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/tg/ - Traditional Games


File: 1392519957073.jpg-(491 KB, 1741x960, Killers.jpg)
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The last thing you remember was a job well done. The first thing you remember is standing outside the apartment building wondering what to do now.


Twitter: https://twitter.com/Gideon020
Rules: http://pastebin.com/BgiTzjeE
Character Sheet and Inventory: http://pastebin.com/higzqSf1

Previous thread: http://suptg.thisisnotatrueending.com/archive/30239417/
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Cyberpunk%20Yandere%20Quest

Your name is Alice, and you are a prototype infiltration/assassination android who has just managed to fulfil her first real infiltration-based job for Uncle Zack, a dirty cop and relative to the young man you love, Ian Carter.

Right now, Ian is at school and his mother Rebecca, has kicked you out to 'enjoy the day and explore the city', and you can't fault good advice from a former Battlefield Generation child-soldier.

You check a list of places that you believe will be interesting to check out.

-Precinct 13: Uncle Zack's place of work and police headquarters for District 13, you could head there to get access to the weapon lockers.
-The Mistral: A large restaurant, bar and club, the Mistral is neutral ground for The City's teens according to Ian.
-East Side Shopping Complex: A so-called 'Mega Mall', it has everything that the residents of District 13 would need.
-The Skeleton: A decayed industrial area that is a security hole in the wall separating New City from Old City.
-The Crash Site: The scavangers would have taken most of the good salvage by now, but there might still be clues left.

GM: Non-combat rolls are best out of 5 and Combat rolls are best out of 3. Takedowns and Executions are best out of three, with the most interesting/amusing/brutal action description used.
>>
>>30266764
>-The Crash Site: The scavangers would have taken most of the good salvage by now, but there might still be clues left.
This one's time limited.
>>
>>30266764
>-East Side Shopping Complex: A so-called 'Mega Mall', it has everything that the residents of District 13 would need.
>>
>>30266764
Is it me or does the battlefield generation get a lot of respect from our yandere cyborg assassin?

Or is it just because of kick ass surgeon mom?
>>
>>30266764
>-The Crash Site: The scavangers would have taken most of the good salvage by now, but there might still be clues left.
>>
>>30266806
Echoing the crash site.

What if we discovered that our mission was to crash here? That our memory loss was intended?
>>
>>30267021

The Battlefield Generation are to this setting's people, like Big Boss and Solid Snake are to Metal Gear.

The reasons for this you might find out in the story.
>>
>>30267099
Ahhh I see. Awaiting the update warmly then.
>>
>>30266764
crash site.
>>
>The Crash Site: The scavangers would have taken most of the good salvage by now, but there might still be clues left.

You have memories of your training, memories of your parents/creators, memories of Company executives arguing with Papa, but there are still holes in your memory and mysteries.

For one, why were you on an Auburn Trans-Oceanic helicopter? They weren't your creators. But your damaged memory is also having problems remembering who your Company was as you wander the streets and bypass several checkpoints.

As the streets become steadily more decayed and unsafe, you make note of a shape moving through the shadows.

Since it isn't attacking, but observing, you ignore it as you enter the building Ian led you into and exited down into the streets. After making several turns, you come across the wreck of the helicopter.

It's still mostly intact, only a few sections have been removed from the hull. But the rotors are gone and there's signs of the hydraulics and wiring having been removed for the valuable metals and liquids inside.

You notice the shadow watching you from a nearby window as your thermals show it to be a normal human.

Ignoring it again, you begin your investigation of the helicopter.

The hole is a clear sign of an anti-tank grenade having been used to create an escape route, and you find bullet casings, .50 Beowulf, primarily used by M4A6 'Beowulf CQC' and AKS-74U/50, but Auburn Trans-Oceanic uses primarily .50AE P-90-5's for their security teams.

The helicopter is the wrong model as well as you check your warbook. The ATO conglomeration uses the D-90 'Wallaby' Multi-Purpose Cargo helicopter for long range transportation, not a Shikawa Aerospace NTT-900 'Hayabusa' MIlitary Transport.

A crunch grabs your attention and you look down to find a battered Mercury Computers 'OmniTouch' Smart Pad and pick it up.

It's intact save for the screen, Ian or Rebecca, or perhaps Uncle Zack might now someone who can repair it.

(Cont.)
>>
>>30266764
The crash site. There must be some clue. Or someone else coming to investigate. The company would want to figure out what happened.
>>
>>30267371
The plot thickens. So why did we think it was a Auburn Trans-Oceanic helicopter? Did Ian see a logo on it?
>>
You head inside the helicopter, finding the landing ramp has fallen without hydraulics to keep it up, and begin looking around.

The interior has been stripped, but the computers are interesting still present. But then you remember that in places as badly decayed as this, computers are not very valuable, especially encrypted military computers with still active...

Your eyes narrow as you realise that you haven't been hearing the constant beep of a retrieval beacon from the computers.

All computers belonging to conglomerations and the MegaCons that control them have retrieval beacons for their owning corporation to allow them to retrieve it.

But there is no signal coming from the computers inside. This is incredibly suspicious.

You look around the helicopter, noting that there are signs of gunfire and dried blood across it. You kneel and scrape the blood with a finger.

This isn't blood. This is sealant fluid, used to quickly patch up battle damage in Infantry-class UGV's.

You were being transported in a Hayabuse painted to look like an Auburn helicopter, with no distress or computer retrieval beacons, guarded by Infantry UGV's.

Then you find something shining under a seat and carefully pluck it out and hold it up to the light.

It's...

-...a 2-terabyte mini-flash drive.
-...a pair of identification cards. With Mom and Papa's faces!
-...an X-Ray DVD in a clear case.
-...a PDA.
>>
>>30267690
>-...a PDA.
>>
>>30267690
>-...a 2-terabyte mini-flash drive.
so much space, so many possibilities
>>
>>30267760
I am with the minidrive anon.
>>
>>30267690
>-...a 2-terabyte mini-flash drive.
>>
>>30267690
2 terabyte "mini" flash drive, though i do hope it also has a picture of mom and pop just so we can have one.
>>
>>30267760
we would have to use Ian's computer to look at it though. Unless we bought a cheap computer somewhere.
>>
>>30267690
>-...a 2-terabyte mini-flash drive.

>>30267760
>2-terabyte
>so much space,

Not really.
>>
>...a 2-terabyte mini-flash drive.

This should hopefully have some information inside as you tuck it into a pocket before standing up.

"Hey!" You look up to see a shadow at the doorway, looks like your mysterious stalker has appeared, "I saw that! Hand it over Old City!"

You stare blankly at the figure in modified street clothes, as she, because your vocal analysis indicates a young girl, suddenly pulls out a knife, "I mean it, Old City, hand it over! I got a knife!"

You simply pull your Beretta 97 from the pocket you hid it in and aim it at her. Although her face is hidden by a scarf, you can tell from her eyes that all the blood just drained from her face as she drops the knife, "H-hey, easy there, I was just joking, ha ha, funny joke right?"

You simply stand up and turn away from the girl so you can remove the helicopter's computer, thankful you remembered to bring a backpack with you.

With a firm tug you remove the computer and shove it into your backpack, glancing back to see if the girl is still there, and she is, staring at the computer with a miserable look in her eyes.

"Why are you here?" You ask curtly and the girl flinches, since you still have your gun out.

"I...I was hungry, so I thought I'd find something to see inside the helicopter, b-because the Artemis docked at the Sea Wall today and they're always buying tech for their ship." She sniffles again, "I'm sorry, I just wanted some food!"

-??? (Write In:)
>>
>>30267954
is it possible for us to remove the hard drive from the computer and give the rest of the stuff to her?
>>
>>30268012

It is possible, but these computers have anti-tampering mechanisms that typically degauss the memory.

Who knows what surprise this has in it? You need someone skilled to open it up, or at least extract the files.
>>
>>30267954
how much change do we have on us? do we even have an idea of the prices around here?
>>
>>30267954
C-can we make her are imouto chan?
>>
>>30268049
You have 2150 Tenge, and with The City's lucrative trading position on the New Silk Road, prices are quite low. That and the Chaos Twenty reset the value of currency worldwide.

These days, a high-class meal goes for a mere 70 Tenge. Shit be cheap.
>>
>>30268107
oh, just give her 50 with a bright smile and say "you never saw me, alright?"
>>
>>30268107
let's give her 150 Tenge then. that should hold her over for at least a week if she uses it wisely.
>>
>>30267954
Make her our sidekick Give her 30 Tenge and ask her to be our informant for pay.
>>
>>30268150
>high-class meal goes for a mere 70 Tenge
>150 Tenge then should hold her over for a week

More like 11 days.
>>
>>30268157
oooh, I like this idea. give her some money and ask her for a way you can contact her because we might have employment opportunities for her in the future
>>
>>30268012
we need to keep the computer. How else will we read our flash drive?
>>
>>30268150
We shouldn't just give out a handout. Lets make her work for it like >>30268157
>>
>Make her work for us.

You pull out the wallet that Rebecca gave you, stuffed with your cash from last night and remove a 50 Tenge bill, noting that her eyes are fixed onto it as you hold it out.

She approaches cautiously, but as she's reaching for it, you lift your hand, "Not for free. I don't do handouts. You want the money, you work for me."

She glances at your eyes and then the money, seemingly torn, before she takes the bill with a small nod, "Okay, I'll do it."

You nod, "Good. Now then, I need..."

-"...you to follow a kid named Ian Carter, see if he does anything, and I mean anything, suspicious."
-"...you to find out what sort of security New City has against trespassers."
-"...you to find someone who can repair computers and extract information."
-"...you to find out if there were any bodies taken from this wreck."
-"...you to tell me the major players in this city.
-"...actually, I don't need you for anything right now, but I want a way to contact you. And I won't be happy if you lie to me."
>>
>>30268471
>-"...you to follow a kid named Ian Carter, see if he does anything, and I mean anything, suspicious."
gotta keep our eyes on him
>>
>>30268471
>-"...you to find out if there were any bodies taken from this wreck."

Almost forgot we were a Yan.
>>
>>30268471
>-"...you to find out if there were any bodies taken from this wreck."
>>
>>30268471
>-"...you to find out if there were any bodies taken from this wreck."

Also ask her for a way to contact her, as we may have future jobs for her.
>>
>-"...you to find out if there were any bodies taken from this wreck."

The girl nods, "I can do that. Um..." She hands you a small device that you recognise as a mobile phone, "Here's a clean phone, I'll call you when I get the info."

You smile at her, "Thanks." She nods and dashes out of the wrecked helicopter.

With nothing left to find, you exit the wreck and pull the mini-flash drive out of your pocket. There's secrets inside this, and you were going to find them.

You quickly leave the slums and head back to Old City.

Once back on the streets, you decide to head to Precinct 13 and meet with Uncle Zack, it was time for him to make good on his promise.

Unfortunately the cops seem to be out in force, so you use the fire escapes to reach the rooftops, pausing to admire the view, before you take a running leap and cross the street in a single jump, landing with a thump as you keep running.

With a 'Thieves Highway' of sorts to help you avoid the checkpoints, and the fact that people don't look up, you quickly reach Precinct 13 and climb down onto the street before walking towards the police building.

Inside it's a scene of chaos as police process all manner of criminals inside, so you head to the front desk and wait for the duty officer to notice you, "Can I help you?"

"I'd like to speak with Sergeant Zachery Sinclair," You reply seriously, using his full name and the rank you noticed on his duty uniform, "it's about Hicks."

The officer blinks before smiling, "Come on through." He opens a side barrier and you walk through, "I'll take you to the elevators, Zack'll meet you there."

You follow the man to a pair of elevators and wait there, and before long you see Zack approaching and wave at him.

"Alice! Good to see you!" He give you a brief hug and presses the elevator call button, "Come to see what you can get your hands on eh?"

You nod seriously, "Not just guns, but ammo and modifications if possible."

He nods, "Trust me, we got what you want."

(Cont.)
>>
File: 1392529458863.png-(331 KB, 519x390, Room of Guns.png)
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You take an elevator down into a basement level, and Zack leads you past cages full of everything from money to drugs to military and police UGV's and UAV's, until finally you reach a set of heavy security doors and he flashes a pass card at the scanner.

You make a note of the pass card in case you need to get your hands on it for any reason. Hopefully not because you made an enemy of Precinct 13.

The doors hiss and slide open and Zack leads you into a darkened room before flipping a switch.

You stare as the lights come on and reveal guns, hundreds, maybe thousands of guns, along with huge lockers that have to be full of ammunition as Zack places a hand on your shoulder, "Impressive, ain't it?"

He gives you a little push, "Why don't you go take a look?"

You nod and begin looking around the room, staring at the shotguns, rifles, submachine guns and pistols, stacks and stacks of pistols, lying on shelves with handy identification tags.

You check lockers full of ammunition and find mountains of standard ammunition along with the following ammunition:

>+P: +1 Damage
>Hot Loads: +1 Damage Die

But first you should see what sort of new weapons you can acquire.

It would be best to take one new weapon, so for now you should...

-Check out the pistols.
-Check out the SMG's
-Check out the Sniper Rifles.
-Check out the Assault Rifles
-Check out the Shotguns.
>>
>>30269584
>-check out the pistols.
Lets keep it simple for now, we already have an AK-47. speaking of which, we can grab a bit more ammo for it here as well
>>
>>30269584
>-Check out the SMG's

Let's see if we cant find a folding/stealth SMG, like an modern version of the M-21.
>>
>>30269584
>-Check out the Sniper Rifles.
Bitches can't step up if we cap them from 1000 yards.
>>
>>30269584
>-Check out the Sniper Rifles.
>-Check out the pistols.
>>
>>30269739
>>30269740
>>30269821

Aren't we an infiltration expert?
Why not pick up an SMG that looks like a radio?

Future police would probably stock those too since police work is what they're designed for.
>>
>>30269936
Okay i guess you are right.
>>30269743 guy changing vote to an smg that looks like a boombox or something cool.
>>
>>30269584
>-Check out the pistols.
we're not going to war, we just need a little something discrete and light for protection
>>
>>30270389
>Radio for scorpion
>Special Holster for Pistol

>Suppressor
>Tactical Laser Module
>Cut Down Magazine

and sights for the pistol.
>>
>>30270608
No problem.
>>
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>Check out the SMGs
>Find one that can be concealed.

You head over to the SMGs and as you pass by MAC-10's, MP5's and Uzi's, your eyes search for one that suits your infiltration purpose.

Then you find it, an SMG with a tag that simply reads, 'The Scorpion' and smile at the sight of it.

The Scorpion:
Calibre: 5.56mm NATO
Damage: 5d6+2
Magazine: 30
Mod Slots: Barrel, Gadget, Sights

You find on a shelf underneath it a holster for the weapon itself and two choices of concealment; a briefcase and luckily enough a small radio.

You find the following modification kits as well:

-Sights:
Illuminated Sights: +5 to shooting rolls,
Red Dot Sight: +6 To shooting rolls.
-Gadget:
Tactical Laser Module: +5 to Shooting, Can wirelink to Four other Mods.
Tactical Flashlight: Blinds Opponents
-Barrel:
Standard Suppressor: Allows shooting to benefit from Infiltration Speciality.
Stubby: Barrel extension that provides +3 Damage, +2 to shooting rolls.

Should you take it?

-Yes (Specify either Radio or Briefcase, and one Mod from each category)
-Yes, and check out the other stuff as well (Pistols, Shotguns, Assault Rifles, Sniper Rifles)
-Not yet, let's check out the other stuff (Pistols, Shotguns, Assault Rifles, Sniper Rifles)
-Just stock up on Ammo and Leave.
>>
>>30270684
>-Yes (Specify either Radio or Briefcase, and one Mod from each category)
>-Yes, and check out the other stuff as well
red dot, laser module, suppressor.
pistols
>>
>>30270684
>Radio for scorpion
>Illuminated Sights
>Suppressor
>Tactical Laser Module

Trade in the AK, and get some mods and a concealable holster for the pistol.
>>
>>30270684
>-Yes, and check out the other stuff as well (Pistols, Shotguns, Assault Rifles, Sniper Rifles)
radio with Red Dot Sight, Tactical Laser Module and Standard Suppressor
>>
>>30270684
>-Yes (Specify either Radio or Briefcase, and one Mod from each category)
Radio.
Illuminated Sights.
Tactical Laser Module
Standard Suppressor

-Yes, and check out the other stuff as well (Pistols, Shotguns, Assault Rifles, Sniper Rifles)
Pistols I suppose.
>>
>>30270762
What other area do you want checked out?
>>
>>30270684
>The Scorpion:
>Calibre: 5.56mm NATO
The /k/ in me is having a seizure.
>>
>>30270839
pistols

oh, and why not check if we can get a non-gun original weapon (knife...)
>>
>>30270848
Oops, forgot to edit that. Just pretend it's a cut-down 5.56mm.
>>
>>30270890
Aww, you nurfed my superweapon.
>>
>>30270873
>beam torch
Yandere Zero?
>>
>>30271048
why not?
>>
>>30270873
>>30271048

Should we grab a small pistol for our informant in the slums?
>>
>>30271099
>Ian gets a stun buster
>Quest suddenly becomes weird megaman X quest, with "Zero" yandere for pacifist "X"
...probably won't happen, right?

>>30271142
She's a little girl. She could barely handle that knife, giving her a gun would just get her in more trouble.
>>
>>30271168

Even she should be able to handle something like a PPK.
Still, I see you point. Perhaps we can take one just in case she might need it later?
>>
>Yes (Specify either Radio or Briefcase, and one Mod from each category)
>Yes, and check out the other stuff as well (Pistols)

You yank the following mod kits for the weapon:

>Red Dot Sight: +6 To shooting rolls
>Tactical Laser Module: +5 to Shooting, Can wirelink to Four other Mods.
>Standard Suppressor: Allows shooting to benefit from Infiltration Speciality.

You'll have to wait until you get home to put the laser, sights and suppressor on the gun as you grab the radio along with the holster for when you need to take it without the radio.

You take everything to a table and place them down, before heading to the pistols and taking a look at the selection:

-PM Makarov, no mod slots
-Beretta 97, three mod slots
-Desert Eagle, .50AE, four mod slots
-Act of God .357 'Diamondback' Revolver, two mod slots

The rest of the guns are cheap Malaysian, North Korean and Nigerian knock-offs, unreliable and prone to exploding in the shooter's hand.

You check the weapon mods for them:

-Sights:
Illuminated Sights: +5 to shooting rolls
Red Dot Sight: +6 To shooting rolls.
-Gadget:
Tactical Laser Module: +5 to Shooting, Can wirelink to Four other Mods.
Tactical Flashlight: Blinds Opponents
-Barrel:
Standard Suppressor: Allows shooting to benefit from Infiltration Speciality.
Stubby: Barrel extension that provides +3 Damage, +2 to shooting rolls.
Overkill (Desert Eagle Only): +8 Damage, +10 to Shooting, negates Execution penalty.
-Magazine:
Expanded Magazine: Increases ammo by 60%

Take one?

-Yes (Specify gun and one mod from each category according to the number of mod slots. You grab a free)
-No, grab some mods for the Beretta (Take a mod for your Beretta 97's free mod slot)
-No, go find a melee weapon and stock up on ammo.
-No, just stock up on ammo and leave.
>>
>>30271265
That bit at the end of the first option was supposed to say 'free mod for the Beretta 97'.
>>
>>30271265
On one hand, it is a fucking desert eagle.

On the other hand, 4 mod spots.

i am so conflicted.
>>
>>30271265
>2. Get red laser for Beretta.
>>
>>30271265
>Can wirelink to Four other Mods.
So exactly what does this mean?
>>
>>30271265
As awesome as revolvers are, they've never really struck me as stealthy weapons.

We already have a Beretta 97, and I don't see a reason to change it.

>Laser Module for Beretta
>See about parts for a laser torch
>>
>>30271265
>No, grab some mods for the Beretta (Take a mod for your Beretta 97's free mod slot)
get a tactical Laser Module
also, get some a few clips of ammo for the pistol, SMG and AK-47
>>
>>30271373
Certain attachments can be connected by a wire cable to the laser to gain benefits.
Holographic, ACOG and Sniper Scopes gain +10 to shooting.
Grenade launchers can fire airburst grenades
Certain Ammunition can be guided using the laser connected to a special magazine adaptor
And the laser can be used to call in airstrikes of course. Although, you'll have to look hard for such a mod to attach to a rifle.
>>
>>30271517
nothing says yandere like calling an airstrike "just to be sure"
>>
>>30271550
But Yanderes usually operate alone, outside of the law.

Or we can be the social yandere. So good at manipulating people that the authorities are wrapped around our pinky. To protect our man. And he is none the wiser.
>>
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>No, get a mod for the Beretta 97: Tactical Laser
>Get a Melee Weapon
>Stock up on Ammo and leave.

You ignore the pistols for now and simply grab a tactical laser module and head back to the table.

Opening up the kit, you quickly and professionally attach the laser to your pistol and grab a concealed holster so you don't have to carry it and your ammo in your pockets.

"What do you have for exotic melee weapons?" You ask Uncle Zack from where he's watching TV. He looks up from the show he was watching.

"Well, there was one weapon that some Technomancer smugglers brought in from Germany. Here, I'll show you." He leads you down racks of knifes, hatchets, sledgehammers, and even some Black Knight Arsenal Ripper Knives.

He stops in front of a box and opens it to reveal two slender weapons, "Gas Blades. Uses a high-pressure mixture of oxygen and acetylene gas with assisted electrical ignition. Saw these things slice a man into pieces by the bitch who wielded them."

He hands them to you, "I think I'd feel safer if you have these."

Gas Blades x2
Damage: Special
Special: Instant Kill - Roll 1d10, if higher than 5 the weapons instantly kill the target. If lower than 5, they do (8d6+6)x2 damage.
One Of A Kind: If you lose these, you cannot replace them.

You stare at them in open wonder, before pressing the activation button on one and watching as a blazing lance of flame, burning at over 4000 degrees according to your systems, springs out of the blade with a hiss before you turn it off.

You smile at Uncle Zack, "This will do nicely."

After that, you stock up on some ammunition for your weapons.

Beretta 97: +9 Magazines (135 Standard Rounds)
Scorpion: +20 Magazines (600 Standard Rounds)
AK-47: +12 Magazines (420 Standard Rounds)

With your backpack filled with ammo and some new weapons, Uncle Zack escorts you out of the building.

(Cont.)
>>
"Come back any time you need supplies, and if you need some work, my Captain is always looking for someone." He tells you and you nod.

"I'll keep that in mind, thanks again Uncle Zack." You reply before waving goodbye and walking into the streets.

Now then, where to next?

-The Mistral: A large restaurant, bar and club, the Mistral is popular meeting ground for The City's teens according to Ian.
-East Side Shopping Complex: A so-called 'Mega Mall', it has everything that the residents of District 13 would need.
-The Skeleton: A decayed industrial area that is a security hole in the wall separating New City from Old City.
>>
>>30271788
>He hands them to you, "I think I'd feel safer if you have these."
I don't know if this guy is reckless, or just crazy.

>>30271816
>-East Side Shopping Complex: A so-called 'Mega Mall', it has everything that the residents of District 13 would need.
Let's see about electronics.
>>
>>30271816
>-East Side Shopping Complex: A so-called 'Mega Mall', it has everything that the residents of District 13 would need.
>>
>>30271816
any chance we can stop by the apartment and drop some of this off? don't exactly want to be caught with so many weapons and things.
>>
>>30271965
Sure thing.
>>
>>30271978
then we should definitely do that.
>>
>>30271980
seconded. This is waaaay too much firepower to just carry around normally.
>>
>East Side Shopping Complex: A so-called 'Mega Mall', it has everything that the residents of District 13 would need.
>Get your spoils hidden back at home first.

You decide to check out East Side Shopping Complex, but first you need to hide your new acquisitions.

You take to the rooftops again to reach Ian and Rebecca's apartment, quickly heading inside by using a spare key.

You unpack and store all the ammunition and your new Scorpion, weapon mods and Gas Blades underneath the sister's bed before heading back out into the streets.

With the rooftops, it becomes easy to find East Side Shopping Complex, mainly because the place is fucking huge.

You head down to street level and approach the massive complex, one of the first true examples of modern mega-structural engineering after the Chaos Twenty.

When it was built, the massive complex made the New Guiness Book of World Records. Larger places have been built, some integrated into apartment mega-complexes, but this will always be known as the first true Mega-Mall.

You head inside and immediately your systems access the AR and wireless network, as you start browsing the store listings.

After a few seconds you begin to wander the massive complex, window shopping and generally being the normal teenage girl you were built to resemble.

After a few minutes, you decide to focus your efforts in searching for an electronics store. Although you don't know what you'll be looking for inside.

Well, half the fun is looking isn't it? You find and reach the store in short order thanks to your systems giving the fastest route to the nearest electronics store, an outlet of Tesla Electronics.

You giggle at the AR-animation of two large tesla coils next to the entrance before entering.

The place is busy, so you amuse yourself looking for a new mobile phone, perhaps a music player, when your system gives you an alert ping.

You've detected a military transmission.

"...in, I have confirmed visual DD-90S."

(Cont.)
>>
>>30272148
I kinda meant for tools to hack the computer and stuff, but this works too.
>>
You immediately trace the transmission to a nearby man, dressed in a plain business suit but his bearing is clearly military.

But he isn't looking at you. Instead your kinesics show that he's looking towards someone else and you follow his gaze to...

No.

Standing there, looking at some laptops is your predecessor android model, the DD-90S, which is impossible.

Because you killed her on Papa's orders.

(And that's it for Part 5. Next part will be tomorrow Monday at 2:00PM, GMT+10)
>>
>>30272199
thanks for running it! the story is really interesting so far
>>
>>30272199
alright, time to stop faffing about and do my homework...

thanks for the run, Gideon


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