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Author Topic: Argon: A team vs team Prison Break RTD (Turn 7 of 30) - Game Ended Early  (Read 11016 times)

Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 3 of 30)
« Reply #45 on: September 01, 2015, 04:49:13 pm »

Where are all these people coming from?  :P
Heh, not from nowhere.  Every person that you met, and will meet, was spawned at the beginning of the game, on turn 0.  No new characters have been spawned since then.  Any player joining the game after turn 0 just replaces one of the NPCs.  To make sure I don't forget where each NPC is located, I have my own secret map which includes the locations of all the NPCs and players.  There probably won't be any new NPCs spawned unless one team entirely wipes out the other team.


In other news, I removed Spiderking50's reservation, since he hasn't been seen since before the game started.  There's now an empty guard slot available to anyone who hasn't already joined the game.  Just provide a character sheet.
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Tomasque

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Re: Argon: A team vs team Prison Break RTD (Turn 3 of 30)
« Reply #46 on: September 01, 2015, 06:59:06 pm »

Where are all these people coming from?  :P
No new characters have been spawned since then.
I wish videogames did this instead of the "town guard mass spawn" idioticy that happens when you're caught committing a crime.
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Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 3 of 30)
« Reply #47 on: September 04, 2015, 12:56:04 pm »

I'm going to try to update by tomorrow evening.  Anyone who hasn't submitted an action before then will have have their character autoed for this turn.
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Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 4 of 30)
« Reply #48 on: September 05, 2015, 11:48:25 pm »

Sorry FallacyofUrist.  Had to auto Harold.  Don't be mad....

Turn 4


Harold (FallacyofUrist)

Quote from: AUTO ACTION
<Decision=2-1>
Harold decides to start cleaning the library.  It's far too messy!
<Agility=5-1>
<Observation=2+1>
As you stand there deep in thought, you ignore the man talking to you and everyone else in the library.  Just then, a realization enters your mind.  If the Warden sees how disorganized this place is, he'll give the entire staff a lecture about it.  Forget inspecting the prisoners, the library needs to be properly cleaned, pronto!
You immediately start cleaning the library by returning books to the shelves, throwing away garbage, and removing the gum stuck under the chairs and tables.  Sure, it's tough to clean while holding a flashlight, but you manage.  However, even after doing all this, annoying several guards in the process, you realize that the tables, chairs, and shelves still need to be properly disinfected and wiped down.  Who knows what kind of diseases and germs reside on these surfaces!  You begin searching the library for cleaning supplies.

<Search=6+1>
Hidden at the very south-east corner of the library, you find a small maintenance closet placed out of sight.  You open the door, and look inside.  You find 2 mop buckets, 3 mops, 6 spray bottles of disinfectant, 1 gallon container of Bleach, 2 dusters, 2 vacuum cleaners, a dust mop, 3 spray bottles of glass cleaner, 1 bottle of wood furniture polish, 2 18-pack containers of toilet paper, 3 6-pack containers of paper towels, 2 gallon containers of toilet bowl cleaner, 1 gallon container of Ammonia, 2 small 8-pack containers of AA batteries, and a box containing dozens of cleaning rags.  There's also a sink and drain attached to the inner wall.  You gleefully grab several rags and a spray bottle of disinfectant and then rush back to the chairs and tables.  Now you're ready to make this place shine!

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, 7 messages), Flashlight(held, on), Dazzler (100 uses), Paintball Gun (12 pepperspray pellets), Taser (11 uses), Tranquilizer Gun (4 darts), Pistol (6 Rubber Bullets), 3 Cloth Rags, 1 Spray Bottle of Disinfectant (75% full)



Gilbert (Ruludos)

Gilbet frowns and shakes his head. Maybe the strangeness of the situation was just getting to his head.

Turn on communicator and playback all messages at the lowest volume setting.
<Awareness=2>
You grab your communicator, set the volume to a whisper, and hold it next to your ear.  As you play back the messages, you ignore the people standing around you.  You hear the following messages:
MSG 1: "Warden, this is Logan.  I'm at the library.  What's going on?  Why's the power out?  Over."
MSG 2: "This is Nolan.  Eight other guards and myself are positioned outside the center cell blocks.  Awaiting orders, Warden.  Over."
MSG 3: "Uh, hello?  Is this thing on?  Um, we are all in danger!  Argon has escaped!  No wait, I mean, someone is trying to help Argon escape!  Tell the Warden!"
MSG 4: "Aria, is that you?  This isn't the time for jokes.  Please only use the communicator to send serious messages.  Over."

As you finish hearing the final message, you notice that you have already received 3 more messages while you were listening.  You raise the communicator back to your ear, and play the newest messages.

MSG 5: "This is Tom Reynolds.  Alan, where are you?  Can you get the lights back on?  Over."
MSG 6: "This is Alan.  I'm already in the maintenance room.  I'm trying to turn on the backup generators.  Just give me some time.  Over."

As you begin to listen to the seventh message, you notice something is wrong.  There's multiple people talking.  Some are yelling.  It's so much noise that it's hard to make out what each person is saying, but you try to listen carefully.
MSG 7: "AHH!! WE NEED-" "-alm down, Dave. We've got to-" "THEY'RE DEA-" "-are at the entra-" "NO! WHO'S THER-" "What!? Why-" "-an't be happening, who-" "-swer the question! Don't-" *sound of gunfire* "Huh!? What's-" "AHH!! JERRY!" "-tand down! We-" "-AY BACK! AHH!!" *static*

<Reaction=4>
The message ends abruptly.  You lower your communicator and stare at it in shock and confusion.  You're beginning to feel a sense of dread, but manage to remain calm.  However, something is definitely wrong....

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



Aria (The Moonlit Shadow)

"Now you I definitely don't know. Stay back. Better yet, leave the prison. I'd have to stun you if you don't, you know.
Try to get one of the others (not the 'Bowie' guy) to escort him out. Check prison cell. And keep an eye on 'Bowie' while it happens.
<Charisma=5>
<Awareness=6-1>
Your bold words cause "Archie's" confident expression to immediately vanish.  He begins to speak rapidly, nervousness and panic obvious in his voice.
"Huh?  Uh, no, what!?  Wait, I don't understand!  I-I'm a guard!  I work here!  Don't stun me!  This is all just a misunderstanding!"  Archie quickly raises both of his hands, sweat now forming on his face. "Look!  I surrender!  Just...take me to the Warden!  He'll confirm my identity and clear this all up!"
Oh yeah, you're absolutely sure that this guy needs to go.  You turn to Dina and Tim, opening your mouth to speak.  Let's hope you choose the right words this time.

<Speech=6>
"Dina!  Tim!  He's an imposter!  Get this guy out of here!  That's an order!  DO IT NOW!"
Both Dina and Tim look surprised by your sudden orders, but they respond quickly.
"Yes, Ma'am!" yells Tim.
"Uh, right!  I'm on it!" says Dina.
Dina and Tim immediately grab the guy.  They both look invigorated.  Tim takes out a set of handcuffs and cuffs Archie's hands behind his back.  Archie makes no effort to resist as Dina and Tim begin dragging him east toward the library.  At this point, Bowie speaks up.
"I...don't know that guy either!  Here, let me help you two!"  Bowie rushes over to Dina and Time, immediately assisting them with dragging Archie.  You keep your eyes on Bowie for as long as you can, but moments later, the group has made it halfway to the library.

Now that you are back in the darkness, you swap out your knife for your flashlight, turning it on in the process.  You shine your light on the cell block door and take a closer look.  The door resembles a metal wall.  It's fully locked down and cannot be bypassed without being opened electronically.  You put your ear to the door and try to listen.  You hear some faint voices coming from inside.  It sounds like the prisoners are still contained within their locked cells, so that's good. 
You remove your ear from the door and look around your area carefully.  You don't see any movement or hear anyone approaching.  You notice that Dina's group has made it to the library's western entrance.  Well, it seems like you're alone.  Finally.

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, 6 messages), Flashlight(Held, On), Dazzler (100 uses), Stun Baton (Held, 11 charges), Swiss Army Knife



Pastor Tom (Tomasque)

Check my messages

"So, Harold...umm what happened? Are you alright?"
<Mental=4+2>
<Awareness=3+1+1>
Harold completely ignores you and runs off to do some cleaning.  You sigh.  The man clearly has issues.  You disregard Harold, instead deciding to listen to the messages on your communicator.  You take it out, place it near your ear, and start listening to it at a low volume, while remaining aware of your surroundings.  You hear the following messages:

MSG 1: "Warden, this is Logan.  I'm at the library.  What's going on?  Why's the power out?  Over."
MSG 2: "This is Nolan.  Eight other guards and myself are positioned outside the center cell blocks.  Awaiting orders, Warden.  Over."
MSG 3: "Uh, hello?  Is this thing on?  Um, we are all in danger!  Argon has escaped!  No wait, I mean, someone is trying to help Argon escape!  Tell the Warden!"
MSG 4: "Aria, is that you?  This isn't the time for jokes.  Please only use the communicator to send serious messages.  Over."

While you were listening, you watched as Harold moved stuff around, annoyed the other guards, and began looking around for cleaning supplies.  After you finish playing the fourth message, you glance at the communicator and notice that it received 3 more messages.  You decide to play them as well.

MSG 5: "This is Tom Reynolds.  Alan, where are you?  Can you get the lights back on?  Over."
MSG 6: "This is Alan.  I'm already in the maintenance room.  I'm trying to turn on the backup generators.  Just give me some time.  Over."

As you play the final message, you notice a sudden change.  In the message, several people are trying to talk at the same time, and other noises are present.  You focus on discerning the words being spoken by the panicking people.

MSG 7: "AHH!! WE NEED HELP! THE BODIES-" "-Dave. We've got to let everyone know-" "-DID THIS!? WHAT'S-" "-victims still need to be identified-" "-THERE!? THIS ISN'T-" "-bodies on the ground!? Did-" "-this? Oh my-" "-to hide what you-" *sound of gunfire* "-those guns shouldn't-" "-SHOT JERRY! NO!!" "-not stop until-" "AHH!!" *static*

<Mental=6+2>
<Reaction=1+2+1>
That...doesn't sound good.  You take a deep breath to remain calm.  Panicking won't solve anything right now.  You look around and notice that one of the other guards has his communicator placed up to his ear. There is a morbid expression on his face.  He must be listening to the same message right now.  Perhaps that Aria girl was right.  Maybe the prison really is being invaded....

Attributes:
[Wisdom] Knowledge is the greatest weapon, and you know how to wield it.  All actions you take come with an additional Mental roll, and if the Mental roll is 5 or higher, then your action receives a +1 bonus.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent), Flashlight(Held, On), Paintball Gun (9 pepperspray pellets), Gauze Bandages, Riot Helmet, Handcuffs


Map


H = Harold
G = Gilbert
A = Aria
T = Tom

Spoiler: Criminal Turns (click to show/hide)
« Last Edit: September 14, 2017, 07:19:55 pm by Megggas »
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Tomasque

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Re: Argon: A team vs team Prison Break RTD (Turn 4 of 30)
« Reply #49 on: September 07, 2015, 04:32:12 pm »

Pray for the lord to aid the survivors in that mayhem.

To the other guard: "Those people need our help. As we speak, their lives are in danger. If we only knew where to sta- Jerry. One of their names was Jerry! Do you know where Jerry was stationed? That's where we should start looking for them. We must find them!"

Ask everyone in the library where Jerry was last seen.
« Last Edit: September 07, 2015, 08:16:30 pm by Tomasque »
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Ruludos

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Re: Argon: A team vs team Prison Break RTD (Turn 4 of 30)
« Reply #50 on: September 07, 2015, 04:49:24 pm »

Quote
"Ruludos, is it? Those people need our help. As we speak, their lives are in danger. If we only knew where to sta- Jerry. One of their names was Jerry! Do you know where Jerry was stationed? That's where we should start looking for them. We must find them!"

"No, they..." Gilbert looks around, nervously flexing his hands. "I don't know about Jerry, but they were at the entrance... The guards don't have any guns on them! There were gunshots out there!"

Hesitate. Follow someone who looks more decisive.

"And it's, Gilbert, Father."


"Guys? Guys! Check your comms! There's something going down at the entrance!"

Follow if someone more decisive decides to wander somewhere.
« Last Edit: September 07, 2015, 05:27:34 pm by Ruludos »
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Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 4 of 30)
« Reply #51 on: September 07, 2015, 05:00:53 pm »

"Ruludos, is it? Those people need our help. As we speak, their lives are in danger. If we only knew where to sta- Jerry. One of their names was Jerry! Do you know where Jerry was stationed? That's where we should start looking for them. We must find them!"

"No, they..." Gilbert looks around, nervously flexing his hands. "I don't know about Jerry, but they were at the entrance... The guards don't have any guns on them! There were gunshots out there!"

Hesitate. Follow someone who looks more decisive.

"And it's, Gilbert, Father."

(You guys are at completely different places.  Gilbert is near the center of the prison, and Tom is at the library with Harold.)
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Ruludos

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Re: Argon: A team vs team Prison Break RTD (Turn 4 of 30)
« Reply #52 on: September 07, 2015, 05:25:07 pm »

((Oh dear. I was under the impression that he guard you mentioned in Tom's post was me, and it seems that Tomasque made the same mistake.

Am I allowed to beg for forgiveness before I worm my way beneath some rocks out of embarrassment?))
« Last Edit: September 07, 2015, 05:27:49 pm by Ruludos »
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Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 4 of 30)
« Reply #53 on: September 07, 2015, 06:17:24 pm »

((Oh dear. I was under the impression that he guard you mentioned in Tom's post was me, and it seems that Tomasque made the same mistake.

Am I allowed to beg for forgiveness before I worm my way beneath some rocks out of embarrassment?))

(Don't worry about it.  It happens.  That's why I provided a map.)
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Tomasque

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Re: Argon: A team vs team Prison Break RTD (Turn 4 of 30)
« Reply #54 on: September 07, 2015, 08:17:18 pm »

Changed my action so it doesn't bend space and time.
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Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 4 of 30)
« Reply #55 on: September 08, 2015, 04:28:03 pm »

So I checked FallacyofUrist's profile to see when he was last on the forums, and I noticed his signature.
Quote from: FallacyofUrist's signature
I don't expect posting on Bay 12 to be feasible for me for a while. It might be weeks, it might be months, it might be years, or it might be never. I'm just taking the time to modify my sig as a convenience for all of you. Sorry for the pains I might be causing you if I'm in your games. Don't expect me back soon(feel free to hope, though).

Since FallacyofUrist will be gone for awhile, I've decided to make Harold into an NPC until he returns.  Harold will still do semi-random actions like other NPCs, but you won't see any turn updates for him.

On the bright side, since there's now only 3 guards, I will be able to update this game a little bit faster.  I'm hoping to have an update by tomorrow night.
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Ruludos

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Re: Argon: A team vs team Prison Break RTD (Turn 4 of 30)
« Reply #56 on: September 08, 2015, 05:02:27 pm »

((Oh dear. I hope he's alright, at least.))
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Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 4 of 30)
« Reply #57 on: September 09, 2015, 05:37:17 pm »

Ugh, I been experiencing several technical problems lately.  One of my computers is a laptop with a failing screen.  My other computer just suffered hard drive failure.  I have backups of everything, so I didn't lose any data, but its been keeping me a bit busier than I expected.  Sorry, but the update's not coming tonight.

I'm 75% done with the next turn.  Hopefully I can finish it before Friday.
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Ruludos

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Re: Argon: A team vs team Prison Break RTD (Turn 4 of 30)
« Reply #58 on: September 09, 2015, 07:41:22 pm »

((Such things happen. No need to stress yourself out on our behalf.))
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Megggas

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Re: Argon: A team vs team Prison Break RTD (Turn 5 of 30)
« Reply #59 on: September 10, 2015, 09:11:05 pm »


Turn 5


Gilbert (Ruludos)

"Guys? Guys! Check your comms! There's something going down at the entrance!"

Follow if someone more decisive decides to wander somewhere.
<Charisma=3>
<Awareness=6>
You look toward the other guards as you speak.  Some of them look back with confusion.  Others heed your words and start checking the messages on their communicators.  You notice one person already has his communicator held toward his ears.  The man, Tom Reynolds, has a grim look on his face.  He slowly begins speaking.
"Gilbert's....right.  I heard it too.  Somebody has gotten into a fight.  There were gunshots...."
"What?  Hold on," the older guard says skeptically as he takes out his communicator. "I need to hear this for myself."
"Here, I'll play it again for everyone to hear."
Tom pushes several buttons on his communicator, then holds it up above his head.  It begins to play that disturbing message once again, loud enough for you and the other 8 guards to hear.

MSG 7: "AHH!! WE-" "-lease calm down, Dav-" "-NING! THEY'RE-" "-at the entrance, with-" "-EAR SOMETHING! NO-" "-hind me, Nella! Wha-" "-lood everywhe-" "-ave to shoot! On the gro-" *sound of gunfire* "-ttack!? But thos-" "-ANT TO DIE! PLEA-" "-eady to kill any-" "-STAY BACK! AHH!!" *static*

You watch as the other guards listen.  Their expressions reveal their shock, fear, confusion, and doubts.  Tony looks like he's about to faint.  Oddly, Joe is smiling with his gaze toward the sky.  It doesn't seem like he was even listening.  The other guards begin talking among themselves.
"Well, I'll be..."
"This can't be real, r-right?  It's gotta be some kind of joke!"
"We can't assume that!  People could be in real danger!"
"Guys, I recognize one of those voices.  I think the second guy was Hawk!"
"Eh, Hawk?  He was stationed near the Warden's office, right?"
"We have to get down there!  Lives are at stake!"
"Uh...maybe we should wait for the Warden to-"
"No!  We can't waste time!  Let's go!"

<Agility=4+1>
The other guards immediately withdraw their weapons and begin walking east.  Two of them are running ahead.  The other five are spread out in a battle formation.  You hurry to move along side them.  You glance back, noticing that Joe hasn't moved.  He's still staring up at the sky with a goofy smile on his face.  You shake your head in disappointment.  Joe, your football days are over.  Just accept it!

As you and the other seven guards continue moving west, you see that the end of the hallway is illuminated with an eerie green light.  The light is flickering.  You try to discern what this means.

<Mental=1>
Yep, it's clear to you now.  The prison is being invaded...by aliens!  Quick, grab your tinfoil hats!

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, 2 messages), Flashlight(Held, On), Paintball Gun (9 pepperspray pellets), Riot Shield, Rubber Baton



Aria (The Moonlit Shadow)

Join the others in the library, and see what they have to say.
<Agility=1+2>
<Awareness=2-1>
You casually walk toward the library.  You're itching for a fight.  Perhaps you can spar with someone when you get there.  Or maybe something interesting is happening there.  Ah, who are you kidding?  You know nothing exciting ever happens at libraries.  You yawn as you approach the library's door.  As you walk, your mind begins drifting off.

<Mental=5>
Suddenly a thought occurs.  You glance at your Stun Baton.  You know it produces a temporary high-voltage, low-current electrical discharge.  The discharge is only enough to painfully shock a person and mess with their muscles a bit.  However, with some tampering, maybe the baton's discharge could become quite a bit more lethal.  You'd probably only get 1 or 2 uses out of it though.  Hmm, you're pretty sure there's someone employed here who knows how to do that.  There was a guy named Chris who was pretty good at messing with mechanical stuff.  He might know how to do it.  You don't know where he is though.

You are about three quarters of the way to the library.

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, 8 messages), Flashlight(Held, On), Dazzler (100 uses), Stun Baton (Held, 11 charges), Swiss Army Knife



Pastor Tom (Tomasque)

Pray for the lord to aid the survivors in that mayhem.

To the other guard: "Those people need our help. As we speak, their lives are in danger. If we only knew where to sta- Jerry. One of their names was Jerry! Do you know where Jerry was stationed? That's where we should start looking for them. We must find them!"

Ask everyone in the library where Jerry was last seen.
<Mental=3+2>
<Prayer=2+1>
You pray.  You feel slightly more confident that the survivors will prevail over their enemies.  After you finish your prayer, you look toward the other guard.

<Mental=5+2>
<Recognition=2+2+1>
After a quick analysis of his mannerisms and behavior, you identify the man as Leon McGrew.  You recall offering him counsel about his drinking problem.  He has always appreciated your advice.  As he rises from his seat with a serious expression on his face, you approach him and begin speaking.
"Those people need our help. As we speak, their lives are in danger. If we only knew where to sta- Jerry. One of their names was Jerry! Do you know where Jerry was stationed? That's where we should start looking for them. We must find them!"

<Mental=5+2>
<Charisma=5+1>
After hearing you speak, Leon perks up.  He responds with urgency in his voice.
"You're right!  We should guard the doors and- Oh, Jerry?  I know him!  We play cards occasionally.  An hour ago, he told me he was heading to the break room to chat with some girl he's got a crush on.  He's probably up around there.  We should go help him!"

<Mental=1+2>
<Awareness=5+1>
You look around at your surroundings.  You see that one guard is still reading a book using his flashlight.  Another guard has gotten up and begun slowly walking toward the north library exit.  Leon has turned away from you and begun walking to the north exit as well.  Harold is keeping himself busy by wiping down tables and chairs, but he has setup his communicator to play his messages for him while he cleans.  However, something unusual catches your eye.  You see four people in guard uniforms walk into the library from the west door.  One of them is handcuffed and being led along by the other three guards.  There is a woman with hair dyed blue, a muscular man with a scar on his face, a man with a gold tooth, and a handcuffed man with a bad haircut.

<Mental=1+2>
<Recognition=1+2>
Your mind is drawing a blank.  You're pretty sure you've met two of them, but you don't remember their names.  As you observe them walk through the library and up to the north library doors, you notice the guard with the gold tooth suddenly point at you and begin yelling.
"Hey!  Look at that guy!  He's a priest!"
As every other person in the library looks toward you, the gold-tooth man quickly plunges his hand into the back pocket of the muscular guard.  Both the muscular man and the woman quickly spot what he's doing and immediately grab his arm, pulling it away from them.  They both look shocked and angry.
"Hey!  What are you doing!?" the muscled man says with frustration.
"Oh, I...uh...was j-just joking!  Hahahaha!" the gold-tooth man says with an obviously fake grin.  He continues speaking, nervously, "Everyone's so serious.  I t-thought that I could liven things up around here.  That's all."
"What?  You were trying to rob Tim as part of a joke?" the woman says skeptically.
The muscled man, Tim, quickly takes out his taser.  He points it toward the gold-tooth man, a irate expression visible on his face.
"Do you think I'm a fool!?" Tim says with clear hostility in his voice. "You were trying to grab the key to the handcuffs that I have in my pocket! Why!?"
The gold-tooth guy grins nervously, but remains silent.
"Answer me! If you don't," Tim growls as he presses his taser against the man's chest, "then we'll drag you back to the Warden....literally."

Well, it looks like people might start getting violent around here.  Unless you choose to intervene.  Or just keep watching.  Your choice.

Attributes:
[Wisdom] Knowledge is the greatest weapon, and you know how to wield it.  All actions you take come with an additional Mental roll, and if the Mental roll is 5 or higher, then your action receives a +1 bonus.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent, 2 messages), Flashlight(Held, On), Paintball Gun (9 pepperspray pellets), Gauze Bandages, Riot Helmet, Handcuffs


Map


G = Gilbert
A = Aria
T = Tom
All cell blocks are now labeled with a number, for the sake of easier navigation.

Spoiler: Criminal Turns (click to show/hide)
« Last Edit: September 14, 2017, 07:23:16 pm by Megggas »
Logged
Due to Real Life reasons, I have to disappear for awhile.  Take me out of all games that I'm participating in.  Sorry.
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