[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: 1371605517973.jpg-(288 KB, 500x682, yellowman color brick.jpg)
288 KB
288 KB JPG
Last thread: http://suptg.thisisnotatrueending.com/archive/25385565/

Elyse completes her spell, raising her arms high into the air as a crackling ball of magic forms between her hands. That ball swiftly grows to envelop Yellowman and his small group of companions, becoming a shimmering sphere of force capable of deflecting any projectile.

It then pulses outward, buckling the walls of the room in slightly and knocking the iron door to the hall leading to the Gate Chamber clear off its hinges. The metal door sails down the short hallway and slams through the door that leads to the chamber proper, causing a multitude of raised voices to shout orders and yell. Yellowman can barely see a throng of guards assembled around a massive obsidian half-circle.

"Well, that didn't quite go according to plan," he winces. "...could've been worse, though."

"This spell isn't going to last long!" Elyse warns as the sphere trembles. "I say we charge in!"

>Next update will be delayed 30minutes. Apologies. As soon as you leave this world, you'll be able to allocate 10 skill points and 4 stat points, so feel free to argue about those. Also, Elyse's new skill has yet to be determined.
>>
We should probably listen to her. We need to grab our spider before we go, as well.
>>
>>25517296

Yeah. Look around for Fot, recover him, then go through the portal like there's no tomorrow.

Guess Charlie and Yellowman can offer covering fire while the sphere holds.
>>
>>25517110
Yeah it's high time we put this terrible place behind us.

Especially since the next one is likely to be even worse.
>>
>>25517110
We need to rush in, and look for Fot.
Aren't Fat and Pot telepathically connected to him?
>>
>>25517693

They have LoS telepathy, but nothing too sophisticated. If he's within the room, they might be able to get a lock.
>>
>>25517110
What skills can we assign her?
>>
>>25517110
Use the Poison Spores on the people in the room!
>>
Alright, so we have Pot spread out a poison spore cloud, and Fat tries to get a telepathic link to Fot.

>>25518119
We can create a special ability related to whatever action she got a 100 on, which was slicing the top off of a silver cage, and then impaling a guard that was trying to sneak up on us.
>>
>>25518426
I thought it was just an extra skill point, not a new feat.
>>
File: 1371610530683.jpg-(5 KB, 94x192, Sorceress.jpg)
5 KB
5 KB JPG
>>25518600
Nope, new feat.

>>25517693
>>25517659
>>25517657
>>25518201

"All right, guns up, let's do this," Yellowman says, readying his weapon and rushing down the hall into the Gate Chamber. The others follow suit, the distance rapidly fading until they stumble into the middle of a great amphitheater. The Sorceress' guards line the walls with raised crossbows and drawn swords, but do not attack, waiting for something.

On a raised dias in the center of the room is a half-circle arch crafted of obsidian, with humanoid bones and onyxes encrusting it.

"We have to go through... that?" Elyse winces. "It looks so... evil..."

"I should hope so!" a female voice rich in malice declares. An extraordinarily skimpy bikini leaves little to the imagination on the frame of a thin woman with red hair who is suspended above the portal. She floats down from the ceiling to hover in front of Yellowman and the others and smiles while hefting a

"This castle has a certain theme to it, if you've noticed. Goodness and light are to be left at the door," she says, lazily.

"The Sorceress..." Charlie gulps.

"MISTRESS, actually. I prefer the title Mistress," the woman replies. "You'll learn that soon enough. Unless I decide to kill you. Which I might. Maybe you can swing the odds, though. I might just decide to add you to the... castle's permanent staff. Now tell me."

Her voice becomes like iron.

"WHY ARE SO MANY FREAKS SUDDENLY INTERESTED IN MY PORTAL AND WHERE ARE THEY COMING FROM?!"

Are you using the spores on the Mistress or a chunk of her guards? The room is too large to hit everyone.
>>
>>25519115
Mistress.
She couldn't stop those cum sprites from splashing on her, she won't be able to stop the spores.

And where's FOT?
>>
>>25519173
Roll 2d100.
>>
Rolled 91, 13 = 104

>>25519173
FUCK
>>
Rolled 2, 98 = 100

>>25519115
Oh, that's simple. Some asshole forced us into a deathrace and we want to leave.
>>
>>25519115
Well, a bunch of bored rich people with the ability to travel dimensions thought it would be fun to get a bunch of scum from across the multiverse to run a race for their amusement.
>>
>>25519219
>>25519224
huh. High then low, low then high.
>>
Rolled 46, 59 = 105

>>25519210
>>
>>25519115

Three filthy rich, politically powerful and possibly divine beings decided that it would be fun to kidnap people from across space and time and make them race across the planes for their own amusement. This is one of the circuits of the race.
>>
>>25519249
Considering the rolls are usually Yellowman first, enemy second, my roll would have been very bad if that was the case.
>>
>>25519115
Three vastly powerful entities are having some fun by getting people to race around, and your castle is one of the obstacles.
>>
File: 1371611582584.jpg-(22 KB, 259x308, Scottgetsthatalotfromwomen.jpg)
22 KB
22 KB JPG
>>25519219
"I see Fot!" Charlie says, pointing. "Over there, that guard has him in a wierdo glass sphere."

>>25519226
>>25519224
"We're from all different dimensions, running a race to the death for a bunch of bored super rich assholes," Yellowman says, the poison still obviously affecting him a little. He seems to stare at the Mistress. "Your portal's a checkpoint. Gotta go through it to get off this world."

The Mistress considers this.

"I'm half tempted to applaud the idea of a deathrace with such a varied cast, it's the sort of thing I'd do to liven up a party," she says, tapping a finger against her chin. "Only half, though, because the rest of me is lived with rage that someone had the gall to use my castle as a finish line. Next question. You've wrought an annoying amount of havoc in my home here. Give me one good reason why I should let you live."

Charlie raises a hand.

"Well... uh... if for no other reason, I'm really good at dealing cards, and would gladl-"

"God-DAMN you're flat."

Yellowman immediately clapped a hand over his mouth. In the poison-caused haze his mind still fought through, words meant to be thoughts alone spilled forth from his mouth. Elyse, Charlie, and even Fat and Pot all slowly turned to give their defacto leader a horrified stare.

The Mistress' expression was deadpan.

"Just shoot them," she finally said, waving a hand.

"SUCK SPORE, SORCERESS!" Pot cries, zipping over to the spellcaster's face and unloading a cloud of greenish brown spores directly into it. The Mistress coughs and gags and stumbles to the ground, no longer hovering as Pot returns to the others. A hail of crossbow bolts deflects off of Elyse's spell, which begins to wobble and fade.
>>
>>25519495
Charlie! Shoot the guard with Fot!
Yellowman, fire a pair of grenades into the guards, then move with Elyse to run, grab Fot, and then run to the exit!
>>
>>25519495
Grapple the glass sphere as we make a break for the portal. We need to be out of here NOW. We can get Fot out of the sphere in the next world.
>>
>>25519564
CHEESE IT!
>>
>>25519564

I was typing up something, but I realized it was just pretty much this. Drop the guards holding Fot using guns, grenade the rest, then get through the portal.

Elyse should concentrate on maintaining the barrier.

From which Phantasy Star game does Elyse derive her Techniques from? She could cast a RaFoi to disrupt the guards while the group runs.
>>
Rolled 87

>>25519564
>>25519563
>>25519593
Charlie will shoot the guard, Yellowman will grapple the sphere, Elyse will ______, and all will run.

Roll 4d100, please.
>>
>>25519646
Phantasy Star Online, the first one, if I remember what she said about her parents correctly.
She's not actually from PSO, she was born in the Meta is only descended from two natives from the PSO Canon.
>>
Rolled 6, 89, 9, 4 = 108

>>25519670
>>
Rolled 41, 95, 42, 77 = 255

>>25519670
Elyse will..do something...
>>
Rolled 56, 72, 21, 8 = 157

>>25519670
Don't suck!
>>
I'd like to add the suggestion that Elyse gains a pool of Lay on Hands to heal that's separate from her normal spells.

+2 to Computers
+1 to Stealth
+1 to Pistols
+1 to Melee
+1 to Bluff
+2 to Repair
+2 to Lore
>>
>>25519723
Above average.

>>25519724
..Still better than MetaOP statistically speaking...

>>25519694
Well FUCK!
>>
>>25519679

Hmm. Guess she can spot heal with "Res" in between slicing guards that get too close once the barrier falls.
>>
>>25519747
Instead of +2 to Lore, switch it to +1 Lore, +1 Rifles.
>>
>>25519775
All techs are currently exhausted.
All spells are currently exhausted.
>>
>>25519694
>6
>9
>4
Wait, use Charlie's Lady Luck power to force a reroll!
>>
File: 1371612664881.jpg-(17 KB, 460x460, 1327381660633.jpg)
17 KB
17 KB JPG
>>25519646
Original series, oddly enough. She doesn't know any variant on Foi save the first level yet.

>>25519679
This is correct, except her techs are different for a plot reason.

>>25519694
Charlie's gun jams, much to his extreme displeasure. It doesn't matter though, because Yellowman shoots the magnetic grappler just right, hitting the glass sphere imprisoning Fot and yanking it out of the startled guard's hands. Elyse looks around with indecision while her spell-bubble finally shatters and the ground begins to shake underneath everyone's feat. Muffled shouts and the sound of metal on metal echo from the rooms beyond this chamber.

The Mistress flies out of the poison cloud, swiftly begining to regain her composure while her guards close the distance to Yellowman and company with startling speed.

>Spell expired.
>Fot rejoins the group.
>>
>>25519850
RUN FOR THE EXIT!
Scott, set your Reality Emitter to maximum setting; it's a Mk. 3, it should be able to reduce spell damage by a small amount.
>>
Rolled 100

>>25519850
LEG IT YOU ASSHOLES!
>>
>>25519850

Everyone: run to the portal.

Elyse slice a path through, Yellowman attempt to shoot guards to disable/kill, Charlie run with them. If Charlie has sidearm, have him start shooting as well.
>>
http://www.youtube.com/watch?v=TAuWBF-Mt-4

This is fitting.
>>
>>25519850
Everyone, run for the portal!
Scott, launch a pair of grenades to clear the way!
Elyse, use your sword skills to cut a path.
>>
File: 1371613452605.jpg-(12 KB, 320x180, SHOP.jpg)
12 KB
12 KB JPG
>>25519898
>>25519904
...Sheesh. Elyse gains another skill, but it must be related to movement.

"Come on you hunk of junk!" Scott roars as he tinkers with the Reality Emitter. As the guards close ranks before the portal, Scott lowers his head. "Time to relive my days as a line tackle! Hut hut!"

Scott bowls over the guards in his way, Elyse and Charlie hastily following along with Fat-Fot-Pot before the guards can close the hole made my a stampeding Scott.

The Mistress hisses in displeasure as she throws up her hands, sending a wave of magic towards our unlikely heroes... and snarls as the spell is deflected by the Reality Emitter.

>100 was the only way you were getting full deflect.

"Mistress!" a guard reports. "Kronar, Son of Man has breached to this level! We need your spells to turn him back!"

"Pfah! Fine, let this lot run! We'll set a double trap for the next fools in line to leave!" the Mistress says as she turns to follow her guard away to the sound of combat.

The shaking of the ground gets worse and worse, Yellowman and company only able to keep their footing because of their increasing skill at running away. With guards being reassigned to the upper front or unable to stand under the quake, everyone manages to leap through the portal before anyone can stop them.

With no one left to pursue, the remaining guards regroup and run to support their Mistress in her repulsion of the legendary barbarian.

And only when everyone has gone does the ground in front of the portal burst open, allowing a small building to emerge, a big neon sign declaring "SHOP" on its top. A beautiful woman exits, looks around, and frowns at a strange device held in her hand.

"Odd. I was so sure it would work this time. Oh well. I guess I'll calibrate it and try again..." Sylph sighed, turning around and walking back into the SHOP, which quickly vanished back into the ground along with the quake. "I'll never get that reward for finding Yellowman at this rate..."

>STAGE CLEAR!
>>
Movement related Paladin skill eh?

Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
>>
>>25520196
Sweet, I can go for this.
>>
>>25520132

Can we get a stat-sheet for Yellowman and the rest?
>>
File: 1371613869554.png-(20 KB, 640x480, ESPECIALLYnohostagesrescued.png)
20 KB
20 KB PNG
>>25520132
Scott Yellowman and the others float in the abyss, an image of a modern city in ruins forming in their collective mind's eye.

"For this stage, we've hidden a ComTrader brand TD Portal somewhere in this city. All you have to do is find it to get to the next stage!" the 'Briefer' says. "Good luck and have fun!"

Everyone wakes up lying down on what looks like a basketball court of all things. Buildings with broken windows and crumbling concrete surround them as a chill wind whistles through the alley the court is situated in.

It is dead silent.

>All abilities refreshed.
>You skill have 4 stat points to spend for Yellowman. You may select anything, but Leadership can only be selected once.
>Yellowman regains 1 Survivor and 1 Dumb Luck point.
>>
>>25520132
>Sylph
GRAAAAAAHH!
>>
>>25520255
Scott
http://pastebin.com/80icAktC

Elyse
http://pastebin.com/Szz1ZEzX

Charlie
http://pastebin.com/mvs87SkZ

FFP
http://pastebin.com/EA0d1LdJ
>>
We just need to alter it for Quest purposes. Maybe some Crusade Warbeast of some sort?

>>25520265
+1 Leadership, Int, Perception, Charisma
>>
>>25520265
Are there any skill points available?

+1 leadership, perception, charisma, strength or dexterity(whichever makes us run faster)
>>
>>25520265
+2 to Computers
+1 to Stealth
+1 to Pistols
+1 to Melee
+1 to Bluff
+2 to Repair
+1 to Lore
+1 Rifles

+1 Leadership, +1 Intelligence, +1 Perception, +1 Charisma
>>
File: 1371614219623.jpg-(39 KB, 350x143, OhShitWereFucked.jpg)
39 KB
39 KB JPG
>>25520265
>dead silent
>breaking buildings
>DEAD SILENT

Yellowman, get up. Get up RIGHT FUCKING NOW. Get into defensible cover! Knowing our luck, this is a zombie apocalypse canon. Move quick, move quiet. Get Charlie to unjam his shotgun as you move!

>>25520309
I agree to this.

Now move, soldier!
>>
>>25520265
Scott, have FFP fly up and get a look around. Get Charlie and Elyse and get up against a building until FFP come back with a report.
>>
Elyse Skills:

1. Sometimes Sight Is The Weakness
Combining Grand Crusade Paladin training and her own enhanced hearing and perceptions, Elyse is able to detect hidden enemies and ambushes with preternatural skill, and reflexively react to them.

2. Iron Rabbit
Elyse is able to move very fast, evading groups of enemies with her fast footwork, making enemies look like a bunch of mooks from a Hong Kong action film.
Increased defense in melee and able to weave through enemy groups with ease.
>>
>>25520387
"Charlie, get your gun ready. And watch for ghouls," Yellowman says, standing and looking around. "Everyone follow me, we'll take cover in that corner store. Try to stay hidden. I've got a bad feeling about this."

"Why can't you have good feelings for once?" Charlie wistfully sighs. "Why can't we all have good feelings for once..."

>>25520408
Fat-Fot-Pot zips up into the air as everyone else moves.

Roll 1d100.
>>
Elyse trait ideas:

>Wondrous Recall:

Elyse can replenish two of her Divine magic castings, and one technique casting. Can only be used once per rest period.

>Pallydar MK. II

Elyse can now use the full array of clerical detect spells, rather than just Detect Evil.
>>
Rolled 81

>>25520548
Please something good for once...
>>
Rolled 13

>>25520548
Don't fail us now, FFP.
>>
>>25520558
Remember one has to be movement based.

I'll go with >>25520196 for Paladin Mount.
>>
File: 1371615214167.gif-(46 KB, 485x213, Zoq-Fot-Pik.gif)
46 KB
46 KB GIF
>>25520586
Fat-Fot-Pot fly back a little time later.

"OK! So, this city is really big, aaaand it's all in ruins," Pot says. "I kinda wish you'd given us something a bit more to go on than just 'look around..."

"Ignore him, commander," Fat says. "Fot says from what he knows about the rate of decay in human settlement, whatever happened was relatively recent. A month at most."

"We also found a few city signs. We're in some place called San Drad," Pot puts in. "Oh! Oh! There were some buildings that looked really out of place. Black and shiny and ribbed."

"Most of the city seems quiet," Fat adds. "But it's really big and we didn't have time to give it a thorough survey before I decided to get everyone to head back."

"Hey, I decided that!" Pot whines.

"No you didn't!"

"Yes I did!"

"No you didn't!"

"Yes, I DID!"
>>
http://en.wikipedia.org/wiki/Alien_vs._Predator_(arcade_game)

Well, I think I know where we are.
>>
>>25520711
San Drad?
Oh fuck, we're in an Alien vs Predator game.
>>
>>25520711
Well, there's some good news here: We're not in a zombie apocalypse canon.

Bad News: This is set in the AvP canon. There are probably xenomorphs *everywhere*. Along with some Yaujta/Predators who may be hunting to prove themselves.

Neutral news: there may be about 2 predators who are allied with two humans running about.
>>
>>25520711
San Drad.

Scott, make sure everyone knows anti-Xenomorph tactics and related stuff before we head out. And be careful! They're slippery sneaky bastards!

Also, we need headgear for everyone to ward off facehuggers. Is there anything nearby that can help?
>>
>>25520711
Scott, ask FFP if they saw evidence of a massive explosion, such as what would be left behind by a large spaceship being crashed into the city.
We need to know if this during or after the video game.
>>
>>25520711
>There were some buildings that looked really out of place. Black and shiny and ribbed
Aw fuck, those are xenomorph hives.
>>
>>25520711
Scott.
We're in a city. So we should look for a gun store, to get more shotgun shells for Charlie, and find some kind of face protection.

Also, inform everyone of what to expect from xenomorphs and Yautja Predators.

Did FFP see any signs for gunshops of any kind?
>>
File: 1371616065038.jpg-(62 KB, 250x354, csp2avpp1.jpg)
62 KB
62 KB JPG
>>25520799
"In a corner 7-11? We're in San Drad, not magical pixie-wish land," Scott scowls.

"I wish we were in magical pixie-wish land," Elyse sighs. "It'd be a lot nicer."

"Anyway, the foe here is Xenomorphs, they-"

"Ooh! I know those!" Elyse nods. "My training covered them! Er... but I won't be much help with my sword. That acid blood is really nasty if you get into close combat and don't have a natural defense like the yautja."

"That's nice, Elyse, but for Charlie's sake..." Scott sighs. "Charlie. These xenomorphs are fast, clever, and have acid for blood. Don't let them get close."

"I'll just treat them like Deathclaws," Charlie shrugs.

>>25520824
Fat-Fot-Pot stops its bickering at the question.

"No, not that we saw," Pot says. "Well, maybe a SMALL spaceship. But not a large one."
>>
>>25520977
"Uh... no... do you want us to look for one?" Fat Fot Pot asks.

"A major city in California? Yeah, there's gonna be SCADS of gunshops here," Yellowman snorts. "Wish we'd shown up somewhere in Texas."
>>
>>25521018
What kind of buildings are we near? Apartment buildings? See any payphones?
Maybe we could find a phone book and look up the address of a gun store. Yeah there won't be ONE ON EVERY CORNER, but this is still America.
>>
>>25520309
Ideas:

Blue/Yellow Yoshi
Spinosaurus
Squitter the Spider
Squaks the Parrot
Ostrich robot from Megaman 7
>>
>>25521272
Elyse is a pure girl, clearly a virgin..

Why not a standard Unicorn? Unicorns are useful (if a little dull because LOL fantasy horse!).

Yellowman, can you recharge Waldorf and-or shields or is power out? >>25521211 This suggestion has merit... We're gonna need more firepower if Xenomorphs are involved. Especially Elyse.
>>
If San Drad is like most other California Cities, they have a gang problem. The Police Departments should be armed to the teeth, and there should be military bases nearby.
>>
File: 1371617291991.png-(12 KB, 384x224, arcade_0100_009.png)
12 KB
12 KB PNG
>>25521211
"All right, there's a payphone across the street. Lemme see..." Yellowman says, walking carefully into the open. Picking through the phonebook, Yellowman finds a few listings for firearms stores.

"More than I thought..." he murmurs.

Roll a d100.

And you seem to be in a commercial district.
>>
>>25520265
+1 Strength, Health, Intelligence, Perception.

+1 Computers
+1 Stealth
+1 Investigation
+2 Rifles
+1 Hand-to-Hand
+1 Melee
+1 Bluff
+2 Engineering
>>
>>25521346
"Power's out in this area of town at least."
>>
Rolled 36

>>25521392
Please let one be nearby...
>>
Rolled 87

MERICA!
>>
Rolled 85

>>25521392
Come on, don't suck!
>>
>>25521431
The gun store is clear across town, near the shore area.

>>25521437
The police department however, is relatively close by, only a few blocks.
>>
>>25521488
I say we go to the police department, get what we can, jack a police cruiser, and then go to the gun store.

And Scott, can you feel the pulse of the portal at all?
>>
>>25521558
>>25521488
>>25521392
WAIT, WAIT! SHIT!
IS THERE A RADIOSHACK?!
>>
>>25521558
"Not from here," Scott says.

>>25521574
"Yeah. Why?"
>>
>>25521634
fix your communicator. . . finally.
>>
>>25521634
SCOTT GODDAMMIT
RadioShack means parts to fix the Comm Headset you broke, and maybe a laptop with enough power to read that Fireman Flashdrive you still have.
>>
If we take TOO long in the streets, Dutch and Kurosawa will take the APC way ahead of us, so we'll end up footing the long way hounded by Xenos.
>>
>>25521686
>>25521697
AND FLASHLIGHTS! GLORIOUS FLASHLIGHTS WITH BATTERIES!
>>
>>25520992
Don't forget to warn Charlie about facehuggers.

>>25521018
>A major city in California? Yeah, there's gonna be SCADS of gunshops here
I knew I liked you.
>>
>>25521697
>>25521710
"Oh. Ooooooh..." Scott says, his eyes misting over with understanding. "Yeah... I... I'm gonna blame that one on the poison, OK? Uh... There should be one down the street a little ways, but it's in the other direction of the PD."
>>
>>25521858
Damnit.
Alright, let's creep down to the PD station first. We first secure a ride, shotguns, guns, ammo, and armor. THEN we go to the Radio Shack.
>>
Passing out. List of stuff to find at Police.

Pistols. Pistol Ammo
Riot Gear/armor for Charlie.
Gas/flashbang grenades
First aid kits.
Car + gasoline
possible electronics
>>
>>25521927
Roll 6d100.
>>
>>25521858
I vote for >>25521927 because we may be able to get everything we need in one go. If not, then we can get what we can find then hit the Radio Shack on the way out.

>>25521962
This list right here.

Also, for the record my money's on the next gate being behind the Alien Queen in the depths of the hive. Warn Charlie about facehuggers. Serious business.
>>
Rolled 60, 53, 39, 87, 15, 22 = 276

>>25521927
God have mercy upon us
>>
Rolled 68, 9, 66, 86, 3, 2 = 234

>>25521997
Oh god, we're going to fucking die here.
>>
Rolled 44, 81, 4, 86, 24, 65 = 304

Come on Desna
>>
>>25522020
I wish you had rolled first instead of me.
>>
File: 1371620757618.png-(130 KB, 500x292, SanDrad.png)
130 KB
130 KB PNG
>>25522007
"Ew," Charlie says, making a face as he is warned. "So it just sort of... fucks your face? This place was reminding me of home, but now I don't like it so much."

>>25522011
Yellowman and company creep towards the police station, moving from cover to cover as quickly and quietly as possible. The city remains as eerily still and quiet as ever, the wind and the footsteps of the group the only noise. After about five minutes of walking, Yellowman begins to see flickering electric lights and displays in the buildings to either side of the street. This area of the city still has some power.

Then the sound of gunfire echoes in the air, close by, and loud. Yellowman winces.

"Whoever that is, let's hope they're going the other way from us. Maybe they'll lead some of the bugs away with all that racket," Yellowman whispers.

"What if they need our help?" Elyse asks, frowning.

"They'll either be dead or have gotten themselves out of it by the time we can get to them," Yellowman returns. "Let's just move fast before we get caught in the bugstorm that's about to get summoned up."

Roll a Lore check.
>>
Rolled 76

>>25522613
whelp, here goes nothing.
>>
>>25522728
"Wait..." Yellowman says, holding up a hand. "I know that sound. That's not pulse rifle or smartgun fire..."

A slow grin begins to spread over Yellowman's face. "That's the sound a bolter makes. Our ultrasmurf pal and his sister will be playing the part of big-ass distractions tonight, it seems."
>>
>>25522834
Wonderful. Let's get in, get out, and keep away from his area. Preds are going to home in on him, so if we stay out in the open (Away from things like rooftops, sewer drains, etc.) we should be fine against the Xeno. We're fortunate that they're a melee attacker.
>>
>>25522834
Welp. While they're dealing with the Xenomorphs, let's loot the SHIT out of that police station. Arm as well as we can with what's in there and stuff anything else that's useful into the Mimic. As you're leaving recharge Waldorf and your shields. Then try and hightail it out of the area to that Radio Shack, do a quick smash & grab, then we can figure out where to go from there.
>>
File: 1371621961288.png-(21 KB, 384x224, arcade_0100_010.png)
21 KB
21 KB PNG
>>25522925
>>25522940
Yellowman and company reach the police station, a four story concrete building with all the aesthetic appeal of an overly large bunker. A double door at the front seems to have had its hinges blown off.

"Awesome. We're at the police station with all limbs intact, no wasted ammo, and no scarring memories. Someone even opened the front door for us! Maybe our luck's finally changing!" Scott says, rubbing his hands together.

>22
"Uh... Commander?" Fat says, lightly tapping Scott with the underside of his disc. "I'd... I'd turn around if I were you."

Behind the group, streaming from an opened sewer manhole, several ruined buildings, and a few windows in a nearby skyscraper are a horde of black-shelled monstrosities.

"Well, SHIT," Scott comments.
>>
>>25523096
http://www.youtube.com/watch?v=qLlNpSXlgAM&t=14s
>>
File: 1371622373495.png-(30 KB, 176x137, CirnoJesusHowHorrifying.png)
30 KB
30 KB PNG
>>25523096
Into the police station! The doorway will give a chokepoint to us! Elyse, once we're inside check for stuff to block the door with using your enhanced strength.

>mfw
>>
File: 1371622852106.jpg-(67 KB, 768x256, title-big.jpg)
67 KB
67 KB JPG
>>25523256
Yellowman and the others pile into the police station, the open doorway leading into a large public area. Elyse quickly finds a large metal bench and hurries to drag it in front of the large double doorway while Yellowman and Charlie open fire.

Roll 4d100 please.
>>
Rolled 57, 43, 50, 44 = 194

>>25523471
Hope the chokepoint holds! Stay ready with your health potions, guys!
>>
File: 1371624074176.jpg-(12 KB, 320x180, mqdefault.jpg)
12 KB
12 KB JPG
>>25523510
>>25523175
Taking the hint, Yellowman pulls out the TF-2D grenade launcher and fires four shots into the approaching alien horde. The explosives detonate with brutal efficiency, sending sprays of acid blood into the air and thinning the horde noticeably. Charlie's holds the trigger on Gertrude and sends a wall of lead at the xenomorphs, the need to aim somewhat diminished by the enemy numbers. Though much less lethal than the grenade launcher, Charlie manages to gun down a few aliens before being forced to reload.

Elyse has managed to put up the bench and is dragging over a metal desk to add to the makeshift barricade. Given that the aliens are almost on the group, it's unknown if the barricade can be made effective in time, however.

The aliens are only a few feet away now...

>Used 4 grenades.
>Used 16 shotgun shells.
>>
>>25523975
Probably a good place to stop for the night, we'll pick up tomorrow. The alien swarm closing in on you has been reduced to about two thirds of its original strength, thanks mainly to the grenades.
>>
I wonder if we should have Elyse use a spell to get rid of the remaining xenomorphs.
>>
>>25526043

Not sure if Elyse has any real destructive spells that could wipe out that many Xenomorphs. Though she might be able to cast a variation of that barrier spell she had last time to funnel the Aliens into a single killing zone.
>>
Realistically speaking, is the Paladin Mount a good idea?
Sure, it lets Elyse be the transport as the Mount could conceivably carry her, Scott, and Charlie.
But if it dies, which is a good chance, we're shit out of luck for a month or until she levels.
>>
>>25527623
I second the motion.

Also, I've been reading the past threads again, and I rediscovered that one of the racers is a Yautja. This is an exceptionally dangerous world, because he just got allies now.
>>
>>25528668
Here's the thing:

Where are you getting the mount?
>>
>>25530369
That's the other thing.
It's got a lot of problems with it.

>>25520529
These are still the only new skills that play upon the actions that got the nat100.
>>
>1. Sometimes Sight Is The Weakness
>Combining Grand Crusade Paladin training and her own enhanced hearing and perceptions, Elyse is able to detect hidden enemies and ambushes with preternatural skill, and reflexively react to them.

>able to detect ambushes
I'd like to point out that this could be potentially life-saving, as we're in a xenomorph-infested city, and ambushes are their favored tactic.
>>
>How did she get the mount?
Magic. She's a Paladin. They summon them.

Bonuses?
Magical creatures like Unicorns are possible mounts. Other creatures possible are in the Grand Crusade's Menagerie of Beasts and may be from almost any canon.

Negatives?
If it dies, this feat is disabled for one level or one month. (in current form)

Other thoughts:
As she is not a 3.5 Paladin, the spell will likely not work exactly like D&D's Paladin mount. This means that any penalties may not exist.
>>
>>25532910
Protip:
The rest of the Grand Crusade is nowhere to be found.
>>
>>25534043
And that prevents her from summoning them how?
>>
>>25534043
Vitun could summon from his home. Why can't she?
>>
>>25529699
>>25532183

We could do another skill that helps her directly. Like she's harder to grab/can break free of grapples or snaring effects or can just move much faster and quicker due to being an agile Newman.

While not as versatile as a paladin mount, it'd help her become a better close-quarters fighter. It'll also help shake off grabby opponents.
>>
>>25534143
Like the ones we're about to fight.
>>
>>25534143
Skill - Iron Rabbit
Elyse is able to move very fast, evading groups of enemies with her fast footwork, making enemies look like a bunch of mooks from a Hong Kong action film.
Increased defense in melee and able to weave through enemy groups with ease.
>>
Freedom of Movement Aura?

http://www.dandwiki.com/wiki/SRD:Freedom_of_Movement

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
>>
>>25534659
Only if we're allowed Aura's as Abilities.
>>
We really need to get to the station's Armory; Charlie is low on shotgun shells.
Also, should we run the risk of charging Waldorf and the shields?
>>
>>25536253
No power unless we find a battery or generator.
>>
>>25536439
It was mentioned that the PD station is in a part of the city where there's still some power.
>>
Hey, I did some of the statistical analysis of MetaOP's rolls last thread. Would anybody be interested if I tried to do it on all of his rolls, not just that threads?
>>
Sorry for being so goddamn late again. It was unavoidable.

>>25526043
>>25527623
Are you asking for a barrier spell or attack spell?

If you're choosing stuff that might help out in this fight for Elyse, might want to decide sooner than later.
>>
>>25537499

I think "Iron Rabbit" would be a good choice for her movement-based skill, if the Freedom of Movement Aura is too strong for now.

I'm leaning in favor of "Sometimes Sight is The Weakness" for the other skill.
>>
>>25537499
I vote for barrier spell. Keep them contained in a single line.
>>
>>25537798
In that case, roll me a d100 and give me actions for the others.
>>
Rolled 82

well, since nobody else is rolling.
>>
Rolled 12

>>25538095
Elyse: Pile barricade as high as possible
Charlie: Shoot them in the face
FFP: Stun Spore attack
>>
Grenade for Yellowman, if she can bundle them into a single area, the explosives should be contained enough to cause more damage.

Charlie, work on baracade and shoot missed Xenos.
>>
>>25538278
>Elyse: Pile barricade as high as possible
>Charlie: Shoot them in the face
>FFP: Stun Spore attack
Elyse is making a magical barrier.
I'm fairly sure stun spore doesn't work on Xenomorphs.
>>
Rolled 35

>>25538301
Well, shit. Elyse, keep doing what you're doing. FFP should go find some guns then, and tell us where they are.
>>
>>25538291

The grenade might break Elyse's barrier. If they're going single-file, then shooting may be just as good.
>>
>>25538291
>>25538342
Elyse manages to cast a Wall of Stone spell, summoning a sheet of rock from the ground to narrow the entrance down to a single doorway.

Elyse Spells: 8/9

Roll 3d100.
>>
Rolled 57, 42, 96 = 195

>>25538474
rollin
>>
>>25538495
Yellowman fires one more grenade, taking out the nearest cluster of aliens and nearly injuring himself with shrapnel and acid from the close range. With the Wall of Stone in place, there is no longer a need for a barricade, and Charlie focuses on shooting down more xenomorphs, bagging another three for another twelve shells. Between Scott and Charlie, the aliens are currently being held at bay.

Fat-Fot-Pot flies off deeper into the station in search of loot.
>>
>>25538713
Yaaaaayyyy!
Keep doing what you're doing Scott.
>>
>>25538868
Roll another 2d100 and give me a new action for Elyse.
>>
Rolled 12, 13 = 25

no clue for action
>>
Rolled 41, 26 = 67

>>25538936
Does she have any guns
>>
>>25538936

I'd say cast Shifta; defense bonuses are nice, but that chokepoint is essential to hold. After that, get out sword and stab things that get too close.
>>
File: 1371698962567.jpg-(6 KB, 245x206, Boom.jpg)
6 KB
6 KB JPG
>>25539008
Elyse uses one of her Techniques and boosts the offensive power of Scott and Charlie... but it isn't enough to avert disaster.

Scott fires the grenade launcher again, just as a xenomorph claws its way over the metal bench, catching the explosive right in its skull.

Charlie and Scott are caught in the blast.

Knocked off their feet and temporarily stunned by the explosion, the two are helpless to stop the sudden stream of aliens into the room. It's all the pair can do to roll to the side to avoid the stinging tails of the creatures, tails that Yellowman at least knows are filled with paralytic venom.

"Hey guys!" Fat-Fot-Pot faintly calls from deeper in the station. "I got the armory open!"
>>
Rolled 57

>>25539160
The Armory! My favorite place to be!

Hey Scott, you should run there. as fast as you can.
>>
>>25539160
Run nigga run!
>>
>>25539160
Get to the Armoury!
Elyse, grab up Charlie and Scott to get them on their feet and run!
>>
You guys think we should get FFP to blast out poison-spore clouds to cover their escape and damage Xenomorphs along the way?
>>
>>25539277
>>25539194
Roll me 2d100.
>>
Rolled 93, 87 = 180

>>25539312
Oh dear...
>>
>>25539384
Yeaah boiii!
>>
>>25539384
HALLELUJAH! HALLELUHAH! HALLELUJAH! HALLELUJAH! HA-LE-LU-JAH!

FOR THE LORD GOD OMNIPOTETH REIGNETH!
>>
File: 1371700477997.jpg-(11 KB, 320x240, Meandmyteamofultimatebadasses.jpg)
11 KB
11 KB JPG
>>25539384
Charlie groans weakly as Elyse loops her arms under his and pulls him away with startling speed. Scott is up and on his feet in an instant, virtually bounding towards Fat Fot Pot's voice.

"This way!" he shouts. "To the armory!"

Elyse doesn't respond, but merely follows as Charlie begins to come to, shrugging off her assistance and running independently as the aliens swarm into the room behind them. Scott races through corridor after steel-gray and glass corridor before spying the floating form of Pot bobbing up and down in front of a heavy open metal door.

"Hey, commander! We fo- SWEET ZERBLE JUICE!!!!" Pot shrieks as the aliens round the corner in pursuit of the three. Yellowman, Charlie, and Elyse THROW themselves through the door just in time for Fat, to tap a few keys on an electric pad to the side of the door. The door closes with a pneumatic hiss.

Alien shrieking comes from the other end of the door as the metal bulges inward, the aliens attempting to brute force their way into the room. After a few minutes, they cease and the sound stops.

"Well..." Scott breathes. "That was a hoot and a half."

"Look at all this stuff!" Fat, says, gesuturing with a leafy appendage to several racks of weapons and ammunition. Though the armory has clearly been looted before, either by the police or by thieves, there is enough left over for a tidy stockpile. Ammunition boxes line one wall, not all of them open. Another wall is dominated by gun racks, in which a few pulse rifles, shotguns, and sharpshooter rifles still linger. Among row after row of equipment lockers opened and ravaged, some remain locked.

Roll 3d100.

>Forgot to mention, Charlie and Scott lost one wound each from that, but Scott's armor absorbed his.
>>
Rolled 27, 78, 87 = 192

>>25539839
God, this is gonna suck.
>>
Rolled 14, 66, 49 = 129

>>25539839
LOOT!
>>
>>25539839

Be sure to check if there are any surrounding entrances to the armory. Ventilation shafts, windows, anything.
>>
Rolled 59, 74, 27 = 160

And make sure to look for electronics, first aid kits and riot/other protective gear.
>>
File: 1371701335737.jpg-(48 KB, 500x567, 1326599381355.jpg)
48 KB
48 KB JPG
>>25539946
There are some barred windows, but the ventilation shafts aren't big enough for humanoids.

>>25539915
Yellowman manages to find a power recharge station meant for heavy duty electronics and wastes no time in tapping into the city's remaining power grid to recharge his weapons and shields.
>Waldorf recharged.
>Shields recharged.

Charlie manages to find a suit of riot gear in his size as well as small supply of shotgun shells.
>Riot Gear gained. Charlie gains an additional Wound that must be repaired instead of healed.
>Gained 60 shotgun shells and 12 shotgun slugs.

Elyse manages to slice open an equipment locker that contains SWAT tactical communication gear; helmets with comm-link headsets and IR lenses that slide down when activated. One of the helmets has a motion tracker built into it.
>2 Tac Helmets gained.
>1 Track Helmet gained.
>>
We should take the pulse rifles, because they're the better weapon in this world.
But we should also take the shotguns, because their ammo is common across many modern worlds.
And Sharpshooter rifles are almost always useful. Especially if they come with scopes.
>>
>>25540268
What about the pulse rifles, shotguns, and sharpshooter rifles? How many of each, and how much ammo?
>>
>>25540268
>There are some barred windows, but the ventilation shafts aren't big enough for humanoids.
Oh god, that means they're big enough for facehuggers!
Quick! Everyone into the helmets!
>>
>>25540268
Scott, you've got the highest Comm/Scan score out of the three, put on the Track Helmet.
Get the other two to put on the Tac Helmets.
>>
>>25540268
Loot. EVERYTHING.

Yellowman, can you quickly fix your comm unit? If so, do it. Everyone gets a set of standard comms set to the same frequency, Scott gets the helmet with the tracker in it while Charlie and Elyse get the other ones.

Put some spare rifles, shotguns, and sharpshooter rifles in the Mimic-chest. As much ammo as possible (at elast enough for a sustained firefight) should be included. Charlie sticks to Gertrude, while Scott and Elyse take up pulse rifles. Be sure to have plenty of ammo with you!

Be ready for facehugger ambush from those vents! Once everything is situated, we can plot our next move. Those bastards are sitting there waiting for us to come out.
>>
Any other normal comm gear? Scott could try to fix his Transpace Guard gear with it.
>>
File: 1371702002676.jpg-(61 KB, 800x794, USCMside.jpg)
61 KB
61 KB JPG
>>25540403
"Everyone grab a helmet, we need to be able to keep in touch," Scott says, strapping on the helmet and activating it. "The nightvision and extra protection don't hurt either."

"Nice..." Charlie remarks, donning his. "I'm a gas-mask short of lookin' like one of 'em NCR Rangers."

"Eh... I really hate wearing helmets, but better use it..." Elyse murmurs, pulling the helmet on and flicking the microphone of the headset. "Testing? Testing?"

>>25540273
There are four shotguns, one sharpshooter rifle, and 2 pulse rifles in working condition. Charlie already took the remaining shotgun ammo, but there are about a thousand rounds left for the Pulse Rifles, along with ten rifle grenades. There are a hundred rounds for the sharpshooter rifle, and yes, it's scoped.
>>
File: 1371702311283.png-(38 KB, 240x240, 20906700_m.png)
38 KB
38 KB PNG
>>25540492
"I don't know how to use one of those! I trained with swords!" Elyse protests as Scott tries to hand her a rifle.

"You DON'T know how to use a gun?" Scott asks in disbelief. "Aren't you taking the crusade thing a little too far?"

"I... Look, not everyone in the Crusade uses ranged weapons! We have a dedicated group of melee fighters too, and I happen to have chosen that line of training," Elyse says, crossing her arms defensively. "There have been plenty of heroes who got along fine without using guns."

"And plenty of idiots dead in a ditch too," Scott comments. Elyse flushes.

"I can't use them, and that's that," she states.

"Hey Commander!" Pot says, interrupting by floating up between the two. "There were some spare comm-sets if you wanted to try and repair your TG commlink with them."

"Oh yeah,' Scott nods. "Might as well try."

>Roll 1d100. You get 3 tries before spare parts are expended.
>>
Rolled 7

Eh, how hard can it be?

Let me pull out a transpace instruction manual for these things.
>>
Rolled 32

>>25540664
Don't fail us now.
>>
Rolled 62

>>25540664
Please repair it, Scott. We really need some good things to happen!

And once we get somewhere that we can more readily get weapons with plentiful ammo, you're going to get some learning Elyse. Specialization is no excuse for not knowing something like this though I respect your dedication. I guess tuck the spare rifles away, then. Everything but a pulse rifle and six(?) mags worth of bullets goes in the chest to be used by Yellowman? Load up the grenade launcher, too.
>>
File: 1371702881411.png-(20 KB, 442x466, Untitled.png)
20 KB
20 KB PNG
Damn it. It's some kind of gibberish language! I can't read it!
>>
File: 1371702957989.png-(21 KB, 442x466, Untitled.png)
21 KB
21 KB PNG
>turns over sheet.

Still scrambled. Must be in some kind of code.
>>
>>25540664
Alright, consider this diversification training Elyse. Point this end at things you wand dead. Pull this trigger when you want them dead. And reload this when they stop dying. you'll pick it up quickly.
>>
>>25540872
I think you're holding it upside down. 62 is good enough right?
>>
>>25540756
On the third try, Scott manages to jury rig repairs to the comm-headset and get it working.

>62+8= 70, the DC on the nose.

"Well once we get some ammunition to burn, you should learn. Flexibility is key," Scott says, finishing up the repairs on the comm-set.

"Yeah, listen to Scott," Charlie grins. "You should learn to be more flexible, Elyse."

Scott rolls his eyes at that, but the implication seems to fly over Elyse's head.
>>
>>25540993

Don't suppose there's a handgun or something in there? While firing one is more complicated than it looks, it wouldn't hurt for Elyse to have one handy in case she needs it.
>>
>>25540993
Turn on the comm-set; get anything, Scott?
>>
File: 1371703565382.jpg-(63 KB, 194x205, Smug Eldar.jpg)
63 KB
63 KB JPG
>>25540993
Activate the comm-set, scan all local frequencies. There should be two Predators in this city that are potentially ally-able, and Weyland-Yutani stuff we may be able to hijack or snoop on to get an idea where the portal might be. Charlie, keep your shotgun pointed at those vents; just in case.

We need to figure out where to go before we start moving out of this room, because it's gonna hit the fan once we go back out there.

>mfw I get the DC on the nose
>>
>>25541043
There are plenty of pistols.

>>25541044
"It's working, but as expected, no other TG signals in range. Oh well, one more comm-set is always a plus."

>>25541117
Yellowman starts fiddling with the device.

Roll 1d100.
>>
Rolled 96

>>25541210
Let's keep this streak alive!
>>
>>25541229
Yeah baby yeah!
>>
>>25541210
TAKE THOSE PISTOLS, AND ALL THEIR AMMO!
>>
>>25541210

Give one pistol to Elyse, then. Have Yellowman instruct her in the basics real quick.
>>
File: 1371704407956.jpg-(32 KB, 600x375, mainframe.jpg)
32 KB
32 KB JPG
>>25541229
96+3= 99. Oh if only they'd remember to have FFP, the alien with a Comm Scan of 15 do it...

Using a few tricks picked up from years of service to the Scout Corps, Yellowman manages to locate a small number of active frequencies in use in the area. One appears to be in use by remnants of the USCM in the area, another seems to be in use by a different detachment of USCM, one is alien, in a language you cannot understand, another is between two people who seem to be speaking in code, and the final one seems to be between the control staff of a large facility and a ship preparing to launch later in the day.
>>
>>25541453
>ship preparing to launch
I'm betting that's where the portal is.

Now, can we use the sensors to see where the Aliens are? The fact that they stopped worries me.
>>
>>25541453
Give the comm-set over to FFP to use their superior Comm/Scan score with, and listen in on the USCM transmissions and the control staff transmissions.

The alien one are the Predators, and the code is probably the two protagonists.

Can FFP tap into the Tracker Helmet's motion tracker? Scott, you better turn it on.
>>
>>25541453
Okay..

>Facility and ship
This is the end of the game right here. Major Xenomorph territory here.

>Two USCM sources
One is probably either actual remnants or Weyland-Yutani lackeys, while the other is probably the two non-Predator protagonists.

>Alien Language source
Most likely the Predators. Can FFP or Elyse make heads or tails of the language?

>Codespeak source
Synthetics or other racers? Is it machine code or speaking in codewords?

>>25541558
Yes. Tracker ON. Also, loot all the pistols and ammo. AND have Charlie chug a potion to regain his Wound.
>>
>>25541615
>AND have Charlie chug a potion to regain his Wound.
No, we should have FFP use their healing sap.
We need to save the potions.
>>
>>25541615
Codewords.

You manage to toss seven assorted pistols and two hundred rounds of ammunition into the chest.

>>25541503
Motion tracker shows movement outside the door and walls. One alien crawls over the barred windows, but makes no attempt to breach them.

"They're taking their time to figure out a way to get at us," Yellowman murmurs.

>>25541558
FFP cannot, give me another two d100 rolls for the tap which he can do.
>>
Rolled 57, 42 = 99

>>25541698
We're going to get fucked by this.
>>
>>25541657
Fat dribbles a little of his sap onto Charlie, who sighs with relief as the shrapnel cuts vanish.
>Charlie heals one Wound.

Oh, and no, no one can understand the language.
>>
>>25541698
If there is still one on the window, shoot it.
>>
>>25541732
Fat fiddles with the commset, then turns back to Yellowman.

"The first frequency is in use by a small squad of USCM in the sewers who are attempting to clear a minor nest of aliens to get some breathing room in the city. They're getting lesser resistance than they thought. The base staff is currently just running through preparations for launch, cargo lists mainly. Lab supplies and stasis tubes for the most part."
>>
>>25541826
It only crawled over for a second.
>>
>>25541869
What about the second USMC detachment?

Also, we need to figure out a way to get out of this Armoury and get down to the Carpool with all these Xenomorphs around us.
>>
>>25541826
No! That'll show them they can breach the glass. That is a bad thing. Xenomorphs are smart.

>>25541869
Should we risk contacting the squad in the sewers? Depending on the condition of the tunnels, we may be able to get really close to the portal... Or do we want to try for a vehicle and an overland route?
>>
>>25541869
At least we got those aliens off their tails. Let that squad know where they went, so that when they reach the hive they can expect a second wave.
>>
>>25541950
Overland. Being in the open neutralizes their advantages.
>>
>>25541941
The second USCM detachment is monitoring the xenomorph infestation and recording data on it.
>>
>>25542007
Scott, how good's your Colonial Marines jargon?
And did you catch the name of the police station's precinct?

We might need to call them to ask for a Marine fireteam to help clear out the xeno's outside so we can get out of here.
>>
Hey, are there any sentry guns in the Armoury?
>>
>>25542283
"Pretty good, I can mimic being one easily enough."

>>25542461
Roll a d100.
>>
Rolled 90

>>25542493
This is going to be a failure.
>>
File: 1371707582471.jpg-(17 KB, 400x193, Aliens-ua-571-c-sentry-guns.jpg)
17 KB
17 KB JPG
>>25542517
After rummaging around for a bit, Yellowman returns with one large metal box.

"Found it. One UA-571C Robot Sentry. Been ages since I cracked the case on one of these babies," Yellowman says with a giant grin. "Fully loaded with 500 rounds of ammo, too."

>Gained Sentry Gun.
>>
>>25542773
Excellent. Now call the sewer Marines on the radio, let them know the situation, and to tell us when they're about to make their attack. When they do, prepare to open the doors and open fire on the retreating aliens.
>>
>>25542864
So you think that as soon as the Marines in the Sewers attack the hive, these xenos will turn and go back to reinforce their hive?

What exactly are you telling them about the situation?
>>
>>25542773
We could set up the sentry gun at the Armoury door, then open it and have it kill the xenos.

Scott doesn't really need to call the Marines to know when they're going to attack; we're already listening to their comms so we'll know.

Or Scott could ask for help from the Marines to clear out the xenos in the police station.
>>
>>25542864
We don't need to talk with them to know when they're going to attack, though. We're listening in on their comms so we'll hear them begin the attack on the hive.
>>
>>25542913
I'm telling them that the reason they're meeting light resistance is because there are dozens more on the surface that will come in a big wave to kill them all. They need to be just as worried when leaving as when entering.

>>25542977
>>25542964
Oh yeah. I don't know how I didn't realize that.
>>
>>25543033
Then instead of them demanding to know who we are when we break into their comms, we could just report that massive numbers of xeno's have been seen leaving the surface for the Sewers, and that anyone down there should watch their back.
Make it frantic enough, and instead of wondering who's saying it, the Marines will be more concerned with the "OH FUCK XENOS ON THE WAY!" message.
>>
Okay, so, are we telling them before they attack, or are we going to wait until after they start the attack and we confirm that the xenos outside move away from the Armoury?
>>
>>25542773
Alright, while we're here and waiting:
Scott, put the Sentry Gun in the Luggage.
Scott, Charlie, FFP, Elyse.
Spread out, see if you can find any other equipment while here. Look for things like grenades, flashbangs, flashlights, weapon accessories (laser aiming modules, red-dot sights, tactical flashlights).
>>
Thread has been archived, just in case.
http://suptg.thisisnotatrueending.com/archive.html?tags=Yellowman%20Quest
>>
>>25543879
Roll another 2d100.
>>
Rolled 96, 60 = 156

>>25543985
More incoming failure. This is going to be depressing.
>>
>>25543974
Oh for fuck's sake! Some ALREADY downvoted it?
Did someone get so asspained at quests that they made a script to constantly search sup/tg/ for quests and download them as soon as they're archived?
>>
>>25543997
Where the fuck have all these good rolls come from?
>>
>>25544021
>>25544021
huehuehuehuehuehuehuehuehuehuehue
>>
>>25544021
>Some ALREADY
*Someone
>download
*downvote

Come on, autocorrect. Stop making me look stupid on the Internet.
>>
File: 1371711251764.gif-(868 KB, 250x200, 1353300825445.gif)
868 KB
868 KB GIF
>>25544059
>huehuehuehue
I hope this happens, but with a broken neck instead.
>>
>>25544021
I know at least one person has stated in a quest general that they make a point of downvoting all the quests in suptg because they think quests are stupid. So... possibly.

>>25543997
Rummaging around, the group manages to find an assortment of scopes, laser sights, shoulder-lamps, and belts with ammunition pouches.

Scott in particular manages to add another 10 rifle grenades and 10 hand grenades to the arsenal, but this seems to be the last of the lootable goods in the armory.
>>
File: 1371711383634.jpg-(224 KB, 589x710, AndrewRyan.jpg)
224 KB
224 KB JPG
>>25544107
Wow, what an awful thing to say.
>>
>>25544120
Alright then. I'll update the pastebin accordingly when I get the chance.

I think not pushing our luck with Charlie's luck stuff has been working out for us so far.

Anyway, we've got no real consensus on whether we warn the Marines before or after their attack on the hive.

I'm still voting after; their attack on the hive MUST happen in order to maintain Canon.

Also, Scott, we told you way back to keep those MFC's instead of throwing them away when depleted.
See how many you can recharge using the power recharge station.
>>
>>25544120
But there's that lovely "Hide Quests" feature! How hard is it to click that?

Also, get ready to throw the doors open as quickly as possible. Keep an eye on the trackers, and if anything goes dark remember where so we know where it's hiding.
>>
>>25544182
Your SCIENCE skill is not high enough to recycle MFCs.

Anyway, I have to hit the sack. Same time next week, hopefully without a double late shift to screw up the timing.
>>
>>25544406
Okay then.
Also, we really need to lock in the level-up's and the new abilities for Elyse.
What's your ruling on her getting a Paladin Mount?
>>
>>25544461
If that's what you guys choose, I can try to work one into the game, or she can try to summon one directly if you want something with a celestial flavor.
>>
>>25544546
I still say that Iron Rabbit is better. It lets her get out of tight spots in melee, which is where she's going to be, and we won't always be able to use a horse.
>>
>>25544546
What limitations would you impose?
Don't want to get it, then immediately lose it for the rest of the game because it got hit by a facehugger or disemboweled by a warrior.
>>
>>25544891
Going by D&D terms, anything up to 8 HD will be considered. Depending on what you choose, instant summoning/dismissal may be part of the deal. Death of the mount IS a possibility, but that's true of any of the characters.
>>
So here's what we've got.
We can get 2, but the second has to be movement-based, meaning it's between Iron Rabbit and Paladin's Mount.

>Wondrous Recall:
Elyse can replenish two of her Divine magic castings, and one technique casting. Can only be used once per rest period.

>Pallydar MK. II
Elyse can now use the full array of clerical detect spells, rather than just Detect Evil.

>Sometimes Sight Is The Weakness
Combining Grand Crusade Paladin training and her own enhanced hearing and perceptions, Elyse is able to detect hidden enemies and ambushes with preternatural skill, and reflexively react to them.

>Iron Rabbit
Elyse is able to move very fast, evading groups of enemies with her fast footwork, making enemies look like a bunch of mooks from a Hong Kong action film.
Increased defense in melee and able to weave through enemy groups with ease.

>Paladin's Mount
Paladin Mount, can be summoned and dismissed. Death of the mount requires either a month or a new level-up before being able to summon another one.
>>
>>25549448
Iron Rabbit seems like it would be the most useful, and I can't decide between Paladin's Mount and Sometimes Sight is the Weakness.
Sometimes Sight is the Weakness seems like it would be more useful for this stage, but...
>>
File: 1371744242252.jpg-(71 KB, 600x750, zatoposter.jpg)
71 KB
71 KB JPG
>>25549514
>Sometimes Sight is the Weakness seems like it would be more useful for this stage, but...
It's a way to avoid ambushes, and the able to detect hidden enemies, which is always useful.
I suppose we could extend it to blind-fighting and Grammaton Cleric-style training.

>Sometimes Sight Is The Weakness
Combining Grand Crusade Paladin training, Grammaton Cleric techniques, and her own enhanced hearing and perceptions, Elyse is able to detect hidden enemies and ambushes with preternatural skill, fight without the need for vision, and reflexively react to unseen threats.
>>
Bump.
>>
>>25552377
We're getting a new thread on Tuesday, so we don't need bumps.

What we need is to determine which 2 special skills to get for Elyse, and to lock in the level-up for Scott.

Scott Yellowman:
+2 to Computers
+1 to Stealth
+1 to Pistols
+1 to Melee
+1 to Bluff
+2 to Repair
+1 to Lore
+1 Rifles

+1 Leadership, +1 Intelligence, +1 Perception, +1 Charisma
>>
I already posted what I want for those, so how's it going to be done? Just tallying the most popular votes or do we have to get a consensus?
>>
>>25552950
We used to do votes.
>>
>>25549886
>>Sometimes Sight Is The WeaknessCombining Grand Crusade Paladin training, Grammaton Cleric techniques, and her own enhanced hearing and perceptions, Elyse is able to detect hidden enemies and ambushes with preternatural skill, fight without the need for vision, and reflexively react to unseen threats.

Since when did Elyse gain Cleric training?
>>
>>25555060
In some nebulous back-story.
>>
>>25555153
Post link or it didn't happen.
>>
>>25555892
Heisenberg's plot uncertainty principle:
>Any plot that is neither observed by the audience or mentioned in front of them remains in a state of uncertainty. Only the location of events or the outcome of events may be determined through experimental observation.

c'mon man, this is meta-physics 101.
>>
>>25557286
Yes, and I'm very sure Elyse somehow learned how to cast Holy when we weren't looking.



Delete Post [File Only] Password
Style
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [rs] [status / q / @] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

- futaba + yotsuba -
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.