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Author Topic: Argon: A team vs team Prison Break RTD (Turn 7 of 30) - Game Ended Early  (Read 11120 times)

Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 0 of 30)
« Reply #15 on: August 19, 2015, 05:04:13 pm »

Sorry for the delay.

Turn 0


Kusil (Tomasque)
You and 3 other guards are standing near the entrance at the east side of the prison.   Yep, night watch duty again.  You're too good for this job.  The prisoners don't even dare to make eye contact with someone as fearsome as you.  Yet, you keep getting these pathetic assignments.  Not like anything ever happens around here anyway.  The secret location and the automated defenses are enough to keep out a small army.  Ugh, this is going to be a long night.
While your buddies continue speculating about the secret prisoner, you walk toward the break room to get some coffee.  Of course, as luck would have it, right as you get inside the break room, the lights go out.  As you try navigating in the dark, trying to grab your flashlight and grumbling about cheap light bulbs, you hear something.  Noises coming from the prison entrance.  Before you can exit the break room, you hear several gunshots.  You instinctively close the door and stand there, listening.  Several questions race through your mind: What's going on?  Is the prison under attack?  Are they here for Argon?  Were the rumors true?  Your flashlight is off and it's pitch black in the break room.  You hear footsteps approaching the door.  What will you do?

Goals: Survive.  Identify where Argon is and prevent his escape.

[Character Creation Roll = 6]
Major Advantage: [Terrifying]  Your displays of physical prowess frighten your enemies.  If your total roll for any combative action is 6 or higher, all nearby enemies receive a -1 penalty to any combative actions directed at you during the next turn.
Major Disadvantage: Wrong place at the wrong time.  You don't know who's outside your door, but they're coming for you.
Status: Normal
Inventory: Guard Uniform, Communicator (can communicate with allies), Flashlight



Harold (FallacyofUrist)
You're sitting in the mess hall at one of the tables.  Alone.  Well, alone at the table.  As soon as you came into the mess hall and took a seat, the other 5 guys sitting around the table just greeted you with cold stares before getting up and moving to a different table.  It's not surprising.  People have avoided you ever since you started this job.  They just can't appreciate someone who has a passion for the fine art of acting.  You even remember doing a few skits for them, but that just seemed to make them hate you more.  Oh well, you don't need them.  You have your weapons.  They'll be your friends. 

A few moments pass and as you're proudly stroking your pistol, the lights go out.  Looks like the power's out.  That's never happened before.  You and the other 5 guys turn on your flashlights and start looking around.
"Did someone forget to pay the electric bill?" you say in a friendly joking manner.  You hear someone groan at hearing your voice.
"Shut up Harold."
"How's the football career coming along Joe?"
"I said shut up."

Goals: Survive.  Identify where Argon is and prevent his escape.

[Character Creation Roll = 6]
Major Advantage: [Excellent Aim] +1 dynamic bonus to firing a Ranged Weapon.  Gain a +1 to your roll if your total roll is 4 or less, +0 if 5, and -1 if 6 or more.
Major Disadvantage: [Loathed] All allies hate you for being such an obnoxious actor wannabe.  Any action toward allies requiring their trust or cooperation suffers a -1 penalty.  Some allies might even be eager to betray you.  Don't expect them to help much.
Status: Normal
Inventory: Guard Uniform, Communicator (can communicate with allies), Flashlight, Dazzler (100 uses), Paintball Gun (12 pepperspray pellets), Taser (11 uses), Tranquilizer Gun (4 darts), Pistol (6 Rubber Bullets)



Gilbert (Ruludos)
You're sitting in the mess hall with your buddies.  It's been a long day and you couldn't sleep.  Thoughts of self-pity are clouding your mind.  Why couldn't you be someone great, like your grandfather?  You come from a lineage of successful people, yet here you are, a lowly prison guard.  Was this job really worth the money?  The prison is so secure, that you're not even sure if there's any point to your job.  Your buddies have been trying to encourage you, telling you it's not your fault.  You're not sure if you believe them.

Your mood becomes even worse as you see that weird snob Harold walk in.  After he sits at your table, you and your buddies don't hesitate to get up and move somewhere else.  Unfortunately, even from this table, you can still see Harold.  He's creepily petting his gun.  You're glad you moved.

Suddenly, the lights go out.  As you fumble around for your flashlight, you hear Harold make a lame joke.  You facepalm, groaning with annoyance.  This night couldn't get any worse.

Goals: Survive.  Identify where Argon is and prevent his escape.

[Character Creation Roll = 1]
Major Disadvantage: [Self Doubt]Your mistakes and failures continue to haunt your mind and cloud your judgment.  If you roll a 1 on any action, then during the next turn all actions you take will receive a -1 penalty.
Status: Normal
Inventory: Guard Uniform, Communicator (can communicate with allies), Flashlight, Paintball Gun (9 pepperspray pellets), Riot Shield, Rubber Baton



Aria (The Moonlit Shadow)
You're sitting in the prison's library, holding a book.  The book is titled "How To Enjoy Your Job".  You've been reading the book closely.  Yes, reading.  That's how dull this job is.  You accepted this job expecting to see prison riots, prisoners getting beaten down for bad behavior, or anything else you saw in the movies.  The prisoners don't even have harmonicas!  All you actually do is babysit the machines and electronics that keep the prisoners contained and under control.  Soooo boring.  Ugh, you never found babysitting that exciting either. 

You finally toss the book aside and look around.  There's bookshelves lined up against the walls and 4 other guards here.  They look nearly as bored as you are. Hm, amateurs.  As you loudly sigh in boredom for the tenth time, the lights go out.  Well, this is new.  Maybe something interesting will actually happen tonight.
As you turn on your flashlight, you hear a loud crashing noise past the south-western library door.

Goals: Survive.  Identify where Argon is and prevent his escape.

[Character Creation Roll = 2]
Minor Disadvantage: [Bored] Wow, you wish your job was more exciting.  You can barely stay focused.  Your Awareness receives a -1 penalty, but after you first enter combat, this penalty is permanently removed.
Status: Normal
Inventory: Guard Uniform, Communicator (can communicate with allies), Flashlight, Dazzler (100 uses), Stun Baton (11 charges), Swiss Army Knife


Map


K = Kusil
H = Harold
G = Gilbert
A = Aria
There is no ceiling above the hallways separating each room, so there is some slight illumination coming from the moon and stars.  Most of the room interiors are completely pitch black.  Each of your characters know the layout of the prison pretty well.  That knowledge might be helpful for identifying where Argon is hidden.


(Credit to Parisbre56 for the formatting of this post.  Let me know if anyone has a problem seeing the map or if I made a mistake somewhere.)

Spoiler: Criminal Turns (click to show/hide)
« Last Edit: September 14, 2017, 07:07:28 pm by Megggas »
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FallacyofUrist

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Re: Argon: A team vs team Prison Break RTD (starting soon)
« Reply #16 on: August 19, 2015, 05:31:01 pm »

"Lo, perhaps we ought to check on the prisoners. Shall we'st goest?"

Lead my frenemies to the cell blocks.
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Ruludos

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Re: Argon: A team vs team Prison Break RTD (Turn 0 of 30)
« Reply #17 on: August 19, 2015, 05:57:51 pm »

((Where would the generators/warden's office be located at? Those are the two locations I'd want to gun for as fast as possible.))
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Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 0 of 30)
« Reply #18 on: August 19, 2015, 06:09:24 pm »

((Where would the generators/warden's office be located at? Those are the two locations I'd want to gun for as fast as possible.))

(In the section below the entrance.  The topmost locked room is the Warden's Office, and the very bottom room houses the controls for the generators.)
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Ruludos

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Re: Argon: A team vs team Prison Break RTD (Turn 0 of 30)
« Reply #19 on: August 19, 2015, 06:13:56 pm »

(In the section below the entrance.  The topmost locked room is the Warden's Office, and the very bottom room houses the controls for the generators.)

((Ah, that's pretty convenient. What's in the central locked room?))

"Ah, damnit!" Pointedly ignoring Harold's faux Olde Englishe, Gilbert turns on his flashlight and quickly gets his bearings again.

"Come on, guys. We should get to the Warden and see what's going on."

Go to the entrance through the central corridor.
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Megggas

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Re: Argon: A team vs team Prison Break RTD (starting soon)
« Reply #20 on: August 19, 2015, 10:43:17 pm »

(Should be no penalties to duel-wielding, as the stun baton doesn't require much finesse.)
(True.  You'll only be penalized for dual wielding the baton and knife if you try to do some sort of advanced maneuver with them.)

((Ah, that's pretty convenient. What's in the central locked room?))
(That is the video surveillance room.)
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Tomasque

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Re: Argon: A team vs team Prison Break RTD (Turn 0 of 30)
« Reply #21 on: August 20, 2015, 05:43:26 pm »

1. Wait until the person is at the other side of the door and kick it open.
2. Throw the coffee cup at his face.
3a. If he isn't knocked out, then pull him inside and question him about the location of the hidden prisoner, Argon.
3b. If he is knocked out, turn on my flashlight and go to Armory while looking out for any other adversaries.


Gotta love some psuedo-programming.
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Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 1 of 30)
« Reply #22 on: August 21, 2015, 06:23:52 pm »


Turn 1


Kusil (Tomasque)

1. Wait until the person is at the other side of the door and kick it open.
2. Throw the coffee cup at his face.
3a. If he isn't knocked out, then pull him inside and question him about the location of the hidden prisoner, Argon.
3b. If he is knocked out, turn on my flashlight and go to Armory while looking out for any other adversaries.

You wait for a few moments as the footsteps approach.

<Awareness=6+2>
You don't see any light coming from under the door, so you know they aren't using flashlights.  You listen closely.  You can clearly hear the footsteps of 2 people.  You also barely hear some noise somewhere past these people, but you can't identify or describe it.  While you listen to the footsteps, you notice one of the people has stopped walking.  As the other person slowly walks up to the door, you smell the distinct scent of gunpowder.  The person's got a gun!

<Strength=3+2>
<Agility=6+2>
<Observation=4+2-1>
<Recognition=3-1>
<Enemy 1 Reaction=2-1>
<Enemy 2 Reaction=1>
You kick the door open so flawlessly that Chuck Norris would be proud.  The man reaching for the door is completely caught off guard, being knocked to the ground by the force of the door, losing his gun in the process.  The second man, standing a few feet away, fumbles with his flashlight, turning it on, but clumsily dropping his gun.  You can now see that these two men are wearing guard uniforms.  The first man has dark hair, brown eyes, and appears to be of Asian descent.  He is also wearing an eye patch over his right eye.  The second man has blond hair, blue eyes, and is wearing brass knuckles.  Both of them look physically fit and have an angry expression on their face.  You can't tell if you know either of them, but what you do know is that there's no time to waste.

<Strength=1+2>
<Aim=2+2>
<Enemy 2 Endurance=4>
You throw your coffee cup at the guy holding the flashlight.  You're moving so fast he doesn't even have a chance to dodge.  The cup hits his chin, bouncing off but leaving a bruise.  He stumbles back a few steps with his head twisting a bit from the recoil.  He looks back toward you, still holding his flashlight and gritting his teeth angrily.  You notice the fallen guy is scrambling to grab his pistol.  This probably isn't the best time for interrogation.

Attributes:
[Terrifying]  Your displays of physical prowess frighten your enemies.  If your total roll for any combative action is 6 or higher, all nearby enemies receive a -1 penalty to any combative actions directed at you during the next turn.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent), Flashlight(off)



Harold (FallacyofUrist)

"Lo, perhaps we ought to check on the prisoners. Shall we'st goest?"

Lead my frenemies to the cell blocks.
<Charisma=1-1>
Several of the other guards shake their heads and roll their eyes at you.  One of them immediately starts laughing. 
"Great idea Harold!  Without their night lights, the prisoners are surely hiding under their blankets from the spooky monsters that live under their beds.  We'll let you have the honor of comforting them with a bedtime story."
That sounded like sarcasm.  Not well delivered sarcasm, but sarcasm none the less.

<Decision=3-1>
 Well, maybe they'll change their minds.  Nobody wants the prisoners getting out.  You know the doors to the cell blocks are reinforced and built to take a beating, but you're not sure if they stay closed when the power goes out.  Now seems like a good time to find out.  Eh, you'll probably be fine going there alone.  You decide to travel to the southernmost cell block, which will take you farther away from your frenemies, but is the shortest route to a cell block.

<Agility=4-1>
<Awareness=5+1>
You begin walking south from the mess hall at a leisurely pace.  As you walk, you notice someone quickly walking toward you, not even using a flashlight.  You shine your flashlight on the person.

<Observation=5+1>
<Recognition=4-1>
It's a man wearing a guard uniform.  You see that his hair is brown and short, his eyes are gray, he is about six feet tall, and he possesses a short trimmed beard.  His facial expression is one of determination and focus.  As he walks by you, he glances at you and gives a brief smile while nodding to you, but seconds later he resumes looking forward with his serious expression.  He walked by too quickly for you to say anything.  You don't recall having seen this man before, but then again, most of the people who work here tend to avoid you, so you can't be sure.  You wish you could navigate in the dark as well as that guy.  It looked like he was heading to the mess hall.

You continue on your way.  You're close to the southernmost cell block.  It's right around the corner.

Attributes:
[Excellent Aim] +1 dynamic bonus to firing a Ranged Weapon.  Gain a +1 to your roll if your total roll is 4 or less, +0 if 5, and -1 if 6 or more.
[Loathed] All allies hate you for being such an obnoxious actor wannabe.  Any action toward allies requiring their trust or cooperation suffers a -1 penalty.  Some allies might even be eager to betray you.  Don't expect them to help much.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent), Flashlight(Held, On), Dazzler (100 uses), Paintball Gun (12 pepperspray pellets), Taser (11 uses), Tranquilizer Gun (4 darts), Pistol (6 Rubber Bullets)



Gilbert (Ruludos)


"Ah, damnit!" Pointedly ignoring Harold's faux Olde Englishe, Gilbert turns on his flashlight and quickly gets his bearings again.

"Come on, guys. We should get to the Warden and see what's going on."

Go to the entrance through the central corridor.
<Charisma=3>
After Harold says his lame idea and leaves, you describe your plan.  Your buddies agree that talking to the warden is a good idea, but are a bit hesitant to go looking for him while it's so dark.  He might not even be at his office.  One of them suggests just waiting for the Warden to contact everyone via the communicator.  Another thinks it might be best to just wait around since the backup generators should turn on any minute now.  It looks like they want to think it over.

<Decision=1>
You can't think of any reason to wait for them to make up their minds.  You head out immediately, not even bothering to tell your friends which route you'll be taking.

<Agility=1+1>
<Allies Agility=1,4,4,4+1>
 You begin walking at a slow pace to the Warden's Office.  You don't make it very far.  However, there is some good news.  Your buddies finally stopped being indecisive and followed you, catching up to you fairly quickly.  Since you didn't get that far, they easily spotted you.  All of them are with you once again, though one of them is lagging a bit behind.

<Awareness=4>
You see some moving lights further up ahead at the four-way intersection between the hallways.  Probably coming from flashlights, though you can't see the people holding them.  You can also hear them talking to each other, but you can't make out what they're saying.

Attributes:
[Self Doubt]Your mistakes and failures continue to haunt your mind and cloud your judgment.  If you roll a 1 or less on any action and experience catastrophic results, then during the next turn all actions you take will receive a -1 penalty.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent), Flashlight(Held, On), Paintball Gun (9 pepperspray pellets), Riot Shield, Rubber Baton
Note: Tweaked your Self Doubt attribute to be a bit more sensible.


Aria (The Moonlit Shadow)

"Let the fun begin!"
Put down the book, and walk over beside the door of the prison cell. Take out the stun baton and army knife.

<Agility=5+2>
<Decision=3>
<Awareness=2-1>
You get up from your seat and quickly walk out the western library door, ready for some action.  As you go, you take out your stun baton in one hand, but as you reach for your knife, you realize that you need a hand free to handle your flashlight.   You think for a moment and decide that once you enter danger, you'll drop the flashlight and then take out your knife.  You begin positioning your knife for fast access.  However, your reckless pace and lack of attention to your surroundings causes you to trip and fall to the ground.

<Endurance=5>
Meh, it was nothing.  Barely felt anything.  You easily get up and brush yourself off.

<Observation=2-1>
You rapidly sweep the area with your flashlight to get a quick look around.  You don't see or hear anything of interest, as usual.  You made it to the door for the southern cell block, but you don't bother taking a closer look at it.  You also still haven't come across the source of that loud noise.  Maybe you missed it.  As you turn to face the door, you hear a voice come from behind you.
"Uh, Aria, what are you doing?"

<Recognition=4>
It's a woman's voice and it sounds familiar.  You definitely know this person.  Just have to turn around to find out who it is.

Attributes:
[Bored] Wow, you wish your job was more exciting.  You can barely stay focused.  Your Awareness receives a -1 penalty, but after you first enter combat, this penalty is permanently removed.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent), Flashlight(Held, On), Dazzler (100 uses), Stun Baton (Held, 11 charges), Swiss Army Knife


Map


K = Kusil
H = Harold
G = Gilbert
A = Aria
There is no ceiling above the hallways separating each room, so there is some slight illumination coming from the moon and stars.  Most of the room interiors are completely pitch black.  Each of your characters know the layout of the prison pretty well.  That knowledge might be helpful for identifying where Argon is hidden.

(Note: I do Decision rolls for your characters when they have to make a choice, and you didn't specify what you'd want that choice to be.  For example, if FallacyofUrist had specified that Harold should travel to the cell blocks at the center of the prison, I wouldn't have rolled for Harold to make a decision on that.  Better rolls result in better decisions.  Expect more decision rolls when your actions are vague.  This doesn't apply when the choice is obvious, like your character having to make the obvious choice to dodge incoming attacks.  Oh, and also, your Mental stat affects these decision rolls, so relying on them might not be a bad idea if your character is smart enough.)
Spoiler: Criminal Turns (click to show/hide)
« Last Edit: September 14, 2017, 07:10:03 pm by Megggas »
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FallacyofUrist

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Re: Argon: A team vs team Prison Break RTD (Turn 1 of 30)
« Reply #23 on: August 21, 2015, 07:34:54 pm »

"Hallo thar! Might I be excused for trying to go past ye?"

Harold moves past the guard in his way and checks the cell block door to see if it's still shut.
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Re: Argon: A team vs team Prison Break RTD (Turn 1 of 30)
« Reply #24 on: August 21, 2015, 08:31:00 pm »

Gilbert reaches into one of his uniform's pockets and pulls out a flashlight, using it to light the way.

"Hey, you guys!" he calls out to the other group of people. ""You have any idea what's going on?"

Continue towards the entrance.
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Tomasque

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Re: Argon: A team vs team Prison Break RTD (Turn 1 of 30)
« Reply #25 on: August 22, 2015, 12:56:15 am »

1. Pull out my flashlight.
2. Walk forward and kick the guy on the ground in the face.
3. Step to the right while bringing my flashlight down in an arc to the top of the standing guy's head.
4. If my flashlight breaks, take one of theirs that isn't also broken and turn it on.
5a. If one of them is incapacitated and the other is not (but isn't much of a threat anymore), drag the conscious one into the rec room and lock the door and question him           about the location of the hidden prisoner, Argon.
5b. If both are incapacitated, I'll go to the Armory and gear up.
5c. If anything else is true, take the chair and hit them with it until one of the above is true, then do the corresponding action.
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Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 1 of 30)
« Reply #26 on: August 24, 2015, 02:25:39 pm »

Sorry for the delay in updating. I've been busy in rl, but this next turn has also been taking me awhile to finish.  I've been rolling for the NPCs on the map (and their battles with each other), but it's tedious and complex.  I will probably simplify the NPC actions for future updates.  I think I'll finish this turn by tomorrow night.

One more thing.  If any player's character dies, that player can rejoin with a new character (or be added to the wait list if there is one).  Just thought I'd mention that.  No other reason.  Completely unrelated to what happens during the next turn.  Yep, no connection whatsoever.
« Last Edit: August 24, 2015, 02:28:05 pm by Megggas »
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FallacyofUrist

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Re: Argon: A team vs team Prison Break RTD (Turn 1 of 30)
« Reply #27 on: August 24, 2015, 02:29:10 pm »

((My character got shot in the head by one of his mates, didn't he.))
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Re: Argon: A team vs team Prison Break RTD (Turn 1 of 30)
« Reply #28 on: August 24, 2015, 06:34:27 pm »

I'll start rolling up a new character now...
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Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 1 of 30)
« Reply #29 on: August 26, 2015, 12:41:40 am »

(Well, it seems I am really bad at predicting when I'll be finished.  Sorry for the delay.  Again.  Unexpected rl stuff keeps popping up.)
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