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.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.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.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.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.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.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.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.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.