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Author Topic: Assemblage (4/6; Possibly starting) - Turn 13  (Read 16974 times)

NRDL

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Re: Assemblage (two spots open!) - Turn 11: No Ceremony for the Dead
« Reply #150 on: July 21, 2017, 05:40:07 pm »

Try and use as small an amount of telekinesis as possible to help stabilise my new walking stick, as a form of practice. Ask crazy gun guy if he knows where to go next.
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

PaPaj

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Re: Assemblage (two spots open!) - Turn 11: No Ceremony for the Dead
« Reply #151 on: July 22, 2017, 12:35:56 am »

Steveno will look throu the cabinet
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"Hey how are you doing? well im doing just fine,i lie i am dying inside" - [place data of this short song being made here] some girl with a guitar

Dustan Hache

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Re: Assemblage (two spots open!) - Turn 11: No Ceremony for the Dead
« Reply #152 on: July 22, 2017, 12:53:11 am »

just wait around and observe the spatial distortions in the room for patterns.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

crazyabe

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Re: Assemblage (two spots open!) - Turn 11: No Ceremony for the Dead
« Reply #153 on: July 22, 2017, 01:26:40 am »

"I think I might have just hit a button in this, that isn't too bad, right?"
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

Eschar

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Re: Assemblage (two spots open!) - Turn 11: No Ceremony for the Dead
« Reply #154 on: July 24, 2017, 06:25:56 pm »


Turn 12


Try and use as small an amount of telekinesis as possible to help stabilise my new walking stick, as a form of practice. Ask crazy gun guy if he knows where to go next.
[2] You immediately lose your grip on the telekinesis field.
[4] He says, "Probably anyplace going downwards is as good as any other. No one has been in the lower Streiss tunnels " - Streiss seems to be the name of the research complex - "for decades. We do use it as a dump zone, but only by teleporting the stuff downwards. Living things and NCE's are too unstable to be transported this way, but when we're getting rid of stuff, that doesn't matter."
Steveno will look throu the cabinet
[3] You fumblingly grab one of the slender pistol-esque things.
just wait around and observe the spatial distortions in the room for patterns.
[5] There are no patterns discernible. Yes, you rolled a 5, but that only means you get the best possible result, which in this case wasn't much.
"I think I might have just hit a button in this, that isn't too bad, right?"
"Most of the emergency systems are too messed up right now to notice. As long as you didn't mess with the missile emplacement, we should be fine." He glances at the panel. "Good, you didn't."

Player Characters
Nix, male
Abilities: Human Bloodhound | Dabbling Telekinesis (conferred by non-conventional electronic, or NCE)
Inventory: NCE telekinesis extension | Damaged LED Flashlight | Vial labeled "COMPATH" | Antipsychotics(?) | Medkit | Dazzler | The Insignia | Metal shard | Diagnostic Watch
Currently: Struggling
Health: Pain from dart wound in arm | Left foot missing

Juni, female
Ability: Biological night vision
Inventory on death:
Currently: Singing with the Choir Invisible
Health: Dead; electrocuted by the Orator

Erin Quill, male
Ability: Pushing up the daisies
Inventory on death: Nothing
Currently: Lying on the ground, outside stairwell
Health: Dead | Electrocuted by the Orator

Dustan Hache, male
Ability: Quick Reflexes
Inventory: Scaldknife | NCE warning/ward coin
Currently: Outside room, behind cover
Health: Slight left wrist injury, mild pain | Blood flow returning

Bob, male
Ability: Poison Resistance
Inventory: Electronic scrap
Currently: Investigating emergency cabinet
Health: Normal

Steveno, male
Ability: Parkour
Inventory: Duct tape | Pistol of unknown function
Currently: By Glass's corpse
Health: Pain from dart wound in foot

Non-Player Characters
The Orator
Description: Last seen in the Cold Room, can remotely kill you, and is monitoring your minds. Comforting, isn't it?

Guy with a gun
Description: Has... well, a gun. Concerned that there may be stark raving mad lunatics nearby. Seems to know about the Orator's kill-switches, and just gave y'all a large chunk of information. Has agreed to aid you in your probably hopeless search.

« Last Edit: July 25, 2017, 05:52:28 pm by Eschar »
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crazyabe

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Re: Assemblage (two spots open!) - Turn 11: No Ceremony for the Dead
« Reply #155 on: July 24, 2017, 09:44:07 pm »


Er no Reply from the guy with the gun?
"I think I might have just hit a button in this, that isn't too bad, right?"
Logged
Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

NRDL

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Re: Assemblage (two spots open!) - Turn 12: But Rest for the Living
« Reply #156 on: July 24, 2017, 11:55:38 pm »

Head the safest path downwards, use passive telekinesis to help my footing.
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

Dustan Hache

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Re: Assemblage (two spots open!) - Turn 12: But Rest for the Living
« Reply #157 on: July 25, 2017, 12:19:56 am »

carefully search for and take anything that might be useful that isn't already in someone's hands or pockets, then follow nix .
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

PaPaj

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Re: Assemblage (two spots open!) - Turn 12: But Rest for the Living
« Reply #158 on: July 25, 2017, 08:58:53 am »

try to figure out what does this pistol do...
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"Hey how are you doing? well im doing just fine,i lie i am dying inside" - [place data of this short song being made here] some girl with a guitar

Eschar

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Re: Assemblage (two spots open!) - Turn 11: No Ceremony for the Dead
« Reply #159 on: July 25, 2017, 05:52:31 pm »


Er no Reply from the guy with the gun?
"I think I might have just hit a button in this, that isn't too bad, right?"
Sorry. I'll fix that now.
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Eschar

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Re: Assemblage (two spots open!) - Turn 12: But Rest for the Living
« Reply #160 on: July 27, 2017, 01:00:26 pm »

Need CrazyAbe's turn, now that the gun guy has replied
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crazyabe

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Re: Assemblage (two spots open!) - Turn 12: But Rest for the Living
« Reply #161 on: July 27, 2017, 02:09:28 pm »

Stumble out of this area of Lighting issues with my eyes closed?
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

Eschar

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Re: Assemblage (two spots open!) - Turn 11: No Ceremony for the Dead
« Reply #162 on: July 27, 2017, 02:21:57 pm »


Turn 13


Head the safest path downwards, use passive telekinesis to help my footing.
[3] You walk back to the stairwell, but trip over Glass's corpse.
[3] You become slightly more balanced, but failed to set a passive task.
carefully search for and take anything that might be useful that isn't already in someone's hands or pockets, then follow nix .
[2] Overcome by the choices, you stand still. Then you give up and follow Nix.
try to figure out what does this pistol do...
[2] You examine the pistol but can find no clues as to its purpose.
Stumble out of this area of Lighting issues with my eyes closed?
[4] You follow Nix to the stairwell, where it's a bit darker.
The gun guy follows you.

Player Characters
Nix, male
Abilities: Human Bloodhound | Dabbling Telekinesis (conferred by non-conventional electronic, or NCE)
Inventory: NCE telekinesis extension | Damaged LED Flashlight | Vial labeled "COMPATH" | Antipsychotics(?) | Medkit | Dazzler | The Insignia | Metal shard | Diagnostic Watch
Currently: Struggling
Health: Pain from dart wound in arm | Left foot missing

Juni, female
Ability: Biological night vision
Inventory on death:
Currently: Singing with the Choir Invisible
Health: Dead; electrocuted by the Orator

Erin Quill, male
Ability: Pushing up the daisies
Inventory on death: Nothing
Currently: Lying on the ground, outside stairwell
Health: Dead | Electrocuted by the Orator

Dustan Hache, male
Ability: Quick Reflexes
Inventory: Scaldknife | NCE warning/ward coin
Currently: Outside room, behind cover
Health: Slight left wrist injury, mild pain | Blood flow returning

Bob, male
Ability: Poison Resistance
Inventory: Electronic scrap
Currently: Investigating emergency cabinet
Health: Normal

Steveno, male
Ability: Parkour
Inventory: Duct tape | Pistol of unknown function
Currently: By Glass's corpse
Health: Pain from dart wound in foot

Non-Player Characters
The Orator
Description: Last seen in the Cold Room, can remotely kill you, and is monitoring your minds. Comforting, isn't it?

Guy with a gun
Description: Has... well, a gun. Concerned that there may be stark raving mad lunatics nearby. Seems to know about the Orator's kill-switches, and just gave y'all a large chunk of information. Has agreed to aid you in your probably hopeless search.

« Last Edit: July 28, 2017, 10:14:44 am by Eschar »
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NRDL

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Re: Assemblage (two spots open!!) - Turn 13
« Reply #163 on: July 28, 2017, 02:59:48 am »

"Son of a Mitch..."

Try and right myself with passive telekinesis, and proceed through stairwell.
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

Eschar

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Re: Assemblage (two spots open!!) - Turn 13
« Reply #164 on: October 21, 2017, 09:34:49 pm »

If I un-hiatus-ed this, but could only update during one or two days per week, might you four keep playing?
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