwork Hearts [SG] - The Dead Megacity
Post by: impcamper on May 15, 2018, 07:14:33 pm
Check out the commotion, but be discreet about it, don't make yourself known. Also, check out the general area while you are at it.
Title: Re: Clockwork Hearts [SG] - The Dead Megacity
Post by: RAM on May 15, 2018, 08:16:03 pm
Walk towards the Pyramid Head.
Title: Re: Clockwork Hearts [SG] - The Dead Megacity
Post by: Parsely on May 15, 2018, 11:49:37 pm
Check out cars once in a while to see if they have digital components. If so, try removing one of our arms and rubbing the digital components of the car against the socket to see if we can integrate with it.

Try probing the airwaves for nearby wireless access points.

Inspect the "first aid kit". Is it an organ that's a part of us? What's so "first aid" about this thing anyway?
Title: Re: Clockwork Hearts [SG] - The Dead Megacity
Post by: King Zultan on May 17, 2018, 05:33:41 am
Wander around, get your bearings checked, Generally figure out the local area.
Check out the commotion, but be discreet about it, don't make yourself known. Also, check out the general area while you are at it.
Check out cars once in a while to see if they have digital components. If so, try removing one of our arms and rubbing the digital components of the car against the socket to see if we can integrate with it.

Try probing the airwaves for nearby wireless access points.

Inspect the "first aid kit". Is it an organ that's a part of us? What's so "first aid" about this thing anyway?
+1  We should do all of these things.