Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: Spaghetti7 on September 04, 2012, 10:33:57 am

Title: EverSim: An all encompassing RTD: Task 1 Turn 4: BARBIE GIRL
Post by: Spaghetti7 on September 04, 2012, 10:33:57 am
"Oh dear, oh dear, oh dear." A voice appears in your cubicle. "Another batch o' recruits for th' EverSim, eh? Well, despite our selection, it looks like anoth'r generation o' weaklings. We'll try and get six of ya' through this training for the Institute, but I ain't promising nuthin', especially if yer anythin' like the last lot."
You hear some faint whispering.
"Oh yeh, where's that piece a' paper you want me t' read? Ah." The voice goes monotonous and slow, the speaker obviously bored.
"You shall be tested on your strength of character, heart and determination through this wonderful machine. The EverSim 3tx-2000...yeah yeah, blah... Can take you to any moment in time, past or future, in any situation, and is operated by the most devious mind in this whole facility. Previous test have seen recruits sent in to the Battle of Hastings to protect King Harold II, to the future to prevent the invention of hyperspace drives, and even, in the most trying of tasks, to prevent themselves being born." The normal voice returns to the speaker.
"Yeah, yeah... And that's about it. Basic'lly, we're gonna throw you inta' stuff where you'll be quickly slaugh'ered, and the best six of you 'orrible lot'll have to deal with this fing we've gotta get dun. May tha' Lord 'elp us all."
The voice cuts out.
Spoiler: The Points System (click to show/hide)
Spoiler: I want in! (click to show/hide)
Spoiler: Thanks (click to show/hide)
The Twelve:
- Greenstarfanatic
- Toaster
- Ochita
- lawastooshort
- Caellath
- The Anus of Discontent mistertimn
- Spinal_Taper
- Scelly9
- LAAT501legion
- Sinpwn ReDeadEr
- adwarf Tiruin
- Vemet Remalle

Waitlist:
- TopHat
Title: Re: EverSim: An all encompassing RTD [0/12]
Post by: Greenstarfanatic on September 04, 2012, 10:41:57 am
I'M IN!!!!!!! PLEASE!
Title: Re: EverSim: An all encompassing RTD [0/12]
Post by: Spaghetti7 on September 04, 2012, 10:42:56 am
I'M IN!!!!!!! PLEASE!
Your wish is my command.
Title: Re: EverSim: An all encompassing RTD [1/12]
Post by: Toaster on September 04, 2012, 10:55:14 am
IN!


(Never hurts to copy formatting, right?)
Title: Re: EverSim: An all encompassing RTD [1/12]
Post by: Ochita on September 04, 2012, 10:58:39 am
IN!
Title: Re: EverSim: An all encompassing RTD [3/12]
Post by: lawastooshort on September 04, 2012, 11:05:11 am
In.
Title: Re: EverSim: An all encompassing RTD [1/12]
Post by: Caellath on September 04, 2012, 11:14:15 am
In.
Title: Re: EverSim: An all encompassing RTD [5/12]
Post by: The Anus of Discontent on September 04, 2012, 11:47:54 am
In! :D
Title: Re: EverSim: An all encompassing RTD [6/12]
Post by: Spaghetti7 on September 04, 2012, 11:54:12 am
WOAH OH (http://www.youtube.com/watch?v=bXsmGSnq3lE)
(skip to 1:35 if low on time)
Title: Re: EverSim: An all encompassing RTD [6/12]
Post by: Spinal_Taper on September 04, 2012, 11:56:21 am
In.

And Spaghetti, that's a .jpg. I don't think you can skip around through time on it.
Title: Re: EverSim: An all encompassing RTD [6/12]
Post by: Spaghetti7 on September 04, 2012, 12:01:56 pm
In.

And Spaghetti, that's a .jpg. I don't think you can skip around through time on it.
Oh, teat. :D That was my last copy, not the one I wanted. Hold on. Fixed it.
Title: Re: EverSim: An all encompassing RTD [7/12]
Post by: Greenstarfanatic on September 04, 2012, 12:11:20 pm
Meh. I prefer You Give Love A Bad Name.
Title: Re: EverSim: An all encompassing RTD [7/12]
Post by: Spaghetti7 on September 04, 2012, 12:30:40 pm
Meh. I prefer You Give Love A Bad Name.
Well we were halfway there, but now we're not. So it was relevant. :P
Title: Re: EverSim: An all encompassing RTD [7/12]
Post by: Scelly9 on September 04, 2012, 12:32:05 pm
IN!

This looks like a lot of fun.
Title: Re: EverSim: An all encompassing RTD [7/12]
Post by: LAAT501legion on September 04, 2012, 12:34:14 pm
IN!
Title: Re: EverSim: An all encompassing RTD [9/12]
Post by: Sinpwn on September 04, 2012, 01:23:55 pm
In.
Title: Re: EverSim: An all encompassing RTD [10/12]
Post by: Spaghetti7 on September 04, 2012, 02:29:49 pm
C'mon people, just two more slots. Get them filled up before sleep has to happen!
Title: Re: EverSim: An all encompassing RTD [10/12]
Post by: adwarf on September 04, 2012, 03:13:32 pm
IN!
Title: Re: EverSim: An all encompassing RTD [11/12]
Post by: Spaghetti7 on September 04, 2012, 03:31:37 pm
One more. Eins mehr. Etc. So very close, but I'm afraid the update'll have to come in the morning. Y'all just hold on for 8 hours now.
Title: Re: EverSim: An all encompassing RTD [11/12]
Post by: Vemet on September 04, 2012, 05:08:26 pm
In!
Title: Re: EverSim: An all encompassing RTD [12/12]
Post by: Spaghetti7 on September 05, 2012, 01:25:10 am
A robotic voice begins talking in your cubicle.
"You have each been sent your assigned Codename for this test. This test will require you to be in groups of 4 with a leader in each. The Institute has taken the liberty of constructing these teams. These are as follows:"

Team Alpha:
Agent C will lead
Agent D
Agent H
Agent K

Team Bravo:
Agent J will lead
Agent E
Agent I
Agent B

Team Omega:
Agent A will lead
Agent F
Agent L
Agent G

(http://upload.wikimedia.org/wikipedia/commons/d/d3/Acaponeh.jpg)
"As this is your first test, you have been assigned a simple task." You feel your bodies grow lighter, then the surroundings disappear and you feel massive g-forces as pictures flash up in your vision.
"We are sending you back to 1935, America. You will be dropped on a boat off Alcatraz Island, with nothing to assist you in the task. You are dressed in normal attire for the time.
Task: Break Al Capone out of the prison.
More information is provided in your briefing files.
Note: Each team is being transported to different alternate realities. Attempts to contact each other will fail. Points will be allocated at these times:
- Reach Capone's cell: +2 points (only for those who reach the cell, here on known as SPECIFIC)
- Leave the prison with Capone alive: +1 (SPECIFIC)
- Escape, reaching 50 metres from the island: END, +5 point bonus (Awarded to all team members, regardless of status, here on known as TEAM)
Additional:
- Al Capone's death: -1 (TEAM)
WARNING: There may be other hidden criteria. Use common sense.

Spoiler: Notes:READ (click to show/hide)
Title: Re: EverSim: An all encompassing RTD [12/12]
Post by: Remalle on September 05, 2012, 01:52:52 am
(Damn, twelve slots and I missed all of them.  Oh well, posting to watch.)
Title: Re: EverSim: An all encompassing RTD: Task 1 - Busting the Capone (waiting on 4 PMs)
Post by: Greenstarfanatic on September 06, 2012, 04:31:15 pm
*The Jeopardy theme starts playing*
Title: Re: EverSim: An all encompassing RTD: Task 1 - Busting the Capone (waiting on 2 PMs)
Post by: Spaghetti7 on September 07, 2012, 01:26:32 am
Alright, it's been long enough, time to name and shame (normally this wouldn't happen for a bit longer, but it is the first turn and all).
LAAT501legion and Vemet are being sent another PM, if they don't respond in 24 hours they'll be replaced, with Remalle first in line.
Title: Re: EverSim: An all encompassing RTD: Task 1 - Busting the Capone (waiting on 2 PMs)
Post by: LAAT501legion on September 07, 2012, 03:58:51 am
Alright, it's been long enough, time to name and shame (normally this wouldn't happen for a bit longer, but it is the first turn and all).
LAAT501legion and Vemet are being sent another PM, if they don't respond in 24 hours they'll be replaced, with Remalle first in line.
My bad, I had forgotten about it  :-[
Title: Re: EverSim: An all encompassing RTD: Task 1 - Busting the Capone (waiting on 1 PM)
Post by: Spaghetti7 on September 08, 2012, 03:37:01 am
Alright. Well, time's up, so Vemet is out and being replaced by Remalle, with immediate effect. Sorry, but I shouldn't have to do this on the first mission.
Title: Re: EverSim: An all encompassing RTD: Task 1 - Busting the Capone
Post by: Spaghetti7 on September 08, 2012, 05:08:51 am
Turn 1: Bold Paddling and Soggy Intel

Team Alpha
Quote from: Agent C
Read briefing files, distribute information to team.
[6] The documents contain what follows:
(PM'd)
You distribute this information to the team.

Quote from: Agent D
I will follow the other boat riders to the island. Then, I will suggest one other team member comes with me to the main entrance, where we will
introduce ourselves as the Federal Jail Weapon Arsenal inspectors, come to inspect the weapons.

[6] You paddle your boat over to the island, completely oblivious of anything wrong with doing this in your haste. It is only when you reach the island
and see the hostile and wary stares of guards that you realise this may have not been the best idea. Turning around to consult your team, you see
no one. Nobody else has come over to the island except...

Quote from: Agent K
Go to the island and try to locate a lone guard.
[6] Following Agent D over to the island, you dismount and walk up on to the small beach, looking for any lone guards. However, unfortunatly you
find one straight away. He is standing in front of you, pointing a pistol at your face and asking what the hell you are doing here. You have a feeling
this situation could escalate rather quickly.

Quote from: Agent H
I take stock of what's around me.
You see two of your fellows paddle off without saying a word, towards what looks like the power house on the island. You can't make out much else,
but the information given to you by your team leader includes a detailed map.


Team Bravo
(optional motovational quote from Agent B:)
Quote from: Agent B
Team Bravo Rules!

Quote from: Agent J
Search for a gun, and inspect the situation.
[6] Looking around in your little paddle boat, you search for some kind of gun. Surprisingly, you find an Enfield revolver lying right next to your feet.
As for ammo however... You find no extra clips, just a single bullet loaded. Fantastic.

Quote from: Agent E
Assist the team with anything they may need. Observe the area.
[1] Your team seems to avoid your gaze, and silence reigns out on the waves. You feel the only way to help is to maintain this. However, you do
manage to establish some of your surroundings.
(http://s5.postimage.org/mju7xl607/RTD_Alcatraz_Map_Piece.png) (http://postimage.org/)

Quote from: Agent I
I will go up to the front desk, and ask to see Al Capone, saying that something has come up, and that I need to discuss a new court case with him.
[3] You confidently paddle away from your team and on to the island. Despite no other boats docking there except a single prison boat once a day,
no one stops you as you stride up to the largest, most important looking building there. While walking up the long, windy path towards the large,
concrete building you think of what you're going to say. Finally deciding on an official tone just as you reach the large metal door, you swing it open
and confidently sweep inside. As the door closes behind you, you realise you may have taken a right instead of a left. This is the main cellhouse,
and you hear a voice in one of the cells ahead:
"Ah, FRESH MEAT!"

Quote from: Agent B
Scout out guard patrols to determine their routes, and the best ways to avoid them.
[2] Watching the island from your boat, you can only seem to see one pair of guards. You must be near the docks, and they walk out on to the pier,
but don't seem to move in the minutes you spend watching them. They look like they're having a rather long conversation, that isn't going to warrant
them patrolling any further.


Team Omega

Quote from: Agent A
Okay, then. Fashion a Help/Warning signal set and distribute them to the rest of the team. Then, try to find a map of the prison/island.
[2] You begin to tear up planks from your boat and break a paddle in two before you realise that this just isn't happening, and water begins to pour
in to your boat. However, you don't give up, and try to make something out of the briefing folder and files you found in your boat. After tearing most
of that up, you have succeeded in building something, but you soon realise an origami crane will not be useful. Throwing it away in disgust, you
remember that you made it out of the team's briefing files, and that they are now floating away from your boat. You quickly paddle over and pick the
crane up again, unfold it and distribute the soggy paper to the team. (PM'd)

Quote from: Agent F
Once arriving on the boat (What kind of boat?), I'd like to look for anything I could use to help me with the task. If it's a big boat meant for a large
number of people, I'll maybe try to nick one of the ropes used for mooring, a small piece of metal laying about (a fork, a butter knife, a small metal
rod), a backpack to put it all in would be most fortuitous, but a satchel would do. Maybe try to grab a flashlight if I can find one, or a crowbar in a
fire-closet. Hell, even one of those little one-use chemical fire-extinguishers would be of use. Above all else, the location of Duct Tape is paramount.
If we're in a dinghy, I mention to my team leader that we should bee on the lookout for items to help us climb walls, cut through bars, or smash
through cinder blocks. In the event that there's nothing really on said dinghy to help us complete our task, I grab a paddle and help us get closer to
the island. If all the paddles are taken, I just sit tight and enjoy the ride, scoping out the perimeter defenses of Alcatraz by squinting REALLY hard.
But not so hard as to cramp my eyes. That would suck for later...
After recieving your rather damp map from your team leader, you tell him of the items that would be useful if found. While talking to him, you look
around in your own paddle boat for anything that you could use. [3] You find some rope dangling off the back of your boat and take that, but that
seems to be all. Unless you wanted to start ripping your boat apart like your somewhat rabid team leader, this is all that you can find. With this sad
realisation, you begin to paddle towards the island, looking at defences. Aside from large watchtowers and armed guard patrols, it's everything you
would expect of a maximum security prison.

Quote from: Agent L
Take a closer look at myself, my teammates, and my surroundings.  Try to be inconspicuous.
[5] You study yourself. You are indeed dressed in typical attire, with a rather dashing suit and hat combo that you feel should definitely be kept in
pristine condition. Thinking this, you look over at your team. They are in nearly identical dress. One seems to have found a length of rope and is
beginning to move towards the island, and another has already got there and is staring intently at the ground. While you are assessing this, what
looks like your leader paddles over to you in his increasingly submarine-soon-to-be of a boat, and hands you a soggy map. The feeling of
confidence for the mission ahead you get is amazing.

Quote from: Agent G
"Air vent, anyone?"
Upon reaching the prison, get a good hand-sized stone and look for an air vent.
You say this, then paddle towards the island after being handed a damp map. You go for a section empty of buidlings [4] and no one notices you
land. You climb out and begin to search the ground for a rock, and walls for a vent. [Rock- 3 req.] [1] [Vent- 4 req.] [4]
Painfully, you fail to find any large rocks, and end up settling for a tiny, round pebble. However, you do find a single vent, around 10 feet up, that
looks like a possible entry point to, what you presume from your smudged map, is the main cellhouse.

Spoiler: Notes (click to show/hide)
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 1 - Bold Paddling and Soggy Intel
Post by: Tiruin on September 08, 2012, 06:12:58 am
((GWAH! TIMEZONES!

/me curses the temporal effects of the Earth's orbit around the Sun!

Feckin' Waitlist! :I))
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 1 - Bold Paddling and Soggy Intel
Post by: Spaghetti7 on September 08, 2012, 06:16:17 am
((GWAH! TIMEZONES!

/me curses the temporal effects of the Earth's orbit around the Sun!

Feckin' Waitlist! :I))
:D Alrighty.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 1 - Bold Paddling and Soggy Intel
Post by: ReDeadEr on September 08, 2012, 12:32:10 pm
This seems pretty cool. Waitlist, please.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 1 - Bold Paddling and Soggy Intel
Post by: Spinal_Taper on September 08, 2012, 01:05:24 pm
AGH I'M RETARDED.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 1 - Bold Paddling and Soggy Intel
Post by: Spaghetti7 on September 11, 2012, 11:07:53 am
Prods are going out again, to 3 people I'm missing actions from.
Consider this the naughty step, next will be name and shame.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 1 - Bold Paddling and Soggy In
Post by: Caellath on September 11, 2012, 11:17:37 am
I had forgotten this, but!
Spoiler (click to show/hide)
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 1 - Bold Paddling and Soggy Intel
Post by: Spaghetti7 on September 12, 2012, 01:30:39 am
Let name and shame commence. adwarf has 24 hours to contact me before he's replaced from the wait list.
Oh, and please don't let this happen every turn, or we'll have a bit more of a revolving cast than I anticipated. ;D
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 1 - Bold Paddling and Soggy In
Post by: Spinal_Taper on September 12, 2012, 11:24:18 am
I had forgotten this, but!
Spoiler (click to show/hide)
Oh you.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 1 - Bold Paddling and Soggy Intel
Post by: Spaghetti7 on September 12, 2012, 03:42:00 pm
Okay, unfortunately adwarf has had to pull out due to other commitments, so I shall now employ the use of the WAITLIST FEATURE. PMing Tiruin now.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 1 - Bold Paddling and Soggy Intel
Post by: Tiruin on September 13, 2012, 05:48:06 am
For Honor, For Glory.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 1 - Bold Paddling and Soggy Intel
Post by: Spaghetti7 on September 13, 2012, 12:07:21 pm
Turn 2: LEEROY and Soggy Agents

Team Alpha
Quote from: Agent C
Swim to Powerhouse, assess surroundings.
[6] Like your team mates, you quite blindly swim towards the island, where you find Agent K being confronted by a prison guard. The man looks even more agitated now there's two of you, and it appears that this situation is extremely likely to get very dangerous. This is not helped by...


Quote from: Agent D
Walk up to the main gate and explain that I am here to check the security of the facility's arsenal. Due to budget cuts we have been sent on a boat.
[2] You go to wander up to the front gate with a confident swagger, until you realise you've just walked between the confrontation between half your team and a lone guard. You freeze as the man's face becomes crazed, and his eyes seem to be almost out of their sockets. This situation is definitely going to escalate.

Quote from: Agent K
"I'm a Federal Jail Weapon Arsenal Inspectors, I'm looking for my companion to inspect the prison"
[5] v [5] While you manage to sounds very convincing, the man knows the schedule of this island very well. His pistol remains very up, and very pointing at your colleagues.

Quote from: Agent H
I vote to make landfall near the power house, if the shoreline permits.
[3] You hold a fair, diplomatic vote with yourself, deciding that the power house would indeed be a good place to make landfall. However, as you paddle towards it safe in the knowledge that SOMEONE agrees with your plan, you notice the 3 of your team mates have been taken hostage by a guard. Fantastic.

AI turn:
[4] The man has indeed panicked, and demands that you give him an explanation for this tomfoolery within a minute or he shoots. At your face.

Team Status:
3 members have been taken hostage.
1 member has been dabbling in self-politics.


Team Bravo

Quote from: Agent J
"Alright, boys. Time's up,"

"LEEEEEEEEEEEEEROY JEEEEENNNKIIIIINS-...What? We aren't doing that plan?!"

Inform the team of our present objective -- Keeping the Peace. Read briefing files, and check for any notices or intel on our location and probable hostiles.

If possible, order everyone including self into a boat and chase after our stupid agent who went off without us, possibly following his route unless unfavourable situations present themselves. I believe he forgot spatial dislocation.
[2] You communicate this to your other team member still left with you here. However, as soon as you mention Jenkins you just get this itch...
You can't help but speed toward the island as quickly as possible, breaking your boat on the beach and jumping out triumphantly. The thought of your escape breaking briefly crosses your mind, but you only say one thing.
“At least I got chicken.” You begin to make your way towards the main building.

Quote from: Agent E
Continue looking about the compound
[1] You stare some more at the compound. You hear your team leader say something, but you're not interested. That thing, by the entrance, is it a bush or a man?
You strain your eyes some more. Is your team leader leaving? Who cares, this is important!
That odd bobble at the top definitely looks like a head, and those things out the sides could be arms.
You look closer, leaning over in your boat.
Actually, looking at it a bit more, you find it looking more and more like a snowman. Yeah, definitely a snowman.
You go to look closer, but you shift your weight too much. Your boat capsizes with a big splash and you fall in to the water.
Now you think about it, it probably was just a bush.

Quote from: Agent I
Quickly go back and go the other way, also keep a mental map.
[4] You slowly back up, hearing just a chuckle from the gloom. Closing the door behind you again, you start to make a mental map of the main building while you return to the front door. Taking the left turn this time, [1] you find another door, but this one seems to be jammed. Sighing, you turn to go back to the main door when it swings open, and you here whistling from outside. It must be a guard on his rounds.

Quote from: Agent B
Continue to observe, looking for defensive and observational points of the area.
[1] You look expectantly at your team leader. It's around the point when he screams ”LEEEROY JENKINS” that you decide no briefing info is coming, and sigh. You turn back to the island, but find nothing of note. Looking for inspiration from your colleagues, you then realise you are the only one left out on the waves. Well, save Agent E, but he's more under the waves.

Team Status:
Team leader has Leeroy'd.
1 member is rapidly learning how to swim.
1 member is trapped.


Team Omega

Quote from: Agent A
Erp! Paddle ashore as quickly as possible, and, once there, THEN fashion some warning/distress signals out of the grass. Look for an old rusted umbrella.
[5] You manage to get to the island on a rapidly sinking paddling boat with only one paddle and smartly step on to the beach, rather like this:
http://www.youtube.com/watch?nomobile=1&v=3KzOu7UxlqU
Once there, you [6] tear up clumps of grass and stones and manage to create a giant spelling of "HELP" on the island. Unfortunately, there will probably be a lack of anyone to see it from the air. Oh, and you manage to find an old umbrella lying in the surf, probably washed up from Manhattan.

Quote from: Agent F
I frown at my team leader. He seems like a very silly man. I try to discern my position by looking at the map and looking for nearby landmarks. Whether or not that works, I'll land my boat on the nearest beach and find a place to hide. I need to dry off this map so I can see it... If I spot any other members of my team, I'd like to wave at them to come join me in my hiding spot while we try to figure out the best course of action. While I wait for them to show up, I'd like to take inventory of everything I have on my person, and figure out the most concealed way of carrying this rope...
[3] You manage to discern that you must be somewhere by the north of the island, probably near the small cove by what seems to be a large cliff. You land next to this cliff and place your map on a large, flat rock before looking for the rest of your team. Your leader seems to be maintaining his crazy image, as he runs around writing something with clumps of dirt and grass, before finding an umbrella and looking happy with this. You wave to him, and he joins you, although there isn't any cover here. It's just a rocky plain for around fifty metres before the main cell block’s wall, which you can see from here has a hole just big enough for you to get through. One of your team members is already there, trying to break in. As for concealing the rope, [5] you can find one place to put it. You know where.
Yes, there.
Your team leader looks on with respect.

Quote from: Agent L
Puzzle over the smudged map as I paddle toward shore.  Assist the guy trying to break into the vent.
[5] You manage to discern that you must be in the north, just in front of the cove. You also see as you paddle towards the shore that the cell block’s perimeter wall has a hole in it on this side, allowing a man to get through. However, there is a rather large open plain before it. [3] You manage to make it across there without attracting any attention, but fail to help your team mate. The vent is still annoyingly high up, and the rocks are irritatingly small.

Quote from: Agent G
Find a rock and search the area immediately around for things that could be piled to reach the vent.
[5] You suddenly spot a large rock stuck in the ground and, with a bit of teasing, manage to get it out. As for things to pile up... [NO] There is nothing. The only thing you can imagine that would work was that if you gave your team members a lift up, and one person was left behind.

Team Status:
Agent F is experiencing discomfort in the area.
2 members are puzzling over a vent.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 2 - LEEROY and Soggy Agents
Post by: Spaghetti7 on September 17, 2012, 11:11:28 am
Sorry for the long gap, but I've got a couple'a people who might need auto-ing, but I'm busy tonight and tomorrow. Expect a turn up sometime mid-week.

EDIT: Eep, just realised that might not work either. A combination of exercise and rehearsals are gonna mess that up...
I guess weekend it is. But DEFINITELY on the weekend. At least it gives two people time to stop their possible auto-ness.
Title: A wild turn appears!
Post by: Spaghetti7 on September 22, 2012, 08:29:20 am
Turn 3: The turn of violent knockouts

Team Alpha
Quote from: Agent C
Agent C: "Sir, Sir Sir, we are with the prison inspections. We where trying to test your security, which is obviously very good. Here, these files here will tell you more."
Walk close to him, pretending to give him the files, then grab his pistol and point it at his face.
[3] v [6] You tell the guard rather weakly about how you were just testing the security of this facility. His face doesn't change, so you start to approach him and pretend to reach for some files. However, the guard immediately interprets this as you reaching for a weapon and shoots, [6] narrowly missing your head by inches and scorching your hair. You back off, taking it as a warning, shaken. However, you do realise that nearly the entire island will have heard that.


Quote from: Agent D
Pretend to faint to distract the guard.
[5] v [1] You fall over backwards and the guard falters for a moment, wandering what's wrong. He slightly lowers his pistol and comes over, opening the way for...

Quote from: Agent H
Hit in the back teh head! / Sneak attack, biatch!
[4] Screaming triumphantly, H karate-chops the back of the guards head, knocking him out cold. He has, however, underestimated how hard a spine is, and so runs around in circles for a while screaming in pain. The guard is now unconcious on top of Agent D.

Quote from: Agent K
Dude calm down, there has to be an error in the schedule.
You say this to the snoring guard.
You think another phrase could have been a bit cooler after such a takedown.
You try [4] “See ya later, alligator.”
Still pretty bad.
You take the guards pistol for comfort, but you only find the clip already in it for ammo.

Team Status:
D has an unconsious, dribbling guard lying on him.
Pistol has been acquired.


Team Bravo

Quote from: Agent J
"Good blazes, the need for communication. Well, at least I hope they know about covering a fallback plan when we do get Capone. I, where are you?

. . .

"Did I even brief them?"

Search for any kind of signalling device that can be seen from afar. Search for a structural map on the base.

Check if any of the agents are with me, and try to communicate to them a rendezvous location nearby.

If any are or are not nearby, order to keep to stealth as well as to watch the patrol guards' routes and schedules. If encountered any, move to non-lethel knock out, stow the body in an unsuspicious area, before looting the uniform, keys, radio, weapon...everything. Give the weapon to any agent with me along with the uniform and keys. I take the radio.
[5] As you pass a rocky overhang on the way up to the cellblock, you see a guard facing away from you. Wondering what he could be doing there, you stealthily make your way towards him, before soon realising what it is.
He's going to the toilet.
Using that as cover for the noise you make, you run up to the man and flying kick him in the back of the head, knocking him in to his own puddle of...
Well. You know.
You take his everything, however damp it may be, and even manage to find a flare on him. Win-win. Except for the smell.
However, the only Agents you can see who are nearby are E and B, who are rowing in.

Quote from: Agent E
Continue trying to gather intel on the area. Once I have some knowledge about the places lay out, look at the guard, and try to see how he acts.
[2-1 (can't swim penalty)] Flitting between being above the waves and below, you still try to look around at the island. Maybe that's a guard over th- Underwater....... - Nope, whatever it was has gone now. Maybe that's one...
While you waste the last bit of your strength looking at the compound, you notice B trying to get you out of the water.

Quote from: Agent I
get into a position where the guard doesn't directly see me, and then rush him.
[3] Glancing around, you can't see any obvious hiding places, so you settle with hiding in a dark corner. From the shadows you watch the guard as he comes in and looks around. [5] You are lucky, his eyes go right over you, and he begins to walk away. You follow, silently running after him and [6] dive at him screaming from behind, knocking both of you to the floor and in to a brawl. In between the blows, you notice the man reaching for his pistol.

Quote from: Agent B
Get E out of the drink. Remind him that he is an idiot.
[4] You grab E's hand, as he still seems to be transfixed on the island, and lift him up in to your boat. Slapping him to get him to finally look at you, you tell him that he is thick and dense. And an idiot. And stupid. And never do that again. The insults keep coming as you row for shore.

Team Status:
Team leader has acquired a uniform and weapon. Oh, and a signalling device in a much easier way than other teams.
1 member is shivering. Muchly.
1 team member is kicking and screaming in the cellblock.


Team Omega

Quote from: Team Action
Get the rope from Agent F and tie it to the umbrella, creating a grappling hook ala the 'Series of Unfortunate Events' movie. Use it to make a path up to the vent.
You all decide this is a better idea than trying to give a dangerous leg-up or even a human pyramid as L suggests. Agent A ties the two together and throws the umbrella at the vent. [5] It catches perfectly in the grill, and holds when you pull on it. F goes up the rope, [6] re-attaches the umbrella to a hole in the wall and easily removes the vent.
You're in!

Team Status:
The team has opened a vent, and gained subtle and clever access to the cellblock. (+1 point to team)

Spoiler: Notes (click to show/hide)
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 3 - The turn of violent knockouts
Post by: Spaghetti7 on September 26, 2012, 12:57:43 pm
QUADRAPOST
More to the point, neither Sinpwn nor The Anus of Discontent have been on the forums for weeks, and so replacements are needed. I've already got one on the waitlist, but I'll need at least one more. Changing the title accordingly.
Oh, and pokes are going out for Turn 3.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 3 - [REPLACEMENT NEEDED]
Post by: mistertimn on September 26, 2012, 01:08:36 pm
IN!

Greenstarfanatic convinced me too. Look's like fun, bit different from what I'm used to.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 3 - [REPLACEMENT NEEDED]
Post by: Spaghetti7 on September 26, 2012, 01:11:00 pm
IN!

Greenstarfanatic convinced me too. Look's like fun, bit different from what I'm used to.
Awesome, thanks for being speedy. I'll PM you details now.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 3
Post by: TopHat on September 26, 2012, 02:54:25 pm
Waitinglist for me, please.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 3
Post by: Spaghetti7 on September 26, 2012, 03:17:34 pm
Waitinglist for me, please.
Sure.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 4: BARBIE GIRL
Post by: Spaghetti7 on September 30, 2012, 11:04:16 am
Turn 4: BARBIE GIRL

Team Alpha
Quote from: Agent C
Look for a way inside the building.
[3] You sneak away from the group, hoping no-one had heard the gunshot that nearly spread your brains across the island. You go towards the main building and an obvious double door that looks like the entrance.
As you open the door (which looks like it leads to a reception area) you see a guard running after you in the reflection of a small window.


Quote from: Agent D
Undress the guard, steal his uniform, wipe off the dribble, and then bind, gag and hide him.
[2] “I'M A BARBIE GIRL, IN A BARBIE WORLD
LIFE IN PLASTIC, IT'S FANTASTIC
YOU CAN BRUSH MY HAIR, UNDRESS ME EVERYWHERE!”
You screech out a song you've never heard before as you tear the guards uniform off his body and begin sticking it to yourself, ignoring the shreds falling off of you. Punching the dribble off your face, you use half of the guard's uniform to inefficiently gag him and kick him in to the shade of a small shrub.
Job done, you triumphantly stick your chest out with your new, stylish ripped uniform. Your team members look less than impressed.

Quote from: Agent H
Steal the unconscious guard's uniform, and dump the body into the water, drowning is probably the best option to dispose of him at this point.
[4] You look on as Agent D tears the uniform to shreds, attempts to gag the man and fails miserably to hide him.
Giving the Agent a pointed look, you grab the guard's ensign off the floor, pick the man up and throw him five feet back in to the surf.
Turning back to look for any more bits of uniform you can scavenge, you manage to find a hat. That's all.
Dammit D.

Quote from: Agent K
Hide and approach the main cellhouse, because the shot will probably attract guards.
[2] You attempt to stealthily approach the cellhouse, moving from bush to bush. However, you soon come to a large section with no shrubbery and have to improvise, with only a single leaf nearby.
(http://images.colourbox.com/thumb_COLOURBOX1892415.jpg)
Surprisingly a guard manages to spot you behind your disguise, and approaches. [6] You easily hide your gun in a pocket before he confronts you.
“What do you think you're doing, sonny?”

Team Status:
D has had a minor “incident”.
Agent K has got in to another sticky situation.


Team Bravo

Quote from: Agent J
"They'll be able to work it out. But the objective, first."

Handsignal the two agents to meet up after trying to save them.

Begin mapping out our escape route, but infiltrate the guard quarters to assure lack of defense.
While one of them stands on the shore, looking around, Agent B runs over and says he'll help you. Well, as soon as you've given him the “GODDAMN INTEL”, as he so eloquently puts it. You hand him a map you find in the folder.
Hey, you've got maps in a folder! (PM'ed) You finally take a look at one, and begin to make your way for the labelled “Officers Apartments”. You silently open the door with B following, [1] and it swings right in to a guard's face. You hear a muffled “Oof!” before the door swings back and a very angry guard appears.
As he draws his gun, you back off in to a separate room and slam the door as he starts to fire.
[1] [5] One of the bullets punctures the door and hits you in the leg, forcing him to the floor. Agent B drags you out of the way as another hail starts peppering the splintered door. You feel the revolver in your coat and hand it to B, telling him there's only one bullet in it. Finally, the door crashes from it's hinges and there is silence.

Quote from: Agent E
Dry self off. Look around.
[3] As you squeeze out your socks over the edge of the boat, you finally manage to actually get some useful information about the island. You see your team leader beconing you over as he creeps towards what looks like quarters of some kind. That is to the right of a large path that winds up to the main building; probably the cellhouse. There are several other buildings scattered around, but you can't tell what purpose they serve.
Surprisingly, there are no guards in view. Maybe Agent I made it after all.


Quote from: Agent I
Attack the guards most painful area.
[1] You remember what your father said to you once:
“Son, if you're ever in a fight, aim for the skull. It's a very soft area, and will cause the enemy much pain.”
You smash the guard in the head with outstretched fingers. You soon realise you may have remembered your father's wisdom incorrectly as a few fingers break against the man's forehead.
[6] The man then throws you off while he has the advantage, jumps up and points the gun at your prone body. He is breathing heavily, and you realise this may be the last chance you have to silence the guard before he raises the alarm, or shoots. Either way, the mission would almost certainly be over for you.

Quote from: Agent B
Keep an eye out for guards while assisting the team leader with his action.  Ask him for the damn intel.
See Agent J's action.

Team Status:
The leader and Agent B are in a gunfight.
Agent I is being held at gunpoint.


Team Omega

Quote from: Agent A
I'll let F go through the vent first, and I'll follow. Stay out of the sights of guards, and hopefully plop out somewhere near Capone's cell.
Quote from: Agent F
Agent F carefully enters the vent, squishing into the confined space. Crawling forward, he comes to a fork. After pausing for a moment, he chooses the path that goes right, hoping it is the way they want to go.
Quote from: Agent G
Enter vent if it hasn't been done already, then crawl through the vents, following the team for now.
Agent F goes through the vent first, followed by A, G and L. Agent L seems to stop to listen at another opening while the other 3 keep going. They come to a fork, with F choosing to go right. Following this path as quietly as possible for a few minutes, they soon come to another vent inside the cellblock.
[4] Through it they can see a guard sitting at a table, facing [4] away from the vent and whistling. From his fingers dangle a set of keys, one of which you would assume would let you access Capone's cell. However, you still have some issues. You would have to silently undo the vent, drop four feet and approach the guard. Even if one of you can get the keys, you still don't know where Capone's cell is.
Quote from: Agent L
Enter the vent and shimmy along until I find another vent.  Look and listen through it.
Stopping relatively early on while your team continue, you listen through a vent that looks like it is near a guard checkpoint. You can hear two voices, presumably guards, talking.
[6]
Guard 1:”There's been trouble up in Block B again. Cells 30-40. Always with those cells.”
Guard 2:”That's near Capone's cell, ain't it?”
Guard 1:”Yeah. That fella stirs up all kind of trouble”.
You can't help but let a small yelp of victory escape your lips, as you now know roughly the position of Capone's cell.
[5] Luckily, the guards don't notice and you crawl to get back to your team.

Agent L has discovered useful intel - +2 points

Team Status:
The team are in the vents.

Spoiler: Notes (click to show/hide)
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 4: BARBIE GIRL
Post by: Spaghetti7 on October 10, 2012, 12:55:44 am
Good lord, I've just realised how long it's been since the last turn here. :-[
I'm really sorry, but real life has really started to rear it's ugly head in the last week and I'm away this weekend, so please bear with me. I'll write the turn up whenever I have a bit of time and if it ain't up in a week, I'll slap myself.
Basically, this isn't dead, just temporarily incapacitated. Sorry for any inconvenience.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 4: BARBIE GIRL
Post by: Spaghetti7 on October 17, 2012, 10:58:31 am
Feckin' bollocks. I appear to have started this at a very inconvenient time, when school wants to take your free time and burn it. Now, either I put this on an indefinitely long hiatus, or one of you fellows/ a random outsider takes over for an indefinite amount of time. I'm really sorry, but real life's gotta come over this, and also I'm sorry for all the indefinites. I just don't know how long it'll be till I can use these forums again.
Again, sorry, but I hope someone else can take over the struggle. ;P
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 4: BARBIE GIRL
Post by: Tiruin on October 17, 2012, 11:05:58 am
Can we spoilers now?
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 4: BARBIE GIRL
Post by: Spaghetti7 on October 17, 2012, 11:06:41 am
Can we spoilers now?
Very possibly. Unless we get a volunteer for continuing it, you may.
Title: Re: EverSim: An all encompassing RTD: Task 1 Turn 4: BARBIE GIRL
Post by: lawastooshort on October 17, 2012, 01:59:47 pm
Ok, well, sorry to hear that Spaghetti. It is a nice concept.