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If someone's listening to comms then you might be able to get out of this mess without a scratch.
“What's the only good unitologist?” You broadcast. “A dead one that stays that way”.
A couple of minutes pass before you hear the turrets' whirr as they move to face a different direction.
“You can come out now, Phil” that's definitely Sarge's voice, so you do as instructed.
But you're faced with a bunch of armed men, some officers, others engineers, and 3 of them dressed like military.
They've all got their pieces aimed at you. One of the military men, which you assume to be the leader, moves forward.
"We're all glad to meet another survivor" he pauses and motions for the others to surround your tram, still aiming at you.
“However, before we let you in, would you care to explain how a dead man is knocking on our door?”
A dead man? You check your own pulse and health-indicator that reads mostly full.
"Well sir, I'm most certainly alive, my heart is beating and the RIG seems to agree with my observation."
"You might as well be alive, but it doesn't explain how."
"Y'see when god doesnt want you and Satan is too busy unleashing hell.
You get told to return to Sarge because he needs good men." You grin, expecting at least some reaction.
But nothing comes out of the crowd in front of you, they're a tough one.
Upon further inspection of their postures you note that they're all on edge, some of them with their fingers already on the trigger.
"Look sir, I know as little as you do. I mean, I don't even remember dying, or at least I think I don't."
The man looks you head to toe as if deciding wheter he wants to trust you enough or just order everyone to fire and be done with it.
>Ask him how you died, it'd be good to at least understand what's got them on edge
>Ask about what happened to the station after you 'died'
>Tell him all that you remember. Where you woke up and how you got here.
>Try another joke, nothing better than jokes!
>Write-in /Mixed Option
>>
>>990903
Dropped my trip.
>>
>>990903
>all of the above
>>
>>990912
This
>>
Deleted because I bundled up two different lines somehow.
>>
"Okay so stop me if you've heard this one but -"
"I swear to all that's holy, if this is a joke I'll shoot you right now"
Woah there, this guy doesn't seem to have any chill, can't take even a little joke.
These military types never do, if your previous experience with them back on earth is any evidence.
"Alright, alright. Here's all that I remember: waking up alone in the residential quarters, seeing your little notice on the elevator,
then merrily making my way here through a monster-infested station that was somehow empty."
"Alone you say?"
"Yeah why?" He doesn't seem to express any desire to respond, so you continue.
"How did I die anyway? none of you mentioned that."
"You were in a deep coma, the doctors said it'd take a long time to even have a shot at waking you up,
and attempting to transport you in that state would cost most of our medical supplies.
Hell, after the director died and the cultists took over what wasn't in necromorph hands we lost all hope - anyone could still be alive""
"So you left me?" 'And what the hell is a necromorph' though you do not say it out loud.
"Yes."
Well that's not a happy thought, knowing you were left - to - die, you at least hope your mates tried to argue against that.
"I wasn't really dead then was I?"
"No way someone can live 3 weeks in a coma while alone in a monster-ridden hellhole, kid"
"Your point being?"
"That you had to have help from someone, the cultists or the traitors."
"He ain't no cultist, damn he probably killed more of them than most of you" says one of your fellow officers, lowering his weapon.
"Or maybe you're just some fucking monster trying to fool us!" Interjects one of the more deranged civilians.
"Oh right, I guess what happened is some space zombie with great motherly instincts decided to adopt the orphaned cop to raise as her monster child, then sent me here to meet my real parents."
The military guy rubs his temples and appears to consider his options.
"Look. I'm willing to let you stay here. Ouside, at least until the doctors examine you."
>Fair enough
>No deal, I'm out to strike my own luck
>Try to convince him otherwise?
>Write-in

This should make more sense.
Still a bit sleepy, gonna need more caffeine to get me going.
>>
>>990949
>>990903
Another thing that slipped my mind...

>Previous Threads:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dead%20Space%20Quest
>Twitter Account
https://twitter.com/RedMarkerQM
>>
>>990949
>Fair enough
>>
>>990949
>>Fair enough

I'm pretty sure i'm still human, but sure, go ahead.
>>
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"Fair enough" The men all move back into Engineering, with two exceptions.
The military men's leader, who introduces himself as Commander McCormick and your very own Sarge Anderson.
They instruct you to rest around the control point, and turn the turrets back online.
You consider talking while you wait for the medical team to arrive, but you're not sure if there's much to say.
>Ask about the station's fall (anything in specific?)
>Ask about your other companions
>Ask why they chose engineering for their little hideou
>Write-in

>>990971
But are you whole?
>>
>>990975
>Ask about the station's fall
The director
>>
>>990975
>>Write-in

Ask what are the necromorphs and if they left him for dead, then who left a note saying this sector was safe?
>>
You've got a couple of questions in mind, so might as well get some answers.
"The director, huh? Figured his position was the most secure in the entire station"
"It would be, but when we left to help in that communications hub mission his second in command took the opportunity to turn coat"
That must've been what he meant by traitors. Still, why would the aide help the people who probably want everyone dead?
"Now that that's out of the way, what are 'necromorphs'?"
"Long story short but apparently it's what the monsters are.
One of the doctors said he read the term on a study on some lunatic's delusions"
"Guess he wasn't that crazy then?" Or at least he was just the right kind of crazy to know the truth.
"Well, about that message you left back there"
"What message? You talked about it earlier but we didn't have time to do that when we were retreating.
"So it wasn't you who left the instructions for me to come here."
He goes silent, his eyes full of worry. "It wasn't us"
A few minutes pass in silence before the medical team arrives. And what a medical team, one doctor and... Carla?
>Ask another question to the now slightly larger crowd (what?)
>Just lie back and let the docs do their work
>Say hi to Carla (how?)
>Write-in
>>
>>990991
>Ask another question to the now slightly larger crowd (What should we do next?)
>>
ou decide to take everyone's minds off the current situation and into something productive.
"What do we do next?" Everyone seems a bit shaken at that question, except Carla who's avoiding looking at you.
"We secure our location, get whatever supplies we can and survive"
"That's your grand plan?"
"Yes. Gather, defend and stay alive"
Man that's depressing, it seems that these people have given up on fighting back, or at least their leader has.
Meanwhile, the doctor who was examining you wraps up and starts walking away.
"Where are you going?" The commander shouts.
"I- I was going inside"
"What about the report? What is wrong with him?"
"Th- there's nothing wrong. Sir." he pauses before deciding to add more information "He's just a regular human. A bit injured but normal"
>See? Now let me in!
>Ask more questions (what and directed at who)
>If you guys don't have a plan then I'm leaving and making one
>Write-in
>>
>>991050
>See? I'm no monster though I tell monstrously good jokes.
>>
I forgot. Welcome back.
>>
File: Rero.gif (1.58 MB, 637x359)
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>>991062
Welcome back anon.
>>
"See? I'm no monster though I tell monstrously good jokes."
McCormick shakes his heads and motions for everyone to get inside, you included.
Carla waits for you to go so she can approach you, she looks a bit different though you can't exactly pinpoint how.
"Hey Phil -" she hesitates for a bit, then sighs and continues "I'm really sorry I got you in that mess.
And I'm sorry we left you behind. I tried to convince them to take you but..."
>No harm done, they did what they had to
>No harm done, it's not your fault
>I'm never again doing any missions you ask me to do. You know that right?
>Write-in / Mix

Since it's december 30th things will probably be a bit slow in terms of players/posting, but it's fine since I have a lot of time today and can run beyond the usual.
>>
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>>991058
>>991050
Yes
>>
>>991083
>No harm done, they did what they had to
>>
>>991083
>No harm done, it's not your fault
Wasn't really her fault. We did agreed to it.
>>
"No harm done, they did what they had to, and it's not really your fault that I agreed to a mission like that."
She looks a bit comforted by you taking it well, which you're pleased by.
During the apocalypse you might as well keep people's spirits up, otherwise everyone turns into a gloomy asshole.
Once inside Sarge and Carla volunteer to show you around, while the commander just promises to investigate
the circumstances that led you to remain alive then returns to whatever duties he has.
As you walk around the place you understand why they feel comfortable just standing around.
There's lots of parts and machines, a sizeable amount of military supplies, clean water directly from the recycling system,
a makeshift hydroponic plantation that you assume had most of it's parts relocated here from the actual hydroponics,
hell they even remembered to fortify the ducts and set up a checkpoint system for all areas.
The place is a fortress, and with a grand total of (according to your rough estimate) a hundred people it should be easily defensible,
even if most are civvies.
>Ask for details on your injuries
>Question if they also agree with the Commander's plan of staying put
>Remind them the station was empty of monsters and ask if they know anything about that
>Write-in
>>
>>991105
>Ask for details on your injuries
>>
>>991105
>>Ask for details on your injuries
>>Question if they also agree with the Commander's plan of staying put
>>Remind them the station was empty of monsters and ask if they know anything about that
>>
>>991105
>Remind them the station was empty of monsters and ask if they know anything about that
>>
"About my injuries..."
"Kid, you looked like you were executed via firing squad.
There were enough holes in you that we considered using you as a sponge"
"That bad eh?"
"Worse. But the omega doctor who worked on you did miracles, and it allowed the surgeons to stabilize your condition.
Well, enough that you were not dead, just in a deep coma. They said you'd take long to wake up, if ever. You know the rest"
He stops and tells Carla and you to sit at a table in the main courtyard of their hideout, then goes talk to some tattooed civvie.
"So what happened next is I woke up alone in a station devoid of monsters.
The last part is worrying me, do you know anything about it, Carla?"
She shrugs, seems to be looser and more capable of facing you than before
"I guess the necromorphs just vanished two days ago. No one really knows where they went."
"Creepy"
At that the sargeant returns, handing each of you a bottle of beer.
"Hope you weren't talking about my associate there. Cheers"
You take a few sips. Damn thing is hot. Guess the one thing they haven't got is extra space on their fridge.
"Staying put and just surviving."
"Yep." the sargeant doesn't seem to be very happy about the mere mention of the idea
"I guess you dont agree with it?" Carla interjects.
The sargeant turns to face her, the bags under his eyes bigger than ever, as he juggles the already empty bottle on his hands. "Whatever he thinks, I'm against it and you know it.
We should be out there trying to find a way to escape."
"Should we? I mean, the distress signal failed, we don't even know if the hangar has any ships left, and we're outnumbered completely."
her face really shows how distressed she is over the situation, barely looks like the cheery lying agent you met before.
>We should kill every damn cultists and take back our station
>We should find a way outta here
>We should just stay put
>To hell with it, let's sign up with the monsters maybe they have dental care
>Write-in /Mix
>>
>>991143
>We should find a way outta here
>>
"We should find a way outta here"
"How? Like I said, the hangar's probably empty and the distress signal was a bust.
With the communications hub mostly destroyed there is no way we could try a second time.
"What's that about the hangar being empty?" You remember there being an explosion, but not that ships left.
"The first wave of unitologists attacked the place, damaged it pretty bad with their bombs and killed most of security.
Then for some reason they started leaving in the ships.
Everyone alive fell back and relayed that intel to us, hence why there was no attempt to evacuate."
"But why would they steal a bunch of ships? I mean, they had a mission here so why would they leave?"
None of this adds up.
>We should investigate further, any clues?
>We should invetigate further, [indicate a place]
>We should talk with that commander guy first
>Whatever, where do I go to catch some shut-eye?
>Write-in


I know this much dialogue makes things slow as fuck but I'm hoping to get you lads into the meatgrinder soon.
>>
>>991170
>We should investigate further, any clues?
Should probably rest before leaving
>>
>>991170
>>We should investigate further, any clues?
>>
>>991170
>We should investigate further, any clues?
>>
"We should investigate further, any clues?"
"Well, I'd first check the laboratories, the cultists seem to have wanted something there according to survivors,
plus it was the last place they struck before they raided the residential quarters and moved us back here"
"Oh yeah, I remember we walked past that one didn't we, Carla?"
"You idn't really have the time to worry about that while trying to save our asses, Phil." the sarge interrupts.
"I'm off to get some rest, if you want I'll show you the bunks"
"Sure, let's go."
"Hey, Philip." Carla holds you back "If you go out there, I'll go with. I owe you."
"So do I really" the Sargeant "You can count me in"
>I think I'll try going alone, probably make less noise that way
>Sure, we're one big necromorph-hunting familiy
>I'll think about it.
>Write-in
>>
>>991187
>>Sure, we're one big necromorph-hunting familiy
Going in alone while we're still recovering from that coma would be a bad idea.
>>
>>991187
>I'll think about it.
>>
>>991187
>>Sure, we're one big necromorph-hunting familiy

Also, while they clearly have experience dealing with terrorist scum, how good is their necromorph experience? You were quick to adapt to their behavior and with your quick mind managed to find about their weaknesses and strengths, but what about everybody else? Have they learned during those days you spent in coma to deal with those monsters? You don't want to repeat the same experience you had with your squadmates dying because the necros were a new and unknown menace
>>
>>991203
To clarify, do you want to ask if they're now good at fighting these things or did you just want to mentions those quite important concerns to the other players?
>>
>>991206

Ask our character's allies if they are cool with dealing with the known necro types so far and if they are adaptable enough to deal with special necro types, like that regenerative type you had to blow with two grenades.
>>
>>991213
"Sure, we're one big necromorph-hunting familiy"
you can't help but smile, thinking back to how things were before this whole mess.
Or maybe you're just really batshit crazy. Either way, the thought of finally having folks who stick with you is good.
"Kinda important question I just thought of, though. Do you guys know how to handle these 'necromorphs' now?"
They look at each other then back at you. "We've basically been doing what you were. Dismember and destroy as much as possible"
"No problem shooting babies or the ones that refuse to die?"
"Not really, it took a while but you get used to the thought of killing dead people" says Sarge.
"Good. Great really! Now let's go rest, I just slept for 3 weeks but I still another one"
The sarge leads you to a hidden bunker made in the underground of the air-recycling area, apparently the new 'apartments' of the station.
You sleep well, surprisingly no nightmares, whispers or insanity tugging at the back of your mind.
When you wake up the Sarge leads you back to the same spot as the day before, this time a few more people await you.
"Carla worked last night in getting us a few extra volunteers, in case you're interested."
He motions to your fellow officer, Gomez. "This little fella you already know, no introductions needed."
Next up is a short bald engineer whose RIG looks ancient. "The former chief of engineering, Julius, retired but a bright fellow"
Finally someone wearing a security RIG painted in white "Doc Samson, he was a combat medic and is also the guy who operated on you"
>Sounds good, we're leaving now, grab your stuff
>Sounds good, but we're not leaving yet, I want to [insert suggestion here]
>Sounds bad, too many people, I want to leave behind [who to leave behind and who to take]
>I've changed my mind, I'm going alone
>Write-in
>>
>>991220
>Sounds good, we're leaving now, grab your stuff
>>
>>991220
>>Sounds good, but we're not leaving yet, I want to [insert suggestion here]

"I want to make sure the group left behind will be okay even with all the people leaving with me"

I wouldn't want to leave knowing we took away key members of this group of survivors. But if they are just fine with the turrets and what medical staff is left, we can leave.
>>
>>991239
>>991245
One sec Evernote is being a dick.
>>
>>991220

>Sounds good, but we're not leaving yet, I want to [Load up on ammo if we can get a engineers plasma cutter that would be great]
>>
>>991220

>Sounds good, we're leaving now, grab your stuff
>>
“Sounds good, but I want to make sure those staying will be fine without us here.”
“They'll be fine. What worries – me – is that you've decided to take it upon yourself to organize a mission without consulting me first”
You turn around, the commander standing behind you, hands crossed over his chest.
“The people with you aren't essential, but I can't risk losing anyone else on another suicide mission”
“Look it's just an investigation, there's no need to be a pain about this McCormick”
“It's voluntary too, no one's here against their will.”
“Regardless, my mission is to keep the survivors safe and ensure that we outlive the threats to our well-being”
This guy is really delusional if he thinks waiting around is a sound strategy.
You notice the other military men are joining behind him, along with some enforcers.
>Convince him to let you go? (detail your plans and arguments) (d20)
>Intimidate and threaten his perfect little bunker (details) (d20)
>Give up and stay, for now
>Write-in

>>991259
If you want you can ask and I'll detail what everyone has.
>>
Rolled 6 (1d20)

>>991266
>Convince him to let you go? (detail your plans and arguments) (d20)
"We're just going to investigate and try to find a suitable ship to get off here. If we find nothing then we'll return."
>>
Rolled 6 (1d20)

>>991266

Convince him to let you go? (detail your plans and arguments

Iv been sleeping for about 3 weeks im not going to sit around any more, going ti find out what happened to them all. Just there and back not taking on the station.
Or what yiur going to force people to stay here to get killed or get shot by you for not looking around?
>>
>>991291
>>991296
Aaah!
>>
Rolled 6 (1d20)

>>991266
>>Convince him to let you go? (detail your plans and arguments) (d20)

Staying here will only lead to us eventually running out of supplies and die due stress, dehydration and hunger. And that's if no one goes mad from being isolated here first.

If there's even a slim chance of finding a way to contact with more survivors and obtain a ship, I'm willing to risk my life for it. Besides, we will be cleaning the way so it is necro and cultist free, so either way is a win-win situation for everybody.
>>
>>991291
>>991296
>>991301
>666
>>
>>991291>>991296
>>991301
Triple 6 its a sign
>>
Rolled 13 (1d20)

>>991301
>>991296
>>991291
>6
>6
>6
Okay, this quest has some shitty rolls, but this is creepy.

let me break the 6 chain just in case
>>
>>991310

Unlucky 13
>>
>>991307
A sign that that we're gonna die. inb4 triple 1's
>>
>>991310
We're cursed. I hope it was a really low DC but we're not that lucy.
>>
>>991310

Friday the 13th, truly fitting a follow up to satan
>>
You argue many things, that you can handle yourselves, that you're not going into great danger just investigating stuff,
that this is the only way to find an escape or any other survivors at all. Everything you throw at him is useless.
“I said no. And it's final” Man this guy is worse than your ex.
“Look...”
>Make up a lie that could convince him (d20)
>Intimidate him (d20)
>find us
>Write-in?

>>991315
I already said before but
>triple 1s and Carla is actually the ubermorph in drag

>>991313
>>991317
>>991320
Thankfully this is not Jason X: the Quest.
>>
>>991331
Write-ins help with those options by the way, I always forget to add that in.
>>
Rolled 9 (1d20)

>>991330
>Make up a lie that could convince him (d20)
"Before I was knocked out, I heard some cultists talking about a ship. I'm not sure if it still works or they destroyed it but it's a chance we need to take."
>>
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>>991338
>>991331
Hoping the next roller is fast enough to save y'all.
>>
>>991330
>>Intimidate him (d20)

"Look, I have punched to death things bigger and deadlier than you. I will go out and find the truth and a way out even if I have to trample all over you"
>>
Rolled 15 (1d20)

>>991352

Forgot roll
>>
"Before I was knocked out, I heard some cultists talking about a ship. I'm not sure if it still works or they destroyed it but it's a chance we need to take."
You're not sure if your acting was that good or if this guy has some hope deep down that you just fed, but he takes the bait.
“If there really is a ship then you'll find it and report it immediately. Understood?”
“Uh. Yes. Yes sir.”
The man calls his men and departs back to wherever it is he spends his time in.
“Who died and made him boss?”
“The director”
“Oh right.”
You and the new team leave the engineering sector, making sure to temporarily disactivate the turrets so you can catch the tram.
Six people, you, Carla, Anderson, Gomez, Julius and Samson. Probably enough for a mission like this.
And a pretty diversified team in terms of skills means you're unlikely to find some problem you can't tackle.
“Alright where to first?” says Sarge while messing with the tram controls.
>Laboratories, find out what the cultists took
>Hangar, inspect for clues of what they did with the ships
>Construction site, that seemed to be their main focus before
>Command, let's see what's the situation with those traitors
>Write-in (any info just ask)
>>
>>991367
>Hangar, inspect for clues of what they did with the ships
>>
>>991367
>>Hangar, inspect for clues of what they did with the ships
>>
Rolled 14, 15, 3 = 32 (3d20)

“Get us to the Hangar”
“Alright” he says as he selects the destination on the controls.
-
After making your way through the completely undefended first levels you arrive at the hangar itself by elevator.
The group splits into three and you check the area, never straying too far from the others.
No ships seem docked anywhere, and everywhere you look there's nothing but dust and remains from those not so lucky.
You come across some of the bombed sections but there's not of much use there,
at some point it's clear nothing is out of the ordinary other than the 'just went through hell' look of the place,
so you decide to gather everyone and move towards the hangar's control room.
That's when you finally got some action.
“Fuck there's snipers in there”
“Odds one of them is the same from three weeks ago?”
“Not very high we killed a bunch of these at the apartments battle.”
Your crew has taken cover. The doctor and the engineer don't have great long range capacity,
meanwhile the three officers, you, Gomez and Sarge all have pulse rifles.
Carla is still using the seeker rifle she looted from the cultist hideout.
>Battle plan?

As for the layout, you're in a lower area using the 'railguards' as cover, the hangar control is further ahead going up a service elevator, inside a "tower"

d20 bo3 folks
>>
Rolled 1, 15, 4 = 20 (3d20)

One sec, checking.
>>
Rolled 3 (1d20)

>>991391
>>
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>no one else is rolling
>>
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>>991431
I'll be around, I guess we can pause.
>>
Rolled 20, 8, 18 = 46 (3d20)

>>991391
Do we even know if there hostile....?
>>
>>991391
Fking hell, I hope you didn't mean roll 1 dice....
>>
>>991450
I was busy and catching up.
>>
>>991456
I meant 1, yeah. I'll take the 20 and the 8 anyway

>>991454
Well they're shooting at you and the security forces were evacuated, so it's safe to assume.
>>
Rolled 7 (1d20)

>>991391
Ill play gofer to draw fire, sarge gomez cover fire, Carla try to get a clear shot on him
>>
>>991472
Sorry, play gofer?
>>
Rolled 18 (1d20)

>>991391

There's nothing to do but try to outsnipe them with our three pulse rifles. If there's some cover in the way, we could try to get closer and take them out from a closer distance
>>
>>991466
Well you didn't mention they were shooting at us soz I thought maybe they wore the wrong colours.
>>
Rolled 19, 11, 7, 2, 4 = 43 (5d20)

You decide to lure their fire by running to cover closer to the tower.
A hail of fire comes down upon you, it seems the snipers aren't alone up there.
To help you with that Sarge and Gomez lay suppression fire on the tower.
Thankfully you're fast enough to avoid taking any hits, and get just in time to see Carla take her shot.
“One down” she shouts. The engineer and the medic don't seem able to do much,
their shots just waste ammo and hit wildly off target, mostly due to how a great a distance there is.
You look to the side and see two cultists rush to the service elevator. Promptly you take them down with pulse rifle fire.
>Call the elevator and get upstairs so you can flank them
>Keep trying to draw their attention and letting Carla snipe their positioning
>Throw a grenade up through the broken window
>Write-in
d20 for all actions

>>991497
You're right, I cut off the portion where the reason they notice there's snipers in there is because they shoot at you.
My bad lad.
>>
Rolled 20 (1d20)

>>991504
>Throw a grenade up through the broken window
I was meaning to ask, but I couldn't get to a live post before we leave the fort, where did all our other gear go? We should ask who took them.
>>
Rolled 3 (1d20)

>>991504
>Throw a grenade up through the broken window
>>
'Time for the topical application of explosives' you think as you throw a grenade upwards without leaving cover.
Now that you think about it, you didn't care to aim first, not that it mattered.
Two cultists are thrown off from the tower, another you can hear scream in pain upstairs.
No more shooting coming down from it, which indicates it's clear.
You and the others take the service elevator and head inside.
Place is kind of a mess now that a grenade blew inside it, but thankfully the important equipment is mostly intact.
Carla and the engineer go check the computers while Sarge and Gomez secure the entrance and the windows.
The doc goes to check on the screaming cultist.
>Ask how long he's got
>Put a bullet in his head
>Try and get some intel out of him (d20)
>Write-in
>>
Rolled 3 (1d20)

>>991536
>Try and get some intel out of him (d20)
>>
>>991509
Oh shit I got a 20, no one else roll!

Kidding. Won't it be easier to lock in an option and then ask for a roll so we don't have a bunch of rolls for different options people choose? Or have people picking another option if people start rolling badly for the first one? Not that I care to much, I'd rather just play and have fun then nitpick too much over game mechanics.
>>
>>991539
I switched to "first 3 regardless of choice", while keeping the "1's erase top roll" rule,
but about people picking another option, we don't really have a lot of players and most of the time all options require a roll.
>>
Rolled 12 (1d20)

>>991536
>Try and get some intel out of him (d20)
Grab him by the face and force stare into his soul. Firmly ask a question, then whisper into his ear MAKE US WHOLE AGAIN
>>
>>991544
>>991538
Gonna wait for the last one and grab some grub.
>>
Rolled 7 (1d20)

>>991536
>>Try and get some intel out of him (d20)
>>
You try to get some intel out of him, but much to your surprise he starts biting his own tongue.
That's one way to make sure you don't speak, specially since he dies soon after choking on his own blood.
The doctor is speechless at the act, probably used to people who want to get better instead of dying.
“Philip, I got something” Carla motions for you to approach her workstation
“See, these are the computers that control the entire docking system. As I was talking to Julian the whole thing basically tracks the ships close enough to the station and logs their movements.”
“Okay so?”
“The ships, Phil, they're all here. At least that's what the system is saying.”
“Clearly they aren't.” You point to the empty docks and frown while considering just how a ship leaves while staying.
“Maybe they've just been moved.”
Moved? Moved to where? None of this makes sense but you feel this place doesn't have more useful information to gather.
>Stay around, look for something specific (point it out, what do you want to find?) (d20)
>Move to Command
>Move to Labs
>Move to Construction Site
>Move to Medical
>Move to Waste Disposal
>Move to Residences
>Move to Business
>Back to Engineering
>Write-in
>>
>>991629
>Move to Business
Maybe there are clues on where they took them? Ships have to be registered, right?
>>
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>>991629
>Move to Labs
>Tfw we lie but we don't really lie
>Inb4 ships loaded w necros to infect other stations
>>
>>991629
>Move to Construction site
no where else makes sense besides maybe the labs for where a ship can be.
>>
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>>991644
What a crazy plan, who would think of something so deranged?
>>
>>991644
I was thinking. The lie could become true...sure of.
>>
10 then breaker.
>>
>>991629
>>Move to Construction Site

Maybe they are hidden there? Obviously all those cultists here must have a means to eventually leave unless this was a suicide mission
>>
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>>991677
>unless this was a suicide mission
>>
>>991629
>Move to Construction Site
>>
“Next stop, unfinished sector 10!” you announce to the crew.
“We're going back there? I knew I should've packed some air cans” says Gomez
Sarge replies: “Cheer up, at least everyone is wearing a RIG this time”
“And hopefully no jacked mutant necromorphs show up, again”
“I'm pretty sure I took care of that one, Carla”
“You never know with these things”
The doctor and the engineer seem a bit horrified by the prospect of another breed of necromorph, but not exceedingly so.
Not long after you reach the site, again empty. At least he first few bits.
You go through the areas you had already passed before, up until the section with the airlock.
This time you decide to go through the lower area and proceed through there.
It's mostly empty, unfinished station blocks and lots of construction material.
Everything in this damn station has just been so quiet that it's driving you mad.
'Or maybe you are mad' you think as your group exits the latest airlock, all the stolen ships facing you, they're all 'docked' on a long metal path that looks recently built.
“Turns out those ships really – really – were here”
“Guess this is our way out”
“Wait-” something feels wrong about this, something is very very wrong.
“Hey the doors on that one are opening” Gomez points to the ship closest to your location.
“Prepare to engage the... by gods NO! RUN!”
A swarm of necromorphs hurries out of the ship and heads towards you. There must be at least thirty.
>Retrat inside where we can narrow them down the hallway paths and airlocks
>Make your way through the outside where there's open spaces and we can't be ambushed
>Stand and fight!
>Write-in

bonus of +5 since someone guessed right, you guys jumped over the 'how' straight to the 'what'
>>
Rolled 7 + 5 (1d20 + 5)

>>991748
>Retrat inside where we can narrow them down the hallway paths and airlocks
>>
Rolled 13 + 5 (1d20 + 5)

>>991748
>>Retreat inside where we can narrow them down the hallway paths and airlocks

Make a 6 VS 30 into a 6 VS 3-4. In a straight hallway, we can still fire all our guns while the large group's mobility will be hindered and forced to come in smaller groups
>>
>>991763
>>991748
>retrat
Aw man, I keep doing this crap.
>>
>>991748
>Retrat inside where we can narrow them down the hallway paths and airlocks
>>
Rolled 8 (1d100)

>>991775
My dice didn't work... strange
>>
Rolled 6, 3, 4, 3, 16 = 32 (5d20)

>>991775
Give me one more d20 so I can see how well you lads do.
>>
Rolled 19 + 5 (1d20 + 5)

>>991748
>Retrat inside where we can narrow them down the hallway paths and airlocks

GOT THIS
>>
>>991777
Well thanks, nevermind this
>>991778
then
>>
>>991782
Wait but this is wrong >>991777 mine was right ;-;
>>
>>991785
The post I refered to was me rolling, yours was counted anon.
>>
>>991793
Oh thank marker.
>>
>>991785
Oh wait no nevermind.
Okay you lads got 19+5 for "24".

Unnatural 20 it is.
Gonna write after I get some coffee while reflecting on my nonexistent attention span.
>>
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>>991803
Drink it black, the superior way.
>>
Rolled 15, 19, 20, 7, 9 = 70 (5d20)

“Retreat! Through the airlock!” The team fires while moving back.
Most of the team only manages to get one or two enemies down during movement, despite Carla, Sarge and Julius wasting grenades.
Funnily, grenades don't arc while in space, maybe that's what made their aim so damn off.
You however stick to tried and true shooting, taking down three leapers and two regular uggos on your own.
One of the baby-looking ones jumps to the side of the airlock and tries to spit at you,
but you grab him by the tendrils and swing him down with enough force to turn him to mush.
As you enter the airlock you retreat further, into the corridor it connected to. Soon you hear noises from the vents and the necros start joining the party.
>Stand on the hallway and take out as many as you can here, for now
>Retreat further to the other room, it's larger but there's cover from baby spit and such
>Tell the team to use explosives, this might decompress the room if it blows the walls
>Write-in
d20 for all

>>991808
If it ain't black it ain't coffee
>>
Rolled 20 (1d20)

>>991851
>Stand on the hallway and take out as many as you can here, for now

pew pew pew, Americ'a.
>>
>>991867
What the fuck.
I guess smashing a baby got Phil in the right mood.
>>
Rolled 12 (1d20)

>>991851
>>Stand on the hallway and take out as many as you can here, for now
>>
Rolled 12, 17, 15, 17, 14 = 75 (5d20)

Shooting these charging necros in a hallway like this is almost like stealing candy from kids.
Not that you ever stole candy from kids to know it was easy, just a figure of speech.
The entire team does well in such circumstances, altough Doc and Gomez are hit by those damned babies,
everyone takes at least three of the wankers down. But the real stars? You and Julius.
With your brutality in firing that pulse rifle and the wide beams of his plasma cutter you rack up at least ten kills each.
By the end of it you're all running a bit low, but despite the reprieve of the necromorph onslaught more seem to be coming in through the vents.
>Alright, time to fall back
>No, let's try and kill some more
>To hell with this, retreat and then blow up this place
>Write-in
d20s for all
>>
Rolled 8 (1d20)

>>991901
>Alright, time to fall back
>Leap-frog backwards, some cover and some fire

TACTICS SON
>>
Rolled 19 (1d20)

>>991901
>>991903
I'm game.
>>
Rolled 11 (1d20)

>>991901
>>Alright, time to fall back

Okay, now those are more manageable numbers, and we know where to shoot when the enemy reinforcements comes
>>
Rolled 11, 13, 19, 16, 3 = 62 (5d20)

You all retreat into the previous room and wait for the next wave.
Everyone performs well. You set Sarge and Gomez on the flanks to stop any necros from jumping on you from the lateral vents.
Doc and Julius get back and protect the rear, while Carla just ahead snipes the entrance.
You take the middle point and help as necessary. Initially that means “just shoot the door”, but eventually it turns into “try to fight enemies from all sides”.
Happily for your entire crew after three waves you are merely surrounded by gored dead bodies, rather than being gored dead bodies yourselves.
The entire team performed exceptionally, missing few shots and hindering enemy mobility through dismemberment.
Or so you think, but as you try to fall back once more the party is interrupted by a... group of fat necromorphs coming from behind you?
“What is this thing?”
>Shoot! Everyone open fire!
>Charge them with the shield and open space for your crew to retreat through
>Screw this let's go back where we came from
>Write-in
d20s!
>>
Also, I should point out that the team is very low on ammo for their primary weapons, altough you do have explosives and most have secondaries.
>>
Rolled 7 (1d20)

>>991956
>Charge them with the shield and have your friends toss nades to pop'em?
>>
>>991956
>Charge them with the shield and open space for your crew to retreat through
>>
Rolled 9 (1d20)

>>991976
>>
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You guys have one more roll so I'll be waiting.

Just a question though:
should I slow things down and go into detail during combat
or is 'just focus on tactics' good enough?
>>
>>992004
Well Tactics once you get over the shock value of Nerco's tend to win battles.
>>
Rolled 16 (1d20)

>>991956
>Charge them with the shield and open space for your crew to retreat through
Deus Vult!
>>
>>992004
Throw in some details once in a while if you feel it can add more to it, devil in the details and all.
>>
Rolled 4, 17, 3, 1, 20 = 45 (5d20)

You've got a bad feeling about those bloated bellies.
Putting all your strength on your legs you charge against the beasts,
popping out your shield at the last minute you crash against them and somehow send them down on the next room's floor.
The crew jumps over them and retreats further into the room, taking their firing positions.
“Phil get your ass over here”
You can hear their words but the bloodlust is numbing your mind.
>Get out the necro stake and handle them on melee while your crew minds the vents and reinforcements
>Run back to the firing line and continue with the current plan
>Run back and try to set explosives on the next entrance so you can send this all to hell once you retreat
>Write-in
d20s galore!

>>992033
I'll try

>>992010
I do feel it's hard to do details in large scale battles but I know it's very doable.
>>
Rolled 9 (1d20)

>>992046
>Get out the necro stake and handle them on melee while your crew minds the vents and reinforcements

CUE THROUGH THE GATES OF HELL
>>
>>992046
>Get out the necro stake and handle them on melee while your crew minds the vents and reinforcements
SPARTA!
>>
Rolled 3 (1d20)

>>992046
there should be canisters of explosives laying around, throw a stasis and pull back far enough to throw the bomb at the pregomorph
>>
Rolled 10 (1d20)

>>992046
>Run back and try to set explosives on the next entrance so you can send this all to hell once you retreat
>>
Rolled 14 (1d20)

>>992072
>>
>>992073
You have explosives on you.

Also, the Engineer has kinesis in case this adds any options to y'all.
>>
>>992081
The Engineer should be on vent baring duty when not fighting, like the rail shooter Dead Space game.
Force the suckers to come from one side.
>>
Rolled 20, 10, 5, 8, 17 = 60 (5d20)

You head for melee with the stake, impaling one of the monsters' legs,
then pushing until you tore through it, then finishing him by ripping up his belly.
It did feel good, but soon you regret it as the monsters 'kids' jump out of his now gored stomach,
proceeding to chew on your armor and spew what you believe is acid all over you.
Your mates shoot up the remaining preggos, adding swarmers to the little party you're having.
They probably didn't intend to do that, but there's not much they can do now, so they focus on killing the necros coming from the vents and from the corridor.
Except Carla, she rushes to your side and starts stomping on the little critters.
You try to do so as well but it's hard when you can barely see anything.
>Throw yourself on the ground and smash them with your shield, punch, kick, stomp!
>Try to run back to cover
>Fuck this, ask if someone has a fire. Time to 'light yourself up'
>Write-in
>>
Rolled 15 (1d20)

>>992119
>Try to run back to cover
>>
Rolled 16 (1d20)

>>992119
>Throw yourself on the ground and smash them with your shield, punch, kick, stomp!
BLOOD FOR THE BLOODGOD!
>>
Rolled 1 (1d20)

>>992119
>Throw yourself on the ground and smash them with your shield, punch, kick, stomp!

MAKE THEM YOUR BITCH.
>>
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>>992157
Seems like it's the other way around.

jokes aside, 15 is still pretty good.
>>
Time for some close quarters combat. Putting your entire body's weight on your shield-arm you throw yourself down, smashing dozens of the little necros.
Next you retract the shield and proceed to roll and crush every necro you can get your hands on.
With Carla helping drawing half away and killing them you're soon free of any danger.
Meanwhile the rest seem to be doing decently, they've been holding out at the fire line, where you soon join them at.
“What's our next move?”
>Fighting is pointless, we need to fall back and share the intel
>Fighting is pointless, we still have more secrets to uncover
>We keep fighting, we can take out more of them (mind you ammo is low)
>Write-in
d20s, business as usual
>>
Rolled 3 (1d20)

>>992119
>>Throw yourself on the ground and smash them with your shield, punch, kick, stomp!
Okay don't make them have an abortion.
>>
Rolled 2 (1d20)

>>992167
>>Fighting is pointless, we still have more secrets to uncover
>>
Rolled 12 (1d20)

>>992167
>Fighting is pointless, we need to fall back and share the intel
Need to restock
>>
Rolled 19 (1d20)

>>992167
>Fighting is pointless, we still have more secrets to uncover
>>
>>992169
>>992176
Just stop. No double dipping.
>>
Rolled 8, 20, 4, 3, 15 = 50 (5d20)

>>992185
He was replyin to the previous update though, it's fine
>>
Also need 10 min for some personal business. Writing ASAP, gentlemen.
>>
Damn this place and damn these necros. “Everybody, run the hell outta here, we've done enough”
After some time fighting the few necromorphs that managed to reach you, the party reaches the elevator and settles down.
“That was intense” Carla says, you sense a tinge of excitement
“Shame I didn't get to kill more” replies officer Gomez
“Well, I'm sure now that they're free again you'll get plenty of opportunities”
“Always the pessimist, Sarge”
While you're making your way back to the tram a straggler of the necromorph horde jumps from the ceiling vents right over you, pinning you down.
The party makes quick work of it, everyone focusing fire on it's torso to avoid hitting you.
“Well, I do feel like I look better in red” you say while covered in rotten blood.
A few laughs, most of it feels like it comes from the sheer happiness of surviving this whole mess rather than the silly comment.
Soon you're once more considering your options
>Back to Engineering to give our report
>To the labs?
>To the med bay?
>To the residences?
>To the business sector?
>To the command center?
>Write-in
>>
>>992266
>Back to Engineering to give our report
>>
Rolled 10 (1d20)

>>992266
>To the labs?
>>
Rolled 10 (1d20)

>>992266
>Back to Engineering to give our report
We do this systematically and to get more ammo. As well as wash ourselves off OUTSIDE the base before people get a little freaked out.
>>
>>992266
>>To the med bay?

Let's get some medical supplies.
>>
Rolled 73 (1d100)

“To engineering! We need to tell them what we've found out.”
“Aye aye Captain” says Carla in a mocking tone.
“What?”
“Oh get a sense of humour Philip” as if you don't have one.
Back in the base you call McCormick on comms and wait for his deactivation of the turrets.
Rather than freak people out with your 'battlepaint' as you've decided to call it since you can't wash it off, the commander decide to greet you at the gates.
“What do you have to report, soldiers?”
“Well, first I've got to tell you, I'm not a soldier I'm just a cop”
“We're all soldiers now” yeah, whatever you say old man.
“First of all, you might need to get ready because the necros are out and about again.”
“How did that happen?” he seems like he expected the necros to return at some point, but is still confused about the whole 'disappearing' act.
“That's where the good news comes in. We found the ships at the unfinished construction site.”
“Sector 10? We need to head there immediately and begin evacuation!”
“No, no no, wait. Here's the thing: the necros came FROM the ships. I don't know how or why but they were all inside them. That's why the station was empty.”
“But how is that even possible?”
“Honestly? No clue.”
He seems to ponder on the new intel as he walks in circles, before turning back to you.
“See if you can find anything on how they got there, why, and if the cultists have anything to do with that.
I'll begin setting up our preparations to invade the ships. You need any ammo, explosives, improvised weapons, guns, ask it and I'll try my best to get them”
>Make your shopping list boys!
>Remember there's only so much you can carry
>Roll a d20 to see how well stocked this place really is!
>Then pick your next destination
>>
>>992333
>Remember there's only so much you can carry
>>
Rolled 14 (1d20)

>>992333
>Remember there's only so much you can carry
>Roll a d20 to see how well stocked this place really is!
>>
>>992339
I...
I should've made it clear, that's not a choice, those are just instructions.
What I'm saying is: roll the dice and ask for shit you want to find and let's see if you get the good gear.
The commander gave you dibs on the armory, essentially.
>>
Rolled 20 (1d20)

>>992333
Dont forget to tell him about the preggos.
So I am voting ammo, grenades, meds.
Shotguns maybe?

Should we risk getting anymore people for the squad?(honestly no more then 3 more if we do) We have done good so far.

Also what is our people equipment look like
>>
>>992355
Whatever the fuck we need, backing this madman. >>992349
>>
>>992355
No, to adding more. Too risky and we barely came out alive without any deaths.
>>
Rolled 1 (1d20)

>>992333

A plasma saw! We have been getting really good in melee lately and it wouldn't hurt to have a backup in case we run out of ammo, and I remember it being fairly good in dead space mobile.
>>
>>992372
YOU SLUT.
>>
>>992361
I am a madman thanks for noticing.

>>992371
Fine with me

>>992372
No saw, saws bad for our health
>>
>>992355
Short version of your equips after the big fight that just went down:

>Philip
Pulse Rifle
Revolver
Gauntlet-Shield
5x IEDs
Medium Medpack

>Carla
Seeker Rifle
Pistol
Grenade x1

>Sarge Anderson
Pulse Rifle
Revolver

>Engineer Julius
Plasma Cutter
Motion Mines

>Doc Samson
Small Medpack x2
Med Medpack x1
Large Medpack x1
Plasma Pistol

>Officer Gomez
Pulse Rifle
Revolver
>>992372
>rolls a 20
>someone rolls a 1
I pray for the third roll.
>>
Can Julius creates drones whe can use for recon/gathering mats?
>>
>>992389
Given tools, gear and time?
Possibly.

>tfw we go full X-Com
>>
Rolled 14 (1d20)

>>992387
>>
>>992347
>>992400
I AM A GOOD AMONGST MEN, LOOK AT MY DUAL 14'S.
>>
>>992387
So leader with shield/bombs/rifle
two soldiers,
sniper, engineer,doc
This comp actually works out for corridor fighting.
Also yes very bad rolls.
>>
Rolled 1 (1d20)

>>992387
Can we get a flamethrower, and have Carla set up lil spy cameras all over the place?

IDK what I'm rolling for.
>>
>>992394
Kinda noticed but I like x-com so I am fine with that.

So, maybe a tool kit if possible. Out of curiosity what does a plasma cutter do again? I kinda forgot
>>
>>992417
Fk, my first one.
>>
>>992424
good thing it was after>>992400
>>
>>992424
I've rolled 7 this quest don't worry about it. The Marker and Necro's have been sparing us, likely because they think our methods can aid them in some way. Maybe they think we'll take the Marker away and impound it as evidence, thus taking it to another location?
>>
>>992424

Get on my level, I just got my third natural one in this quest alone
>>
>x1 Force Gun
>x3 Pulse Rifle
>x2 Medium Air Can
>x2 Javelin Gun
>x1 Ripper
>x2 Plasma Pistol
>x1 Line Gun
>x1 Medium Medpack
>x4 Small Medpack
>x1 Flamethrower
>x1 Revolver
>x2 Advanced Soldier RIG
To keep it simple, every item is one slot and every full ammo load is one slot.

Here are the inventory slots for every character:
(assigning the soldier rig will increase the slots by 2)
>Phil 9/10
>Carlie 3/8
>Sarge 3/10
>Gomez 3/10
>Doc 6/10
>Julius 5/8

I may have added some extra to the list because fuck, you guys get way too many 1s
>>
>>992433
So you ARE trying to get us all killed.
>>
>>992453
>Take Advanced Soldier RIG
>Whatever we can get the most ammo for gun
>Shield gaulent/Revoler.

ALSO HEAL FUCKING
>Carlie, Sarge, Gomez
>>
>>992480
Chill down soldier, those are their "free slots"/"used slots"

Not health, don't worry.
If you're worried about health the only ones with some damage are you, Doc and Gomez (if I didn't fuck up my count)
>>
>>992490
>>992480
Oops I meant
>Used Slots/Total Sluts


As in, you have 9 used slots from 10 total.
>>
>>992496
Can you give me a few mins to write up equipment lists for everyone?
>>
>>992496
Sarge, Gets the Advance Soldier RIG and if we're not already in it give Gomez the other.

Doc should get Flame thrower and Medpack, Everybody else can pick I guess?
>>
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>>992498
Take your time lad.

>>992499
You're currently in the security RIG.
>>
>>992513
Whats better Security or Soldier rig? Its been years.
>>
>>992499
second this man, the only think i think we need is to get more ammo for ourselves, least our guns anyway since having more then two guns kinda spreeds out ammo to much. Also thought we only had 8 slots used since the shield didnt count as one last time I checked. Do we still have that necro limb?
>>
>>992525
In the game the soldier rig has twice as much resistence and a lot more inventory cap, I think.

In the quest, soldier rig is also better.
>>
>>992536
You were at 9 because of the extra ammo.
Also yes, but I don't count it on inv because well, it's just a goddamn spear.
Assume he just finds a hole to put it in.
>>
>>992539
Are we going to assume that the two rigs that are being taken off are going to the to civi with the 8 slot rigs? Least I think it would be better for them. Not sure resistance wise
>>
>>992544
Ok. Thought didnt know that we had extra ammo on us.
>>
>>992551
Well, not assuming, I'll do it if you ask.
To make it clearer, it's 12 for the soldier, 10 for sec, 8 for the one's Carla and Julius are wearing.

>>992558
Just for the Revolver, ever since the Apartments if I recall correctly.
>>
>>992551
Civies should't get the fucking better Rigs, they can have ours once we swap out.
>>
>>992564
That what I meant.

Ill be back going to get some caffeine, looks like I am needing it.
>>
>>992564
By taken off he meant the Sec rigs from whoever gets the Soldier rigs, so it fits your plan.
>>
>>992581
My bad, I might need coffee as well.
>>
>>992453

>Phil 9/10
Line Gun plus 2 stacks of ammo (3 slots), Revolver plus 1 stack of ammo (2 slots), Plasma Pistol plus 1 stack of ammo (2 slots), Small Health Kit, 1 air can (1 slot)

>>Carlie 7/8 (you totally mean Clara right...she is real right....)
Plasma Pistol plus 3 clips (4 slots), Small Med Kit (1 slot), Javelin Gun plus 1 clip (2 Slots)

>>Sarge 9/12
Advanced Soldier RIG, Pulse Rifle and 4 clips (5 slots), Flame Thrower with 3 clips (4 slots),

>>Gomez 8/10
Pulse Rifle and 3 clips (4 slots), Force Gun with 3 clips (4 slots)

>>Doc 8/12
Advanced Soldier RIG, Pulse Rifle and 5 clips (6 slots), Medium and small Health kit (2 slots)

>>Julius 7/8
Small health Kit (1 slot), Ripper with 1 more clip (2 Slots), Air Can (1 slot), Javelin Gun plus 2 clips (3 slots)

Ok I think that gives everyone some utility and a special weapon, Doc we need alive like Sarge. Us and Julius get the air because i can bet something will break outside. Health kits are mostly dispersed but the real medic gets the best stuff to hand out at own will. Otherwise get everyone a quick drink of water and a snack, healed up and we're off out again
>>
>>992583
Its fine.
>>
>>992592
>(you totally mean Clara right...she is real right....)
I meant Carla, yeah.
>>
>>992592
+1
>>
>>992499
As this is the only option with two votes so far the plan is:

>Philip - A. Soldier RIG
SLOTS - 9/12
Pulse Rifle
Revolver
Gauntlet Shield
IED x5
Medium Medpack

>Carla - Sec. RIG
SLOTS - 3/10
Seeker Rifle
Pistol
Grenade

>Sarge - A. Soldier RIG
SLOTS - 3/12
Pulse Rifle
Revolver

>Julius - Sec. RIG
SLOTS - 5/10
Movement Mines x4
Plasma Cutter

>Doc - Sec RIG
SLOTS -10/10
Flamethrower
Plasma Pistol
Small Medpac x4
Med Medpack x2
Large Medpack

>Gomez - Sec RIG
SLOTS - 3/10
Pulse Rifle
Revolver


Most items are still up for grabs and there are lot of empty inventories, try to list what goes to who in a concise manner to ease other people's support votes, my mates.
>>
>>992604
>>992592
Okay missed this +1
But do consider the situation as described in:
>>992637
And list any reassignments in the list format.

Thanks for the patience lads.
>>
>>992637
List to give to each
>Philip
Two pulse rifle ammo and one revolver ammo

>Carla
2 Seeker ammo, 2 pistol ammo,

>Sarge
Two grenade, two pulse rifle ammo, 2 revolver ammo

>Julius
No clue If the plasma cutter uses ammo give him two of them. If we can get him a tool kit give him that also

>Doc
currently full

>Gomez
two ammo for pulse rifle, two ammo for revolver, 1 grenade
>>
>>992670
I kinda am expecting use to use the IEDs that we have somehow when we head on out. Are they the general purpose ones or the ones that you have to set up beforehand? And this was kinda just a list of what i knew was still there. Not sure what was taken from the pile yet. The doc should have extra ammo for flame thrower but was not sure.
>>
>>992678
IEDs are timed and while you haven't tested them IC they pack a bigger punch than grenades and mines.

Also gonna wait and see if anyone wants to help break the tie.
I know super open ended stuff is hard to decide on hence why I remade the list for clarity and asked everyone keep to a list format.

It's quite early too, in terms of how long I can keep going so we have time.
>>
>>992695
Ok. Also my little list was based on what should have been added to >>992637
>>
>>992670
>>992637
Ill switch to this too keep things going but might i suggest we take those air canisters. Never know when we'll need them
>>
>>992714
Okay, gonna get my coffee and write for this unless another vote comes while I do so.
>>
>>992637
I want us wearing a Soldier Rig, Philp can have our Secruity one?
>>
>>992747
We are philip
>>
>>992747
Philip = us.
I know he's hearing voices but he's not dissociative enough for assigning himself two different armors yet!
>unless you roll a 1 on a sanity check
>>
>>992757
>>992755
WE ARE? FUCK ME.
>>
>>992757
That just terrifies me. Have you been rolling sanity checks when we are not looking? Also I just realized something. Where the hell is Issac at? I know carla called us that earlier and we ignored it but shouldnt he be here?
>>
>>992776
This is a smaller station, he's at Titan, but I'm hoping we'll get to a point where it all becomes whole connects soon enough.
>>
>>992784
Is this the fucking wide-scale uprising they tried and failed at before the SECOND one that got earth nommed?
>>
>>992784
Ok, didn't realize we are on a different one. Also I noticed how you ignored the sanity check question, anyway doesn't really matter we are currently alive and doing decently well in this situation....


I just jinxed us didn't I?
>>
Rolled 6 (1d20)

>>992795
I don't know anon, did you?
Maybe you've brought good fortune to us all.

>>992794
If you mean this is an attempt before the big incident that caused the war and then led to the whole "lol look those are zombie moons coming for us", yes, that's exactly right.

Anyway I'm done adjusting ammo and inventory, I've also taken the liberty of using anon's suggestions (such as air cans) and giving the characters some extra stuff they might like to fill those slots.
I'm sure you'll enjoy the extra firepower anyway.
>>
>>992809
Once more into the breach boys (and carla).

Also wonder how the rookie is, the one that lost his leg at the start of this.
>>
The team readies itself for war. Ammo, healing, air cans, extra guns, hell you even loot a couple of armors.
At the end of your little scavenging party at the hideout's armory the little team looks more like a warband.
Everyone is at full health and carrying as much as they can, so you figure it's time to headout.
On the way to the exit you see the omega folks organizing the survivors, giving out equipment and instructions.
Trying to turn civilians into warriors isn't a great plan, but it might be the only thing that'll give you a fighting chance.
Once you're back at the tram station you still have to decide your next move.
>Check the Lab, you need to understand the cultists' plans in depth
>We could check on the Command center and see what's up with the traitors
>Maybe we could scout the alternative routes the survivors can use in the construction center?
>Write-in

Final Load Out:
>Philip - SLOTS 12/12 - HP 12/12 - STASIS 4/4
Revolver 6/6 + 4 (2 slot)
Gauntlet-Shield (0 slots)
IED x5 (5 slots)
Medium Medpack (1 slot)
Pulse Rifle 50/50+100 (3 slots)
Medium Air Can (1 slot)

>Carla - SLOTS 10/10 - HP 10/10 - STASIS 4/4
Seeker Rifle 4/4 + 8 (3 slot)
Pistol 10/10 + 20 (3 slots)
Grenade x1 (1 slots)
Javelin Gun 6/6 + 6 (2 slots)
Small Medpack x1 (1 slot)

>Sarge - SLOTS 12/12 - HP 12/12 - STASIS 4/4
Pulse Rifle 50/50 + 100 (3 slot)
Revolver 6/6 + 18 (4 slot)
Grenades x2 (2 slots)
Ripper 8/8 + 8 (2 slots)
Small Medpack (1 slot)

>Doc - SLOTS 10/10 - HP 10/10 - STASIS 4/4
Flamethrower 6/6 (1 slot)
Plasma Pistol 10/10 + 10 (2 slots)
Small Medpack x4 (4 slots)
Medium Medpack x2 (2 slot)
Large Medpack x1 (1 slot)

>Julius - SLOTS 10/10 - HP 10/10 - STASIS 4/4 + KINESIS
Movement Mines x4 (4 slots)
Plasma Cutter 10/10 + 20 (3 slots)
Medium Air Can x1 (1 slot

>Gomez - SLOTS 10/10 - HP 10/10 - STASIS 4/4
Pulse Rifle 50/50 + 100 (3 slot)
Revolver 6/6 + 18 (4 slots)
Revolver 6/6 + 6 (2 slots)
Grenade x1 (1 slot
>>992820
He's doing better than the average citizen in the station. died without turning
>>
>>992842
>Maybe we could scout the alternative routes the survivors can use in the construction center?
Save the civvies
>>
>>992842
>>Check the Lab, you need to understand the cultists' plans in depth

It is a bit too convenient the cultists are attacking during a necro outbreak, time to find in-character the link between the madmen and the undead
>>
>>992842
>>992867
second. Plus I worry that the cultists may have rigged the ships to blow if we use them
>>
We need a big ass metal sword we fashioned out of a support beam or something and start sending "them" to their paradise.
>>
>>992895

Dual wield it with a plasma saw nicknamed "miss betsy" because we are clearly a bit delusional after so many whispers
>>
>>992895
Maybe a necromorph bladed zweihander?
We monster hunter now.
>>
>>992842
>Check the Lab, you need to understand the cultists' plans in depth
>>
“To the labs then! Maximum speed ahead.”
“The tram only has one speed, Phil”
“Yes I know, hence anywhere you send it to is at maximum speed, Carla.”
“You two share the same brain condition, you know that right?” Sarge is such a bummer.
“I kinda enjoy it, it helps keep my mind off the whole 'everyone is dead or dyin' deal” man Gomez is even worse.
The engineer and doc aren't still very comfortable sharing a lot, so they just watch your silly conversations.
You do notice the doctor looks at you sometimes though, almost as if he's evaluating you or something.
Reaching the labs you face a scene slightly worse but similar to the one you came across before.
Many cultist bodies, a couple security bodies, and a whole lot of dead necromorphs.
“So should we just barge in or do we knock first?”
“You know the drill, shoot anything that moves and can't say 'hi' without following up with 'brains' or 'have you hear the word of our lord and savior?' “
The crew moves past the station and into the control point without much of an issue.
There you're faced with a choice.
“Biolab, Physics, Hydroponics, Cryolab, Military, wonder which to hit first?”
>Pick a sub-section to head for

>>992895
>>992909
>>992918
Well if you play your cards right, it's doable.
>>
>>992923
>Cryolab
>>
>>992923
>Military

Maybe we can find better gear for the rest of the group or to resupply later
>>
>>992923
>Military.
>>
>>992923
>>992933
second. At least if it has supplies we can use it as a fallback position.
>>
>>992923
>Military
This way we can see whats been taken and what we may have to face.
>>
“Military.” you finally say, after a minute of deliberation.
“We could find some nice toys there, or maybe just get some supplies, set up a fall-back line.”
Sarge nods in agreement “It'd be nice if they had some kind of superweapon that could solve all our problems”
“Okay now, don't be silly”
The team heads into the elevator and sets it to the military area.
You arrive at what seem to be a series of offices,
the hallway's signs indicate the actual experiments occur in labs further ahead.
In general the place seems mostly untouched, aside from the regular mess of an apocalypse.
>Check some offices? What're you looking for?
>Get to the labs
>Write-in
>>
>>992973
>>Check some offices? What're you looking for?
Time to be paranoid. See if there is a list of what should be in the lab.
>>
>>992973
>Check some offices? The higher ranking guys and the ones who did what, along with what happened in the lab.
>>
“Let's check these offices for anything important regarding the experiments and the VIPs that worked around here.”
-
Man, checking people's emails is fun, it's hilarious how much weird shit you can find.
Some dude Gareth kept sending dick pics to his secretary, who never replied once,
another guy was saving tons of weird unitologist pics and sharing it with everyone, every single day.
Most of the stuff around here makes you think these people never worked.
Then again, you didn't even bother looking for anything useful, you really suck at it so you just let Carla and the rest do the heavy lifting.
It's only fair considering who does the hard bits during combat.
-
You've all spent about 15 minutes gathering as much information before joining up again in front of the experimental labs' entrance.
“Alright, I got nothing” at least you're honest.
“I've got a list of weapons, but most of it's just heavy-duty stuff for use in space, some of which purely theoretical” making you glad to bring this engineer guy along.
“I found a study on an invisible RIG, which was apparently very recently dropped due to a lack of budget” Carla informs.
“Well, I got nothing either. Except for their coffee stash, it's that way if anybody's wondering” Gomez points to the kitchen, what a genius.
“All I've encountered was on the use of advanced genetic modification for soldiers, all theoretical or very early experiments” reports Doc
“I found a suit. A big, mean, suit.” says Sarge
>Look for the Big Mean Suit
>Look for the Stealth Suit
>Get some coffee
>Write-in

Sorry for taking some time.
>>
>>993090
>Look for the Stealth Suit
>>
>>993090
>Look for the Big Mean Suit
>Look for the Stealth Suit
SPLIT THE PARTY
It'll work out.... rrrright guys?
>>
>>993111
>Spliting the party
>Ever working out
You don't watch horror movies, do you?
>>
Rolled 3, 5, 18, 3, 17, 2 = 48 (6d20)

dont mind me
>>
File: IMG_0982.png (1.6 MB, 1242x2208)
1.6 MB
1.6 MB PNG
>>993115
>Send everyone for stealth
>We go for big mean
>>
Rolled 18 (1d20)

>>993090
>Look for the Big Mean Suit
>Look for the Stealth Suit
>Get some coffee

ITS A HORROR GAME, FIND IT ALL TOO PROGRESS.
>>
>>993134
This.
>>
>>993134
>>993142
Both of us, all of us, everything.
>>
>>993090
>>993142
second
>>
>>993149
>>993146
>>993142
>>993134
>>993115
>>993111
>>993097

Mixed signals boys. I'm getting the sense most of you want to go for it all, so I'm thinking
>Coffe-break
>Stealth
>Big Mean
Good for you?
>>
>>993161
So long as the group sticks together and we do those step by step then yes. (Sarge looks like he needs some coffee, poor guy aint rested in ages)
>>
>>993161
Yes. Stay together
>>
>>993161
No No, Coffee break last. Its reward for a job well done.
>>
Praetor or Aegis pattern armor?
>>
>>993198
Neither
>>
>>993198
I was trying to find good pics to represent experimental armors since I didn't have any on the actual game armours that would fit,
but I figure space marine would feel extremely out of place so I got something slightly closer to this kind of futuristic aesthetic.
>>
>>993161
>>993193
No, put the coffee on first to make it hot and ready, go for the stuff, then come back to a hot pot.
>>
You and the rest head towards the stealth suit first. It's not very far from the lab entrances,
and it's pretty easily spotted if you understand scientific mumbo jumbo like some of your companions do.
Inside you find a medium sized room full of computers and what you presume are cameras of some sort.
In the center you find a glass tube where you assume the suit would be kept. Except it's nowhere to be seen.
“Well the suit is not here.”
“It's an invisible suit guys” Carla, always the voice of reason.
“That's... that's not how it works” you respond “Why would you make an invisible suit if you can't see it?”
Sarge interjects into your little chat “Yeah, and that's the goddamn point”
“Then how the hell do you put it on?” by god, these people drive you insane
“Look, I'm checking the computers and it says the suit isn't in the tube, satisfied?”
“Where is it then?”
“GLORY TO ALTMAN! THROUGH THE MARKER WE ARE REBORN!"
Oh there it is, you think, as everyone jumps out of range from a partially visible maniac wielding knives.
The psycho was hiding over the goddamn tube, in plain sight.
>Battle plan to fight the (semi) invisible maniac?

>>993230
It's gonna end up being the last thing.
>>
>>993244
Let's use our shield to bash him and (hopefully) knock him out.
We are in CQC range right?
How hard is the doc judging us for willingly going into melee this day and age?
>>
File: stealt hsuit.png (1007 KB, 1280x1024)
1007 KB
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Oh and in case you're wondering this is how the suit looks like
>>
>>993256
Damn, that's a cool suit.
I really like the color scheme.
>>
>>993253
Well if this is the plan I'm gonna need a roll. Still, take 10 to see if anyone else votes and rolls (this time of the night things get slow, for me included).

Best of 3 d20 as always.
>>
Rolled 17 (1d20)

>>993244
>>993253
support.
>>
>>993282
>>993293
Does my roll still count? I didnt realize that I left the roll on
>>
>>993293
Yeah sure. 2 to go.
>>
Rolled 16 (1d20)

>>993282
>>
Rolled 15 (1d20)

>>993301
>>
>>993293
>>993311
>>993314
Countdown aside, nice work.
>>
You rush to hit the cultist soldier with your shield. He might be hard to see, but the shield is wide enough to make sure you hit him.
Once it connects you bash him again, then again, and finish it by running him against the wall.
The guy drops his knives just as his 'invisbility' fades momentarily, just long enough for you to spot his wrist and get a hold of it.
He is unseen again, but you've got a hold of him. Retracting your shield you use both hands to twist his arm and throw him on the ground.
Following that a few swift armored punches to what you presume is his chest seem to make him go unconscious.
Carla takes her time digging through her computer but finds the command to remotely deactivate stealth.
You take the guy's suit off, leading to your first choice:
>Kill the guy
>Put him in the tube and lock him in
>Leave him be, he is unconscious anyway
>Write in
And onto the matter of the suit:
>Who to give it to?

fun fact, QMing this shit made me dream with 'make us whole', which is making me reconsider my drinking habits
>>
>>993343
>Put him in the tube and lock him in
>Medic
>>
>>993343
>Kill the guy

Well? Are you going to make us whole?
>>
>>993343
>>Put him in the tube and lock him in
Cant deside if we should give it to carla or the medic. Carla may be able to use it to help with sniping, medic could use it to not be hit and lose our trained medic.
How many slots does it have?
>>
>>993343
>Put him in the tube and lock him in
>medic
>>
>>993365
Same as the sec suit.
>>
>>993343
>Put him in the tube and lock him in
>Medic
>>
>>993343
Carla
>>
“Hey little buddy” you say while putting the semi-nude cultist into the tube “Time for a little nap”
You punch his face one last time as goodbye and close the door on him. “Lock'im up Carla”
And so she does. You don't know how long until some necromorph decides to make him a snack or the guy just starves, but it'll be well earned.
“Doc, put on the suit, we need the team's lifeline to be safe”
While the doc gets prepared you notice Carla getting the cultist's knives and grinning,
she even flips them around for effect and winks at you. You don't wanna know what's doing with those or why she knows how to fight with knives.
-
A while later and your merry band is walking towards yet another experiment's chamber,
this time with one of your members donning a pretty nice experimental armor.
It's not a long walk at all, and soon you're inside a room similar to the previous one, except the suit in question has a room all to itself.
No cultists in sight, which is very good, you're getting really tired of killing other humans.
Hell, you wonder why that freak was doing here all alone to begin with.
>Don the Heavy Armor
>Give it to someone else
And who gets your Soldier RIG (higher durability, +2 slots over the others)
>Pick a companion for a clothes' swap
>>
>>993408
>what she's planning on doing
I feel like my quality is going downhill fast but whatever it wasn't very high to begin with.
>>
>>993408
>Don the Heavy Armor

Swap with the engineer maybe?
>>
>>993408
>>Don the Heavy Armor
"This, and the shield, will definitely work for CQB"

Give gomez or suit, or the engi
>>
File: lolwat.png (132 KB, 200x350)
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Oh and pic, I couldn't find a better one from the game itself.
>>
>>993408
Also are the schematics for this suit in here? If we are able to find them and keep them for later use, say if we found a means to produce them, it will be damn helpful. Assumingly us and carla and maybe one other have the copys of the schematics.
>>
>>993453
I doubt it. If they stop producing them because of funding then I don't think we have the resources to make more.
>>
>>993408
>Don the Heavy Armor
>Give it to the Doc.
>>
>>993483
The doc is already the invisible suit.
>>
ou take off your suit and hand it to your team, then enter the chamber. You notice the team picks Juilius to take over the Soldier RIG.
Soon after putting on your new 'Big Mean Suit' Carla contacts you through the room's speakers.
“Hey supercop, wanna test out the systems? They've got a demonstration protocol you could try out”
“Seems like a fine idea to me” and thus shortly blocks of ceramic, rock and metal appear from hiddne compartments,
which you promptly smash with your new bulky fists.
Eventually a small turret fires at you with Revolver caliber rounds that you can barely feel when they impact on the heavy armor frame.
Finally, one of the prop openings gives way to... a necromorph? You're sure that's not what they had in mind, but it seems this little pal decided to crash your party.
>Punch him hard until he's mush
>Try to use the servos to rip his limbs
>Just shoot the damn thing
>Write-in
d20s please
>>
Rolled 1 (1d20)

>>993494
>Try to use the servos to rip his limbs
>>
>>993474
Necessity breads innovation. I would like to say the worrped zombie things count as enough reason to cause Necessity.
>>
Rolled 15 (1d20)

>>993494
>Punch him hard until he's mush
>>
File: 1481917523083.jpg (43 KB, 460x743)
43 KB
43 KB JPG
>>993499
I don't have a reaction pic to express how I feel about the sheer amount of 1s you've managed to get in 3 threads.
>>
Rolled 17 (1d20)

>>993494
>>Punch him hard until he's mush
>>
Rolled 20 (1d20)

>>993494
>Try to use the servos to rip his limbs
>>
Rolled 2 (1d2)

>>993519
>>993517
>>993513
>>993499
>1 - powered beatdown
>2 - powered dismemberment
>>
The sheer confidence being in this badboy gives is enough to let you go all out.
You rush the thing and move out of the way from one of his spikes, just so you can grab it from the side.
The creature tries to spin itself free but you take the opportunity to apply some force of your own, ripping it's arm from the socket,
the sickening sound of dead flesh and bone being ripped off is enough to send shivers down your spine.
The good kind of shivers. So you continue, you hit it's face with the ripped-off arm, sending the creature reeling back.
You don't give it time to recover, doing a reenactment of your first leaper kill by stomping on its torso and grabbing both of it's legs,
finishing the move by pulling them out and presenting to the crowd.
But you're not done. To really finish the presentation you rip the remaining arm and use it to impale the torse,
and complete your act by using the makeshift 'necro-spear' to ram it's head against the glass, completely shattering it.
The rest of the team is completely speechless. Probably impressed by such a top-notch performance.
-
Five minutes later you're all sitting around the kitchen drinking hot black coffee.
Carla has been eyeing you ever since the 'little incident' in the labs.
“Y'know, you're charming in that 'I'll kill you and your entire family then hang your limbs around my living room' kind of way”
“I get that a lot”
>Finish your coffee and go check [which area of the labs?]
>Check around for something else the others mentioned earlier? (what?)
>Chit chat for whatever reason
>Write-in

Just this once I pretended not to see the 1.
In exchange I've taken the liberty of dishing out the results of certain secret rolls.
>>
>>993575
>Chit chat for whatever reason
>>
Rolled 5 (1d20)

>>993575
>Bio Lab, Cryolab, Hydroponics and Physics lab

In that order if you know we don't get rushed/chased out.
>>
>>993575
Tell Carla we're going to search some storage rooms. Ask if she wants to come with...
>>
File: fuck.jpg (319 KB, 2580x1096)
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>>993594
If you've got any write-ins or topics it'd help me out, my mind's turned to mush ever since I mixed meds with booze and a cheap red bull knock off.
>>
>>993597
Secnoded

>CAPCHA: Mexico PLACE
Sweet, we Menos now!
>>
>>993606
Ask what she did before all of this.
>>
>>993575
>>993597
second

Why do I feel like the secret rolls is if the party thinks we are insane and needs to be put down?
>>
>>993621
>Tfw they are all Uni's or the coffee was posioned.

WAIT ARE THEY EVEN FUCKING ALIVE?
>>
>>993597
>>993612
Biolab first, noted.

>>993621
So far you seem more like a danger to yourself and the necros/cultists, don't worry.
You're completely and 100% safe on those grounds, QMs word and I'm not crossing my fingers at all.

>>993626
>all this time it's just been you
>the real survivors are really afraid of the crazy dude that keeps dressing up corpses and dragging them around on "missions"
>>
>>993632
>Tfw the Survivors are just trying too surviev and we're helping them but all they know is its a crazy dude doing it.
>>
You decide to make some chit-chat while looking around for any still-edible food,
and before continuing with the search around these labs.
“What did you guys do before all this anyway?”
“Philip, we worked together.” says Sarge.
“What he said” or at least that's what you think Gomez said, how is he speaking while drinking coffee?
“You know that I was an agent under the director's orders” ah yes, Carla the secret spy that kept lying to you.
Julius cracks his fingers “I watched TV. A lot of it” well yes, that's usually what retired people do.
“I'm a doctor. A surgeon. I did the same as now, but with a lot less combat medicine involved.” Doc doesn't seem like a cheery fellow.
“Well – I – was an immortal superhuman space wizard destined to forever rule my galactic empire when my reign was ended by a plucky band of rebels and one of their dads, an ex-employee.”
“I'm pretty sure that's the plot to some ancient movie, Philip”
“More or less. Are you all ready to move out?” they all nod in response. Seems like these folks are beginning to catch the pace of it.
-
Minutes later you're in the biolabs, mostly known for it's organic prosthetic studies. Or so it says on the pamphlet you're reading.
“Philip, come on what the hell are you doing” people don't get that the most useful information is usually the simplest and most easily available nowadays.
“Alright, same deal as before, we gather up whatever we can and come back here”
“Copy that”
-
Okay that isn't normal, your little beauty nap was interrupted by someone screaming really loud,
you rushed out of the office you were 'searching' and enter the adjacent one.
Turns out that Gomez is afraid of cockroaches. What a bust.
-
“Report on your findings”
“Organic prosthetics, like lots of them.”
“I found some stuff on combat drugs, not sure it's useful since the early report said it caused an 'increase in mental instability' among the patients tested”
“Well all I've got is apparently they were studying necromorph samples here, and guess what they had some pretty amazing finds: they're dead”
“Impressive. Man this whole thing was kind of pointless”
>Get those combat drugs
>Leave, this is pointless, biology sucks, where to?
>Write-in
>>
>>993734
>Get those combat drugs
>Also grab some prosethetics, We might need them for the wounded guys back home.
>>
>>993734
>>993746
Oh And whatever the fuck else the reports say from the studies, We need proof of what happened here.
>>
>>993734
>Leave the drugs and take some prosthetics
I don't know why you guys want to make him crazier They're going to fear him and probably try to put him down.
>>
>>993756
Because if you're dying you need every fucking edge to survive.
>>
>>993734
>Leave the drugs
>Take reports
>>
>>993746
Okay I can do the latter but, are you sure you want to take the prosthetics?
They're quite literally body parts, hence the organic part (I'm going from what the ads in the game seemed to point out to)

I mean, I get people would be happy and all but I'm trying to imagine a group of heavily armed people walking with ice bags filled with cloned body parts and it's just making me laugh.
>>
>>993734
>>Leave, this is pointless, biology sucks, where to?
To the next one on our mistical list of destinations which is.....

>>993597
The Cryolab, Also leave the drugs, Mental instability is a nono in this situation
>>
>>993760
That doesn't help if you become brain dead afterward.
>>
I should've mention what the drugs in universe anyhow:
>increase your aiming
>increase your resistence to pain and damage
>increase your physical strength
>heighten your perception and reflexes
>whenever your sanity is at stake, they will take their toll
So basically an all around bonus with a malus to pay later.
>>
>>993762
I'm 90% sure we have wounded who need parts and I'd rather have everybody up and running literally then wounded and Nercomorphe bait.
>>
>>993771
That sounds fucking perfect. If we don't tak'em we can feed'em to somebody else.
>>
Okay:
- 3 for leave the drugs
- 1 for get the drugs
Drugs stay

- 2 for take the prosthetics
- 2 no mentions
Limbs go

- 2 for reports
- 2 no mentions
Reports taken

Writing (unless there's any complaints)
>>
>>993786
Ill vote no to limbs. Didnt notice that we were talking about that. The only reason that I can find for them is bait.
>>
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>>993632
>this madman has killed more necromorphs than Isaac in DS1
>>
You grab some of the organic limbs and set them up on refrigerating containers.
The good doctor warns you that transplants in short notice with the available supplies would be hard,
and that it's possible that the patients wouldn't immediately get acclimated to the new limb.
You tell him that regardless of all that you'll at least have a snack for the road if everything goes wrong,
which makes him stop pestering you, by the way he rolls his eyes you know he got it was a joke at least.
Next you consider taking the drugs but opt for leaving them be. No need to damage your pristine mental stability.
Final order of business in this damned place, you take the reports on necromorphs and save copies for future use.
-
“Man this place is kind of cool”
“How would you be able to feel it from inside the RIG?” Carla replies.
“I meant cool as in, neat.”
“Yeah it's pretty organized” Goddamn this woman.
“Let's just investigate.
>How about the area with lots of frozen dead people, sounds fun.
>Weaponized nitrogen testing grounds? My kind of gig!
>Now, what would a frozen biome training simulator be?
>Write-in

>>993799
Still 2 pro, 1 no and 1 no mention,
You can just change your mind later and throw them away anyhow.
>>
>>993813
>Now, what would a frozen biome training simulator be?
>>
>>993813
>Weaponized nitrogen testing grounds? My kind of gig!
>Then the Dead people
Can we vent the dead bodies if they remain? or do something to destory them? Better safe then sorry.
>Frozen Biome?
>>
>>993813
>>How about the area with lots of frozen dead people, sounds fun.
"I can already see that necromorphs will probably be in there."

Its fine about taking them. Also would anyone actually be in cryo?
>>
>>993821
>>993819
>>993829
1 for each so far.
>>
I'll give it another 5 then roll, gotta arrange more brain boosters.
>>
>>993813
>How about the area with lots of frozen dead people, sounds fun.

I can taste them!
>>
>>993833
>>993855
Ill swap to nitrogen testing grounds to go on.
>>
“Weaponized nitrogen testing grounds? My kind of gig!”
And so the six of you walk towards the furthest away of the experimental labs contained within this subsection.
-
“So if I'm reading this right, this is a gun that shoots freeze-bombs?”
“That's more or less it. You shoot and the 'round' sprays a high-pressure nitrogen cloud everywhere around it, really incredible sight.
Nitrogen is a blessing of nature” Julius could've spared you the lecture on it, but it's informative.
“What happens if you shoot it inside someone?”
“It's as pleasant as it sounds. This thing is a beauty let me tell you, if you take it handle it with care”
You can tell the old man is into freezing things, you wonder if this makes him a cryomaniac.
>Inventory Slots 12/15
>Take it (takes up 1 slot, has up to 1 extra ammo pouch for another 1 slot)
>Leave it
Soon after you're leaving towards the...
>Cryochambers
>Frozen Biome
>>
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>>993898
Oh yeah you might also hand it to some other companion.
Anyway I'm thinking of continuing once I've slept a bit.

It's the 31st though so it's unlikely many will be around, specially as the day goes on, I'll be here anyhow.
>>
>>993898
Let the old man have it.
>>
>>993898
If he has the slot, give it to the guy
>Frozen Biome
>>993903
Thank you for running.
>>
>>993898
>Give it to the old man.

>Go to the Cryochambers.
>>
>>993909
>>993905
>>993914

He does indeed, just the right amount for the gun + extra ammo as well.
Assigned.

And thank you all for playing! In case you're not around later, have a happy new year and see you all on the other side.
>>
>>993916
you too mate. Hope we can save Earth this time around.
>>
>>993916
Thanks for the run OP and happy New Year
>>
>>993916
>>993957
same
>>
>>993916
Happy new year mate.
>>
>>990903
New to the thread and on a Dead Space binge, whats going on here and where can I find the last two threads...or at least the story so far?
>>
>>994751
Here:
>>990956
>>
>>994753
Thank you. Will come back after reading.
>>
>>994755
A whole lot of non-canon stuff mind you
>>
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Anyone around?
I'm thinking I can get a few updates in today before I need to make a new thread "next year".
>>
>>994948
I'm here.
>>
Rolled 2 (1d2)

>>994958
A'ight mate. Since the next stop was undecided I'll roll for it. The update might take a bit though, with the date and all.

>1 - Biome
>2 - Cryochambers
>>
The cryochambers are composed of a set of winding corridors lined with cryopods that lead towards a larger central area where the freezing process takes place.
Usually the cryopods are filled with dead people. But not these ones, they're surprisingly devoid of corpses.
Most of them seem to have been broken, although you spot a few that were open through the appropriate methods.
You can't help but feel like this place is more dangerous than it looks, and it looks dangerous as hell,
“I've got a bad feeling about this place” the others share the sentiment it seems.
“Yeah this place is creepy as hell” says Gomez “Back home we used to just cremate people, why go through all this trouble to freeze them?”
Sarge talks to you while you both check a corner before continuing on your way
“It's good the necros were mostly stuck in those ships, I'd hate to be here back when this place was crawling with them.”
“Damn true, whatever they did to get them there worked like a charm.
Though by the amount of monsters we came across so far I'd say they didn't empty all the ships.”
“That's not good news for the survivor 'boarding party' is it?”
Your group enters the main area of the labs, it's a spacious circular room filled with computers, all surrounding a single large cryo chamber.
According to the signs before this chamber should be the freezing unit, strangely it looks active.
Everyone separates and starts looking for any useful information or gear.
-
“Alright what have you got team? I'll go ahead and say I got nothing but some documents on their processing of unitologist bodies”
“Not much here either, just that this freezing thing was activated about a week ago.” says Carla.
“By the cultists then?”
“Seems logical to assume as much”
>Take battle positons and turn off the freezing chamber
>Try to destroy it without looking inside (use IEDs? Mines?)
>Leave it be, it's not worth our time whatever it is
>Write-in
>>
>>995007
>Leave it be, it's not worth our time whatever it is
>>
>>995007

Is there any way to see what's inside without turning off the freezing chamber?
>>
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>>995017
You can't see what's inside at all.
>>
>>995020

Then

>Try to destroy it without looking inside (use IEDs? Mines?)

If we somehow manage to save humanity from doom, we should make sure any scavenging or rescue party that comes here doesn't accidentally thaw what could be necros
>>
>>995015
>>995023
Well it's split, slow day so 10 then breaker.

Also, yeah it'd really suck to come across some necros but all in all it's not so bad since without a marker they can't do shit other than kill a lot of people.
>>
>>995026
I'll switch
>>
>>995029
>>995023

A'ight, just to clarify:
how many IEDs/mines/etc
timer set to?
where do you want to be when they go off.
>>
>>995042
How big is it? If it's huge then at least two mine
>>
>>995053
It's big enough you could fit at least ten people in it.
>>
>>995053
I should clarify IEDs are stronger than the motion mines too.
>>
>>995065
Ah, then two IEDs, set it for ten minutes and get the hell out of there.
Where's the other guy? I need to know if my plan is shit.
>>
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>>995071
It's the 31st and all.
We probably won't get much done until I make the next thread next week.
>>
>>995076
Also, Happy New Year's Eve!
>>
>>995071

Sounds good. I know shit about explosives, but if that's good for you, it's good enough for me
>>
>>995086
Alright, gonna write it up, and don't worry I doubt many people in /qst/ know anything about explosives other than "they go boom"

>>995083
Happy new year's eve to you too!
>>
“Better to be safe and make sure whatever is in there doesn't ever threaten anyone”
“How do you plan to do that, chief?”
“Bombs, that's how Gomez. Help me set this up Julius, Sarge.”
Soon your little group prepared two IEDs on opposite ends of the chamber's glass.
Hopefully this will take care of whatever is inside, and more importantly these better be necros,
because if you're wasting good explosives on corpses you're gonna get mad.
You set the bombs to go off simultaneously ten minutes from now, then back head out to the cryolab's entrance.
“Alright, next stop...”
>Frozen Biome, doesn't seem very useful but you never know what could be in there
>Leave the cryolabs, let's head to the Physics department
>Leave the cryolabs, let's head to Hydroponics
>Write-in
>>
>>995096
>>Frozen Biome, doesn't seem very useful but you never know what could be in there

Well, we're pretty much there, so why not?
>>
>>995096
>>Frozen Biome, doesn't seem very useful but you never know what could be in there
>>
“Frozen biome” you suppose it'd be like the arctic or something.
“You sure? I mean, I get the other places but that's just a frozen exhibit or some crap”
“I'm sure, we're close by anyway.” they follow you as you journey to the final zone in the cryolabs.
-
The door was locked with a 'danger' sign over it, but some application of your new armor's servos taught it who's boss.
A minute later you're all standing in what looks like Earth, even the sky is projected on the ceiling.
The ground is covered in snow, which you notice is being deposited from above and you see some water over on the other corner.
“This place is kinda beautiful. Cold but beautiful” Carla says while grabbing some snow and rolling it into a ball, which she promptly throws at your face.
“You two, don't even think about playing around” says the Sarge as he starts scouting some 'rocks' on the side of the biome.
Right then you all hear the explosion, it's a pretty big one and you can almost feel the shock from it.
And you aren't the only one.
“What the hell is that?” you point up your gun.
“Oh god, I read about it in a book. It's a... polar bear I think? They probably cloned it” well thanks for the info Gomez, it's surprising he reads at all.
“Cloned? So is it domesticated or what, it's eyeing us kinda funny.”
The bear advances towards your group.
>Try to be neutral while standing your ground
>Try imposition and dominance, advance
>Try to be passive and retreating
>Write-in

Give me a d20
Also goddamn captcha is being a huge dick
>>
Rolled 20 (1d20)

>>995116
>Try to be neutral while standing your ground
>>
>>995120
Nat 20 to bear diplomacy.
>>
Rolled 18, 12 = 30 (2d20)

“What, what are you doing let's get outta here”
“Shhhhhh” you got this. You were born for this.
You stand your ground while the bear approaches. It's obvious you're in it's territory, trespassing,
and it's also obvious that you can't show weakness or fear, nor can you try to impose further.
The bear understands you won't push or budge, so it stops moving towards you, instead choosing to circle the group.
It does so three times before starting to move back. “See? I'm a a goddamn bear-o-mancer”
“A bear romancer?” goddamnit Carla, don't ruin the moment.
And she doesn't. Another old friend does in her place. He drops from the ceiling, uglier than ever.
“Oh for pete's sake” It's Bob, the regenerating necromorph, and you're certain he wasn't as big as he is now.
Much to your content however the bear is closer and takes notice of the new invader.
The necromorph starts advancing and the bear charges against it.
A polar bear versus a space zombie? What kind of nutjob thinks of something like that.
Regardless, the bear and the beast seem to be ready to dance, you will...
>Thank the bear's sacrifice and get outta here
>Try to take down Bob while the bear keeps him busy (how?)
>Write-in
>>
Rolled 15, 4, 5, 8, 15 = 47 (5d20)

>>995130
I didn't make it clear but, that's what was in the frozen chamber. Just clarifying.
>>
Rolled 10 (1d20)

>>995130
>Thank the bear's sacrifice and fight Bob while they turn the COLD of the room up to max?
>>
>>995130
>>995146
WAIT NO, I MISREAD. HELP THE BEAR. PROTECT THE BEAR.
>>
>>995149
Save the bear, save the world.

Still, I get your point:
>send someone to set the temperature to the coldest possible
>fight off the monster meanwhile
That right?
>>
>>995151
Yes Sir. Logically Bob can't fight if we freeze him and then we break him up and stuff.

God bless the Polar bear.
>>
Rolled 1 (1d20)

>>995130
>>Try to take down Bob while the bear keeps him busy (how?)

RIP AND TEAR. And while he's being a huge baby that needs to regenerate to be a danger, try to impale it against something. Sure, he can regenerate, but that won't help him when pinned against something. I say we sacrifice our necromorph spear to impale it against a wall or something
>>
>tfw stuck waiting on the next person with his roll because Anon got a 1.
>>
Rolled 17 (1d20)

>>995130
>send someone to set the temperature to the coldest possible
>fight off the monster meanwhile
>>
>>995153
>makes a detailed plan
>rolls a 1
If it makes you feel better, this has to be the 15th 1 in 3 threads.
>>
>>995158

Clearly, the marker is trying its best to make us whole
>>
Rolled 1, 6, 16, 3, 15, 20, 5 = 66 (7d20)

“Carla, go and hack the room control systems. Freeze us up”
“Aye aye Cap'n” she runs out of the room with such speed that you thought it'd be impossible to get in a RIG.
“Folks, let's hit this guy with what we've got, mind the bear though.”
Everyone sets their fire positions while you start approaching.
The bear's charge is succesful and he manages to rip off one of Bob's spikes while throwing him on the ground.
While the necromorph is down your team fires at his head, but most miss since they're too focused on not hitting the bear.
Gomez manage to get a few shots that blow his eyes out, but overall the fire support doesn't amount to much.
At this point you've closed in, but Bob rises and slaps you away with his remaining claw, his other one starting to regenerate.
The bear hits him with a paw and sends the necromorph down next to you.
>Battle Plan?
d20s willya
>>
Rolled 4 (1d20)

>>995165
>Yank its claws off and smash it too buy time, It has to focus on healing something.

Of ir we have them

>Ram an IED into the bastards chest and set it off.
>>
Rolled 5 (1d20)

Rolling for something important.


>>995169
So ram an IED and set the timer to 1 sec or something? That's doable. Let's wait for the remaining players and then I'll write the final plan.
>>
>>995174
Well our Armor can survive that right? Or at the very least we can ram it in, It'll start regening around it and then we denate it. Dead flesh freezes REALLY fast, and so his body broken apart means the cold will effect even more of him quicker.

I'll be honest, wanna save the bear and bring it with..
>>
Rolled 9 (1d20)

>>995165
>Ram an IED into Bob's chest and set it off
>>
>>995184
You're wearing the BMS RIG so yeah, you can take big hits.
>>
>>995076
Don't leave, you guys are all i have for new years
; . ;


>>995165
rip apart its body.

>>995169
Won't that hurt Beary?
>>
>>995195
Roll you fool, And no. Not if we set it for a shirt enough time period.
>>
Rolled 16 (1d20)

>>995165
>>
>>995198
I did, but I guess the auto complete chose the wrong option and the dice didn't work for this post.

>>995195
>>
I need a min.

>>995195
I'll be around, at worst I'll have to leave to get grub out of the house way later on.
>>
Rolled 12 (1d20)

>>995165
>>
>>995169
I second this
dice+1d20
>>
“Sweetie, I've got a problem” come on Carla, is this a time to call? And what's this 'sweetie' crap
“I'm – urgh” this hurts, even through the armor being thrown like a ragdoll hurts “kinda busy”
“It's just a minor setback. I... accidentally put the room to go down to 1 kelvin. You have 1 minute before it gets there”
Holy Bear, you're all going to die. “We'll manage. Everyone, retreat and fire on this big ugly asshole, room's gonna freeze”
And so they do, buying you enough time to get back on your feet.
Thing is, by now Bob is up too and ready to strike at you, but the Bear stops him with a swipe of his paw straight to the monster's back.
Next he rips off both of his arms then tears apart Bob's abdomen. Goddamn this bear is scarier than the necros,
but you're lucky he retreats for another charge because you need time to finish this.
You the opportunity to impale the necromorph's face on the ground with the stake, then proceed to drop all your IEDs next to him with timers for 10 seconds.
As you get back up you look at your 'partner', the Bear seems eager to come at him again, while your human team is out through the door already and waiting for you.
Things are getting cold, you can feel it becoming hard to move around.
>Shoo the bear (d20)
>Just run, no time (d20)
>Fire your gun up, maybe it'll scare him out? (d20)
>Write-in


>>995212
Goes into the options field.
>>
Rolled 1, 20, 8, 9, 3 = 41 (5d20)

Oh forgot something.
>>
Rolled 4 (1d20)

>>995219
>Grab the Bear, he already sees us as a friend, Promise it the world. TRUST US BEAR.
>>
Rolled 11 (1d20)

>>995219
>>Fire your gun up, maybe it'll scare him out? (d20)
>>
Rolled 16 (1d20)

>>995219
>>Shoo the bear (d20)
>>
>>995219
>Shoo the bear (d20)
>>
Rolled 11 (1d20)

>>995228
>>
Rolled 19 (1d20)

>>995219
>Shoo the bear
>>
“Waaaah! Go! Boo! Off withya!” You say while dramatically waving your arms at the bear.
Much to your surprise he starts charging towards the door, and you run off behind him.
You barely give a few steps when the explosives behind you go off, throwing you about ten meters towards the door.
Thankfully the armor appears to protect you from the impact, though you're sure this will make you sore for at least a week.
Thing is, you're not quite at the door and your joints are practically frozen. You try to get up but it's nearly impossible.
Carla rushes in to help you but ends up not being strong enough and falling to the ground.
“Fuck.”
“I'm sorry, Phil. We -”
You were sure you two were about to die, but another suicidal maniac came to your aid.
Sarge, rushes in and pull Carla to her feet then quite literally kicks her out the door,
and to top it off the old man drags you almost to the door.
The rest of the gang comes and reaches for you, making sure you get out just in time for Julius to seal back the entrance.
“Let's just hope nobody tries to go in there in the near future” says Sarge.
>Thanks mates, wouldn't have made it without you
>Where is the bear?
>How about we hit those physics labs and get done with this roadtrip
>Write-in
>>
>>995255
>Thanks mates, wouldn't have made it without you
>>
>>995255
>Where is the bear?
>Implying there's another option
>>
Rolled 6 (1d20)

>>995255
>Thanks mates, wouldn't have made it without you
>Where is the bear?
>>
>>995255
>>Where is the bear?
can we get the bear in a rig?
>>
Rolled 14 (1d20)

>>995265
>can we get the bear in a RIG
next you'll want to give it back-mounted pulse rifles
>>
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>YWN watch a monster of the north BTFO a spess zombie
>>
Rolled 13 (1d20)

>>995267
we can do that?? yes plaz
>>
>>995270
I know the quest has some silliness but sorry, even I gotta draw the line somewhere.
Though I'm tempted to make Armored Bear Quest.
>>
>>995273
nooo next youl say we cant ride it into battle:(
il be dow for amored bear quest
can we in the trhedrd make a jke about it and every one eils tells us no
>>
>>995284
>can we in the trhedrd make a jke about it and every one eils tells us no
Are you ten?
>>
>>995273
Can we at least worship the bear as our new god?
>>
>>995288
no.....your ten
just fucked my spelling
>>
“Where's the bear?” everyone looks at you, but through the helmets you're not sure what kind of expression they're doing right now.
Probably disbelief. After a brief silence Gomez pipes up “The bear is right there, sir”
He points to the large furry white beast lying down on the room's corner, shaking.
“Poor thing.” it's a real shame it's habitat was destroyed but there's not much you can do about it now.
“Now, I'm alive, and it's all thanks to you team.”
“Same goes for all of us, all we have is each other in this shithole.
You can count on our help just like we can count on you losing your shit and beating necromorphs to death” such inspiring words from Carla.
“Just try not to have so much running next time, my back is killing me” say the old dude, while Sarge nods to him knowingly.
All in all, it was a fun little side show.
To the next order of business...
>Do something about the bear (what?)
>Go to the physics laboratories
>Write-in

>>995290
Yeah sure, you're a berzerker now. Get a fake bear pelt and all.
>>
>>995299
>Go to the physics laboratories
>>
>>995299
>Go to the physics laboratories
>bring the bear?
>>
>>995308
Yeah but, how exactly?
>>
>>995310
ride it
use the legs we have to bite it??
>>
Rolled 18 (1d20)

>>995310
I dunno, Pet it abit or something? if i was a bear whisper, I would't be on /qst/
>>
>>995313
>>995312
...
At least no one asked to speak bearish to it.
>>
Honestly, i'm at total loss of what to do with the bear. Without his habitat, he won't have a comfortable place to be in, and we can't afford to give him the food WE need to survive if we are for a long stay in this place and we can't give him necro meat for obvious reasons (for us, but maybe we'll find in-character a reason not to eat necro tissue later) unless we want to create the world's first bear necromorph
>>
>>995316
Well I don't want to piss off our friend, The bear. Worse case we leave him behind and have to go on. Or put him down to stop any infection? from getting too it.
>>
>>995319
>want to create the world's first bear necromorph
Yeah, no. If human turned necromorphs were bad then animal ones will be worse.
>>
>>995319
I have a few ideas but I'm wondering if you'll be up for it.

Also the choice should've been
>Hydroponics
or
>Physics
My bad lads.
>>
>>995324
>>995319
Oh and by the way, the necromorphs are created by mutating dead tissue, so I'm pretty sure the bear is fine unless he dies. I don't even recall if it mutates non-sapients, probably does but whatever.
>>
>>995325
>Physics
>>
>>995328
It needs to be injected into the living creature, Or eatten before it starts 'affecting' the human otherwises it has to be dead. I'm on the wiki rereading lore and stuff actually.
>>
>>995325
>Hydroponics
food and water is the bigest thign we need
i mean we could kill it for food as a last resort
or just let him rom free and nom on dead fleash as he kills thigns idk
totaly should name him
>>
>>995332
Oh wait isn't that how they made the Hunter?
That said, it wasn't necromorph tissue but the tissue that covered the floors and walls.
I was playing DS1 but I'm not sure.
>>
>>995338
bob was man mande or man made better if i recall
>>
>>995338
They made the hunter via injecting The yellow shit infectors used into the skull of a living person and a few other 'operations'. Burning him or blowing him to pieces was the way to stop him. Found that out after we blew him apart

Feeders are people who started eating Nercomophore flesh and pieces and started turning into them.

The Corrupt/freaky bio-mass that grows everywhere dones't actually do much besides change the atmosphere to have less? Air it seems but thats really 'all' it does. It also houses weezers and shit, but eh.
>>
>>995255
leave a note on the door.

would have posted sooner but its snowing, and I may have to shovel snow later.
>>
“I think we should leave the bear be, Philip”
“Sarge I'm sure we can take him with us, we can give him a name and feed him necros”
“Do you even have a plan on how to control him? Or convince him to follow?
And for all we know necromorph flesh could be toxic or turn him into some Necrobear”
“Alright, alright. The bear goes where the bear wills then. Let's just keep going, next stop Physics lab.”
Well, not directly next, you first remember to leave a note on the door that reads 'WARNING: BOB INSIDE'
-
You felt really bad leaving the bear, but it seemed to be getting comfortable in his little corner so you decided to let him rest.
Maybe you could still get the bear to follow you around, but it's a plan best left for later.
Now you're focused on picking where to strike next.
>Energy Research Department
>Stasis Experimentation
>Zero-G Personal Thruster Research
>Write-in

>>995348
Oh that's lore from DS3 right?
Well shit.
>>
>>995356
>Stasis Experimentation
>>
>>995356
>>Stasis Experimentation
>>
>>995348
>>995356
Referring to the feeding part that is.
>>
>>995356
>Stasis Experimentation

ya, Feeders show up on that world only.
>>
>>995356
>Energy Research Department
Could find something explosive.
>>
>>995356
>>Stasis Experimentation

Maybe we find upgrades to our stasis modules?

In before we find those necros who were super fast due a fuck up with their stasis modules
>>
>>995383
Twitchers?
Well, here's the thing:
maybe, but not for the reasons you think
>>
>>995386
>Tfw we have yet to see infectors, or the corruption implying this was a Cult attack that brought the Nerco mophroes.
>>
>>995356
>>Energy Research Department
>>
The stasis experimentation labs have multiple divisions.
Most of them dealing with more boring applications, industrial crap that's none of your concern.
But one is far more interesting: a bright young fellow developed a stasis 'trap',
a small mine-like object that puts anything that tries to cross over it's motion detector beam in temporary stasis.
While that isn't exactly impressive and it doesn't seem to last forever there are 4 exemplars there which you could take.
>You have space for 3 of them, take?
Another thing worthy of note is a room that reads “Stasis Field Chamber”, it has some controls next to the door, and according to Carla's fiddling it's capable of putting anything in it in 'permanent' stasis, so long as the room is powered.
Interesting, although not useful for now.
>To the Energy Department!
>To the Thruster Research!
>Time to head out of the labs and elsewhere
>Write-in


I know I took a while but family stuff had me distracted.


In case you guys want to know, most of what happened has already been guessed by anons though a few dots remain unconnected.
>>
>>995418
>Time to head out of the labs and elsewhere
>>
>>995418
Take the Stasis Traps and head over to the energy department.
>>
>>995420
Where?
Could be hydroponics or one of the other sectors.
>Command
>Engineering
>Hangar
>Residences
>Business
>Medical
>Labs
>Waste
>Construction
>>
>>995426
>Business
>>
>>995418
>>995426

>To the Energy Department!

Seriously, Fuck that other guy.
>>
>>995431
Rude much
>>
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>>995431
>>995434
Chill lads.

Due to the previously mentioned family stuff I'll need a break, I'll let you know once I've returned.
>>
>>995434
>Ignoring two other places where we've actually gotten some net shit is smart.

Very Rude, Also very drunk.
>>
>>995426
>Residences
>>
>>995418
>In case you guys want to know, most of what happened has already been guessed by anons though a few dots remain unconnected.

Don't let us know until it happens, it would keep us guessing....

Take them for now, we find anything else, we dump the gear on our mules. Or drop it on the floor.

>To the Energy Department!
>>
A short elevator ride was necessary, as the access to the energy research area was separated from the rest.
The department itself had a long access hallway, protected by a checkpoint which you assume was once guarded,
but in its current state bypassing it was merely a matter of applying Carla's hacking skills.
Once in the actual department you saw an organization pretty familiar already, as the layout was more or less the same as the military research zone's.
The offices themselves had little of value, outside the top researcher's which contained some interesting intel.
“Apparently they study the marker's signal here. Most of the other research is just a cover for that.”
“That doesn't sound very interesting, why keep it so secret?”
“Good question. It seems they believe, or rather, believed the marker could lead to limitless power” oh right, economy really motivates people doesn't it?
“Well, let's just check the labs and be done with it.”
The party headed to the experimental lab's entrance, which again was protected by a checkpoint and reinforced door, prompting another hacking job for Carla.
This time however things weren't as simple, as the door slid open two cultists started opening fire on you.
With your sheer numbers they were easily overwhelmed, but you were still worried. Could this be another area of interest for them? Are the markers somehow important to their plans?
Shortly after, as you made your way down the hallway and entered the experimental labs themselves your worries were confirmed.
“WELCOME!” shouted a heavily armored cultist. The man stood over a balcony on the second level of the large room, in front of him a small panel.
He extended his arms and points them to your direction. “I have been expecting you”
On that cue a dozen armed cultists appear from lateral entrances of that balcony, all of them with their guns pointed at your team.
“And now the reunion begins” his hands smash down on the panel. Moments later the doors on the first floor open, revealing...
-
To be continued.

I know this is a bit rushed, but I'm going out for dinner so it'll have to do for now.
Continuation will be up in the first week of 2017, likely on monday.
This thread is already archived.

Twitter:
https://twitter.com/RedMarkerQM

Archive:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dead%20Space%20Quest

Oh and I'd appreciate if anyone had any kind of feedback, I know I have a lot to improve. Hell I'm barely comprehensible sometimes.

>>995494
I mean stuff that already happened, like the ships being full of necromorphs.
>>
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Of course before I go get ready:
>HAVE A HAPPY NEW YEAR EVERYONE!
>>
>>995605
Thank you for running
>>995609
And a Happy New Year's to you, too.
>>
>>995605
>>995609
Happy new year merry Christmas, happy holidays everyone. Thanks for running.
>>
>>995609
Thanks for the run, and a Happy New year to you too, mate.
>>
>>995605
Have a good Christmas and new years.
>>
>>995609
thanks man have a good one
>>
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Have a happy and safe New Year Red Marker!

This is the hallucinatory Spaceballs of Dead Space fan fiction and it hasn't failed to entertain, thank you for sticking with it.

https://youtu.be/zBb9hTyLjfM
>>
Rolled 13 (1d20)

Just found this quest and read up on it.
I'm almost whole.
>>
>>1000000
WE HIT A MILLION LADS
>>
>>1000311
Wew lad
>>
In case someone missed #4 and #5
>#4
>>1004729
>#5
>>1011304



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