Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

00 - Her potential has been limited by her free will- 00

I don't care.
- 0 (0%)
I don't care.
- 0 (0%)

Total Members Voted: 0

Voting closed: January 04, 2021, 02:28:47 am


Pages: 1 ... 78 79 [80] 81 82 ... 381

Author Topic: McCreary's Planet -- (FINISHED)  (Read 240396 times)

19_EgarAlnis

  • Bay Watcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1185 on: March 26, 2020, 04:40:15 pm »

[4] I can't remember... You sound mournful, watching idly by as William continues to haphazardly shoot the structure. He seems bored. You can't blame him, you feel antsy, your hands shaking-- not enough to affect your aim, but its certainly there. The Thorntons that were with you, you notice, are equally restless, pacing up and down the resting lines, responding to the haphazard skirmishes that break out when a group seeking cover stumble upon an abomination or two.

None of your officers seem to mind, but you do note that they keep to the cover in the outskirts of the plaza, and their eyes nervously look to the south. William doesn't seem to care about being in the open.
Logged

ZBridges

  • Bay Watcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1186 on: March 26, 2020, 04:56:26 pm »

Perhaps we should attempt to deal with the structure first. 

We could try entrenching ourselves here, in a ring around the structure, using earth manipulation to remove the rest of the rubble in the plaza that could be hiding abominations or block our line of fire.  We could then attempt to use earth manipulation to create raised defensive structures, with supports, for the men to take cover in, perhaps mitigating some of the insects' ability to suprise us with burrowing.

If that's successful, we could start probing the structure, perhaps using earth manipulation, to try to break it or lift it up.
Logged

Naturegirl1999

  • Bay Watcher
  • Thank you TamerVirus for the avatar switcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1187 on: March 26, 2020, 05:08:04 pm »

Perhaps we should attempt to deal with the structure first. 

We could try entrenching ourselves here, in a ring around the structure, using earth manipulation to remove the rest of the rubble in the plaza that could be hiding abominations or block our line of fire.  We could then attempt to use earth manipulation to create raised defensive structures, with supports, for the men to take cover in, perhaps mitigating some of the insects' ability to suprise us with burrowing.

If that's successful, we could start probing the structure, perhaps using earth manipulation, to try to break it or lift it up.
+1
Logged

19_EgarAlnis

  • Bay Watcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1188 on: March 26, 2020, 05:53:19 pm »

[10] The rank and file look concerned by your next order, but there is no protest, as they file into the plaza, clearing out the enemies and killing any that still squirm. They set up in the center, some of the men putting up a tent for those not grievously injured in the last firefights. Then you patrol the edges with William, letting him shoot the abominations while you focus on your manipulations.

[~15] It takes the rest of the day, the afternoon turning to evening, by the time you finish putting up barriers. All the while, skirmishes between your soldiers and the abominations continue.  The barricades are not perfect, nothing you can make so quickly will be so good. But there's places to stand, its defensive and you've even some places to shelter from the evening precipitation. Your officers are quick on the uptake, and put soldiers on it as soon as you finish a section.

The wounded on light duty gather together the abomination's corpses, burning them in a pyre beside the plague structure The fire of the corpses burns green and grey, the smoke pungent and harsh. No other fires are lit-- there's no wood left from the purging inferno of the artillery strikes. So your troops eat their rations cold and huddle together for warmth.

You captains congregate in the only other tent in the plaza, taking a true tally of the dead and note of which sections were annihilated in the fighting. William is slumped in one of the craters, using it as a windbreak. You think he's sleeping, since a few of the Thornton mercs are hovering nearby defensively.

You approach the structure, and peel away your helmet. It pulses with energy, and when you're near it you cannot tell which way is north or south on this world-- it's outputting a lot of energy, whatever it is. It does indeed pulse and writhe, sometimes even seeming to sway in the light breeze that blows over this charred and ruined city. You have the urge to Overload your las-gun on it, just to bring it down, but you hesitate.



Spoiler: Status (click to show/hide)

Spoiler: Inventory (click to show/hide)

Spoiler: Wealth (click to show/hide)

Spoiler: Powers and Skills (click to show/hide)

Spoiler: Contracts (click to show/hide)

Spoiler: Relationships (click to show/hide)
Logged

ZBridges

  • Bay Watcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1189 on: March 26, 2020, 06:00:46 pm »

I assume we have to do something about it, but I feel like we could end up kicking a hornet's nest.  I'm not looking forward to the night.

Place some of the burner las-weapons near the entrance of each uncleared road.  We can use them as bombs, through overload, to take out advancing clumps if necessary.

Something about energy... perhaps damaging it would unleash a large amount of energy?
« Last Edit: March 26, 2020, 06:50:50 pm by ZBridges »
Logged

Superdorf

  • Bay Watcher
  • Soothly we live in mighty years!
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1190 on: March 26, 2020, 07:48:10 pm »

Hold up
if we can Overload regular laspistols
then why not the laspistols already jammed in the twisted husks of our enemies?
this changes everything

For now, though, our troops are exhausted. Fortify and keep watch as best we may. If we spot a bug, Overload our Thornton las-rifle on it. If we spot a clump of abominations, try getting one of the reactors already integrated into the flesh our our enemies to explode-- but failing that, use our burner pistols. The time has come for absurd overkill.

Be wary for burrowers.
Logged
Falling angel met the rising ape, and the sound it made was

klonk
tormenting the player is important
Sigtext

Naturegirl1999

  • Bay Watcher
  • Thank you TamerVirus for the avatar switcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1191 on: March 26, 2020, 07:57:17 pm »

Hold up
if we can Overload regular laspistols
then why not the laspistols already jammed in the twisted husks of our enemies?
this changes everything

For now, though, our troops are exhausted. Fortify and keep watch as best we may. If we spot a bug, Overload our Thornton las-rifle on it. If we spot a clump of abominations, try getting one of the reactors already integrated into the flesh our our enemies to explode-- but failing that, use our burner pistols. The time has come for absurd overkill.

Be wary for burrowers.

+1
Logged

ZBridges

  • Bay Watcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1192 on: March 26, 2020, 07:58:19 pm »

If you've got any bright ideas, now's the time.  Do you think destroying the structure would create an explosion large enought to destroy the town?  It has a lot of energy.
« Last Edit: March 26, 2020, 08:02:13 pm by ZBridges »
Logged

19_EgarAlnis

  • Bay Watcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1193 on: March 26, 2020, 08:19:46 pm »

Destroy it. Suffer not the works of the Plague. Is all Alphira offers, her voice twisting into a masculine one that makes your chest ache with confusing emotions that you cannot quite fully understand.

With a shake of your head, you patrol the defenses, sowing unused las-rifles on this side of the barricade in case of breaches, primarily covering the south, but also putting a few around for traps in the north. Your men look at you, and your unexhausted state, and for a moment, you fear that you've lost respect. But they bow to you at the hips, huddled together in their sections, eating together in silence.

You feel a pang of pain-- there isn't a single section of troops not missing one of their ten 'siblings'...but you're proud to note that no soldier sits alone.

The earth rumbles, spreading out from the appendage, and your men stir in alarm. William wakes up, fixing the convulsing appendage with a confused look, tugging on his helmet. Unease creeps through the camp-- you feel it too.



Spoiler: Status (click to show/hide)

Spoiler: Inventory (click to show/hide)

Spoiler: Wealth (click to show/hide)

Spoiler: Powers and Skills (click to show/hide)

Spoiler: Contracts (click to show/hide)

Spoiler: Relationships (click to show/hide)
« Last Edit: March 26, 2020, 08:28:45 pm by 19_EgarAlnis »
Logged

ZBridges

  • Bay Watcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1194 on: March 26, 2020, 08:30:29 pm »

"Get in position and get in cover.  Prepare for battle."
Logged

Naturegirl1999

  • Bay Watcher
  • Thank you TamerVirus for the avatar switcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1195 on: March 26, 2020, 09:15:33 pm »

"Get in position and get in cover.  Prepare for battle."
+1 then overload the plague structure
Logged

ZBridges

  • Bay Watcher
    • View Profile
Re: McCreary's Planet
« Reply #1196 on: March 26, 2020, 11:52:48 pm »

He turns you over, lifting you into his arms and rushing down the hallway.

"Medic! Medic! Its Alphira!"

It looks like the gold voice was our colleague.
Logged

ZBridges

  • Bay Watcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1197 on: March 27, 2020, 02:01:34 am »

"Get in position and get in cover.  Prepare for battle."
+1 then overload the plague structure
+1

Fine with me.  Use earth manipulation to stop it from falling on our soldiers, if we cause it to fall over.

And I'm off to bed.  I'll be back in around 12 hours.
« Last Edit: March 27, 2020, 02:20:15 am by ZBridges »
Logged

19_EgarAlnis

  • Bay Watcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1198 on: March 27, 2020, 03:02:21 am »

[15]You slip your helmet on before anything. You line up a shot with your Thornton las-rifle, aiming down the iron sights as your willpower begins to flow through it. You reach into the gun and brace yourself. The superheated beam of light and energy that pours forth from it makes the gun shudder in your hand, the barrels melting as you bore a wide hole in the side of the appendage, causing that portion of the structure to start to peel away and collapse. Flesh flies, and the smell of burning meat fills the plaza. Something within hisses and cackles regularly, a static sound unfixed.

[2] Dazed from the light, you drop the still smoking husk of the las-rifle, trying to muster your energy your energy to lift the earth up around the structure, but to no avail, and it crumbles away.

[5] It's exhausting, but you lift your hand, and with a spike, impale one of the sides as it falls, saving some of your troop's lives.

The appendage peels apart into three equal sides, collapsing away as a piercing screech rises from the rubble around you. The soldiers begin to fire las-guns into the mass of surging abominations that twist forth from the ruins.

Like its brethren emerging from the rubble, the Colossus emerges from the appendage with a cackling, an uncomfortable cry that jars your senses. Its moist skin gleams red, and it howls with a force that sends soldiers away, panicking. Its body resembles that of a worm, but its head is a twisted parody of squid and leech. Massive tentacles, easily twenty feet long, are capped with twisting, writhing blades. Its skin-- its skin...dear SEED. Those are faces- human faces, twisted into permanent rictuses of pain. A significant portion of its tentacles is missing from a parting in its coiling, sinuous form, the flesh seared away from the stumps.

It lashes out haphazardly with its tentacles, sometimes even scoring itself in its fury. Moisture drips from those writhing appendages to the ground below, and red electricity arcs through the air from the monster.

You hear screams as it seems to regain its senses, too many eyes falling alight on you, and the burning las-gun at your feet.



Spoiler: Status (click to show/hide)

Spoiler: Inventory (click to show/hide)

Spoiler: Wealth (click to show/hide)

Spoiler: Powers and Skills (click to show/hide)

Spoiler: Contracts (click to show/hide)

Spoiler: Relationships (click to show/hide)
« Last Edit: March 27, 2020, 03:09:44 am by 19_EgarAlnis »
Logged

King Zultan

  • Bay Watcher
    • View Profile
Re: McCreary's Planet -- Act II:Ancient Enemies
« Reply #1199 on: March 27, 2020, 06:27:33 am »

I say we dual wield two of the burner pistols and overload both of them into the big thing at the same time.
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?
Pages: 1 ... 78 79 [80] 81 82 ... 381