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.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.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.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.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.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.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.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.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.