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


File: dspainting01_1024x768.jpg (98 KB, 600x400)
98 KB
98 KB JPG
Your birthday party!
And everyone's here, all you friends from Earth and all those people you met on the station.
“Son, we're so proud of you, look at the man you've become” you hug your parents for the first time in so damn long.
Your mother and father excuse themselves soon after the reunion to let others greet you.
“Here he is, the man of the hour!” Sarge, Gomez, all the rookies, Julius, Doc, they've all come too!
The director pats your back and shakes your hand, then greets the rest of the band before addressing you:
“I'm glad you decided to take that much needed break my friend, because soon you'll be promoted to Chief of Security”
“May I interest you in some drinks, old chaps?” your old pal Bear dressed as a waiter starts handing everyone some much needed booze.
You're glad he's finally got a job, you were worried he'd find no way to provide for himself, poor thing.
“Ooh look who it is” everyone starts smiling while looking behind your back. You then feel a slight tug on your waist.
“Hey there sweetie, I've missed you” your dear wife has come too, this is the best day of your-
Wife? But you aren't married. No, you haven't even dated anyone in six months ever since...
Wait a second - all - of this is wrong. Bears don't wear clothes. Your parents hate you. The director and the rookies are dead. Your birthday is in a month.
The dream starts becoming twisted, everyone's smiles distort into animalistic grins and their hands turn to long sharp spikes.
Soon they're all killing and consuming each other, except your wife, she's still by your side.
Or so you think, she eventually starts becoming corrupted, her limbs elongate just like the others'.
“Honey, please, find us” she starts moving towards you at a slow pace, ignoring the carnage behind her.
“Please make us whole” her spikes move towards your head faster than you can evade them.
-
A small hand impacts your unarmored face over and over.
“Get a grip you lazy bastard, we need you” oh right, you were doing something in some labs.
Then some crazy dude opened some doors, and it revealed... something?
“What's goin-” Carla puts your helmet back onto your head and pushes your rifle back into your hands.
“We're getting shot at and you decided to take a beauty nap, come on get up Phil” says Sarge.
So you just dropped down all of a sudden? That's strange, but there's no time to dwell on that.
After putting on your gear you begin assessing the situation:
At least ten cultists on the upper balcony, one of which is armored, meanwhile there are at least double that on the first floor.
Your group has taken cover behind overturned desks, but you already see some injuries among them.
>Battleplan?
D20 best of three, remember you can ask for additional information about the room.
>>
>>1004729
Assess the points that are holding the upper balcony in place. How strong do they look? Could your current armaments reasonably take out those points, and would that reasonably collapse the balcony?

Also, inventory check on everyone, and assess their health levels.
>>
>>1004747
Everyone's got full stasis, everyone's got plenty of ammo still, the party has multiple guns, explosives, there's also multiple medkits.
Injured members are everyone except Doc and Phil. Gomez is the most heavily injured at 6/10, the rest have milder problems.

The balcony looks pretty sturdy, it's rather wide and extends from one end of the room to the other, but the cover is very poor up there.
Ground floor has more cover, but also more enemies.
They don't seem to be advancing, rather they seem to be counting on their firepower advantage to whittle you down.
>>
Rolled 9 (1d20)

>>1004756
Lob an explosive into the thickest portion of soldiers. Be prepared to shoot those who run from it, WHILE moving into new cover yourselves. Desks wont last long.

Make sure you have new positions ready in mind beforehand, and make sure they have adequate cover from the balcony. They should also be fairly spread out to prevent the entire group getting fucked by a grenade.
>>
>>1004778
You can roll another 2d20 or I roll for you.

Also, you have more desks further ahead, but like you mentioned, the balcony will have better shots at you.
You're at the "furthest back" cover your group could manage.
>>
Rolled 6, 8 = 14 (2d20)

>>1004784
Hmmm...
Nix the change of cover then, for now. Well see how well the furthest desks hold up.
>>
Rolled 15, 3, 5, 8, 10 = 41 (5d20)

>>1004789
Understood.
>>
>>1004789
Oh right, ip changes when you switch to mobile
Its still just me
>>
Rolled 14, 11, 15, 8, 15 = 63 (5d20)

The team starts providing covering fire so you can throw an IED at one of the enemy's cover positions.
Sadly your aim was quite off as the bomb hits their cover and bounces off.
Thankfully the timing was good enough that it exploded right after, throwing the cover back and shredding through it.
You count at least 3 down, another who was further back was merely injured and tries to escape to another piece of cover but is shot down by Carla and Gomez.
Cultists on the balcony start firing back at your position in retaliation, thankfully the cover is holding for now.
Strangely you can't spot the heavily armored cultist leader.
“Where's their boss-man?”
“Retreated through one of those balcony's doors” Carla replies while also kneeling behind cover.
You seem to be pinned for now but the rest of the team could take this as an opportunity.
>Battleplan?
3x IEDs left
Bo3 d20 for any actions.

>>1004793
Alright. Sorry for taking long but the day hasn't been going very well and I'm taking care of some stuff on the side.
>>
>>1004839
2x*
>>
>>1004839
Check out the vent situation and any maintainance/service areas that might be around.
For that matter, look for any kind of electronics panels around here.
Im getting a few ideas on what some good moves could be
>>
>>1004876
By electronic you mean control panels?
There's one under the balcony to the far right, one on each of the gates that the enemy leader opened and that's it.

There's 4 vents that you can see on the floor level, all of them on the "sides" of the room.

No maintenance manholes.
>>
Rolled 17, 11, 16 = 44 (3d20)

>>1004884
Shred the one under the balcony. Hopefully its responsible for the lighting. If it is, then turn on those nifty flashlights the rigs have and aim them enemy-ward. Most of our suits are security/soldier models, so they MIGHT have flashlights built for blinding and disorienting people.
If what we shot DIDNT cut the lights, then ignore the above.
Either way, after shredding the control panel, try to pick off the rest of the crew that's on the same floor as you, and send doc to the safest vent shaft to get to.
>>
>>1004913
Just a question, do you want him Invisbile or visible?
He's wearing the stealth suit.
>>
>>1004939
Invisible, of course.
>>
You wait for the rest of the team to get back the enemies' attention so you can pop a few shots at the controls further back.
To your surprise the gates start shutting back, closing off the few guys who were still taking cover inside the area they entered from.
One of the cultists heads to mess with the upper side's panel to try and open it back but gets promptly shot by Carla's sniper.
Motioning for the doc to move into the nearest shaft, his stealth suit allowing him to do so undetected.
Meanwhile you and the team continue firing on the enemies, mostly focusing on the lower floor.
It's hard to take down enemies in the current situation, but three more go down while another dies trying to reach the upper panel.
You count a total of ten remaining in the lower floor and seven in the upper. Doc calls you on comms to tell you he's inside the vents.
>Next plan?
D20 as always

>of course
Hey you never know what cooky mean plan that noggin' o' his is planning.
>>
Rolled 11, 13, 4, 20, 4 = 52 (5d20)

>>
I support anything that will work.
So, how was your New Year's?
>>
Rolled 15 (1d20)

>>1004975
Doc moves through the vents to appear in back/side-flanking position. Ideally close to the wall to keep the balcony members unable to shoot at him even if they find his location.
Joint attack from both sides to finish off the ground floor forces. They should be fairly exposed to careful shots from doc.

Doc retreats back to the vents 5 seconds after joint assault. Don't want him exposed too long.

Also since another anon is here ill only do 1 roll now
>>
Rolled 9 (1d20)

>>1005006
+1
>>
Rolled 13 (1d20)

>>1005006
Alright got you, still need one more so I'll do it.


>>1004996
Pretty good, sucks that january is full of crap to do so I had to enjoy the holidays.
>>
Rolled 8, 6, 15, 6, 17 = 52 (5d20)

The Doc starts taking down enemies from the side while hidden inside the nearest vent to the enemies' backs.
He manages to take one down, but soon they're swarming his position.
Even if they can't see him the left flank starts focusing fire on the vent.
Meanwhile the others are keeping the remaining cultists busy,
Julius manages to kill two cultists moving towards the Doc with a single well aimed plasma cutter shot.
Carla again takes down one of the guys trying to reactivate the doors on the first level,
it seems the remaining on the topside are hellbent on getting those reinforcement.
You on the other hand plan to...
>Shield charge on the right flank while they focus on the Doc in the left flank, melee
>Shield charge on the right flank while they focus on the Doc in the left flank, use a gun
>Throw another IED on the left flank to screw their suppression fire
>Tell Doc to retreat and move back to our cover
>Tell the team to focus fire on the low-cover balcony enemies so you can advance
>Write-in Plan / Mix of Options
d20 for all
>>
Rolled 19 (1d20)

>>1005033
>>Shield charge on the right flank while they focus on the Doc in the left flank, melee
>>
Rolled 1 (1d20)

>>1005033
>Shield charge on the right flank while they focus on the Doc in the left flank, melee
>>
>>1005047
I fucking suck. End me.
>>
File: you just got served.jpg (57 KB, 1000x1000)
57 KB
57 KB JPG
>>1005047
Hah.
>>
Rolled 19 (1d20)

>>1005047
LAD
>>
>>1005052
>>1005050
>erases 19
>highest still 19

Not sure if you guys are unlucky or lucky.
>>
Rolled 3 (1d20)

>>1005033
>>
It's time for a good old shield charge.
You make your way to the right-most cover, then pop out your shield and start running towards the enemy position.
They fire at you but most of it is aimed center mass and hits your shield square in the middle.
When you get behind their cover there's nothing they can do.
You kick, punch and bash heads with the shield, taking down two of the enemies.
A cultist rushes to engage you in hand-to-hand, so you retract the shield.
His first punch is a right-straight which you easily evade, followed by a left-hook which you roll under.
You rush in and give him a good punch to the jaw but he doesn't go down, he's not made of glass.
The man rushes back in and launches a kick to your sides which is easily blocked. He tries another kick and this one you grab.
Throwing him to the side by the leg his back hits the desk they were using for cover. Almost immediately after you pop out your shield while punching his throat.
Looking back to the side the cultists on the left flank have started focusing back on you, giving Doc an opportunity to fire on them again while rush to meet their attacks.
The rest of the team gives aid while Carla and Sarge suppress the balcony troops.
Soon the first floor is cleared of enemies, all that remains is to end the upper level and the ones stuck inside the gates.
>Go for the control panel on the right extreme, see what it does
>Rejoin your troops and continue firing on the enemy position
>Throw an IED up on the balcony
>Write-in
d20s, bo3

Ignore the other post, that was me fucking up again.
>>
Rolled 20 (1d20)

>>1005081
Send our engineer to the control panel.
Check on doc's health after that, real quick.
Get back with the squad and prepare to mow down whatever comes through the doors. Doc stays in vent.
>>
>>1005108
The marker has chosen me as its prophet!
We shall be whole soon, brothers!
>>
>>1005108
I'll be fair and wait for the other two anons.

>>1005110
You did get 19,19,20, yeah.
>>
Rolled 13 (1d20)

>>1005081
>>
>>1005108
mein gott these rolls
>>
Rolled 18, 11, 20, 3, 3 = 55 (5d20)

The rest of the team rushes to the area below the balcony where you can't be attacked.
Meanwhile you send Carla to check on doc and Julius to mess with the control panel,
while the rest of the group watches over the under-side gates.
When they open, which you presumed would happen since no one is covering the upper panel anymore.
Three cultists rush out spraying fire everywhere, but they're taken out almost immediately by three well placed shots from your revolver.
“That's pretty damn cool” Carla says rushing back to your side.
“Doc is fine, he got hit a bit but they were mostly firing at nothing. He knows when to stay in cover”
“Good, hey Julius any news on that panel”
“One second... and... done!” part of the balcony separates itself and starts coming down. Seem like an elevator.
>Send everyone in, overwhelming fire!
>Send [list characters] in, using [insert strategy]
>Send some back to their old positions so they can distract the enemy from the elevator party
>Write-in / Mix
d20 bo3

I'm gonna need to step off for a while, but the thread will continue – today – as soon as I return from my duties.
Take the time to think of a really good plan, ask questions, leave feedback or do something else entirely.
>>
Rolled 19 (1d20)

>>1005164
I'm gonna be out for a while too, I don't have enough time to form a good plan right now but I can at least give you guys this roll
>>
Rolled 12 (1d20)

>>1005181
>19
>>
Rolled 11 (1d20)

>>1005164
>Send some back to their old positions so they can distract the enemy from the elevator party
>>
Rolled 14 (1d20)

>>1005164
>>Send some back to their old positions so they can distract the enemy from the elevator party

Doc, gomez and the engineer whose name i forgot stay behind as distraction, the rest gets in the elevator.

Also, could you make a pastebin of the status of our allies and equipment? I forgot what stuff we had. Going to check our previous thread anyways, but having a reliable place to check at any moment would be cool, just in case the other thread dies and I need to double check status for a battle plan
>>
>>1005203
Carla might be better as a distraction, she seems to have no issue knocking off balcony targets from ground floor
>>
Rolled 15 (1d20)

>>1005164

Send everyone in, overwhelming fire
>>
>>1005164
Us in our heavy armor will go in first, While the Soldiers follow us in, Doc can turn invisable so he can pick people off. Everybody else follows us?
>>
File: 2212965621001_l.jpg (22 KB, 656x369)
22 KB
22 KB JPG
Sorry for taking so long lads! Today and tomorrow will be hectic but at least I'll be able to keep the threads going on the schedule.

Gonna clean myself and write.
>>
“Doc, Carla, cover us”
“Aye aye cap'n” Doc and Carla rush back to cover and start taking potshots at the poorly covered top-level enemies.
Doc can go invisible to avoid getting hit back and Carla has proven to being a pretty good sniper now, making them good at the task at hand.
The rest of the team follows you onto the elevator, which Julius promptly activates.
You take point, with heavy armor and shield there is little the cultists can do to stop you.
Using your body as cover the rest of the group takes shots at the enemy and you advance slowly.
Soon there's no unitologist soldier left standing.
>No time, try to look for their leader's escape route (d20)
>Let's loot and search around the place (d20)
>Head back somewhere else (where?)
>Write-in

Will set up that pastebin I think.
>>
Rolled 13 (1d20)

>>1005380
>Let's loot and search around the place (d20)
>>
>>1005380
So you forgot about the spear did you?
>>
>>1005394
Spike you mean? Left in the biome after you used it to stab Silent Bob.
>>
Rolled 19 (1d20)

>>1005380
have our engineer lock up the doors (and vents if he can) via the control panels, while we go looting.
Don't want any visitors while we do it.
>>
>>1005396
Guess we need to make a new Necro spear or sword either is cool
>>
>>1005410
>4 19s 1 20
I am the chosen vessel for the power of the markers. All shall fear me and rejoice.
>>
>>1005417
>>1005410
Rebound over all those ones.

>>1005412
You could consult with the team's engineer.
>>
>>1005410
Seconding.
>>
You send Julius to lock down the room while the rest of the team loots the place.
It's a pretty good haul, the cultists had plenty of ammo stocked which means your own stock is now doing well.
You find a couple of papers and small experiments on the balcony rooms but most everything seems useless.
Carla does find something interesting, a study on mimicking the signal the marker emits, be it through new markers,
as it seems other facilities are doing, or through devices that simply copycat small bits of the whole thing.
You find that they have a working prototype that strangely is missing.
When the team meets again on the balcony everyone's well stocked and informed on the newest findings, and now they look to you for the next step of your masterplan.
>Let's look for how the Cultist Leader escaped (d20)
>Let's head back and report to Engineering and the survivors
>Let's try and go somewhere else on the station [say where]
>Write-in

Working on fixing my notes which I fucked up, and I'm trying to remember why Carla has two knives on her inventory.
>>
>>1005442
>Let's head back and report to Engineering and the survivors
>>1005442
She found them when we beat the crazy guy who had the invisible suit.
>>
>>1005449
Okay thanks, writing for this.
>>
Rolled 6 (1d20)

>>1005442
>Let's look for how the Cultist Leader escaped (d20)
>>
The team heads back to engineering in sector 2,
no point wasting time chasing the leader now when you'll likely meet him later when you assault the ships.
Your crew heads back through the lab entrance, to the elevators. Soon you're in the tram station.
-
Arriving back at base you see a group of soldiers guarding the entrance.
One of the turrets looks damaged, while the other is being removed by a group of engineers.
Commander McCormick greets you once you're inside. Debriefing is as usual,
you report everything that you saw and he asks for any details he deems important.
Once that's settled and the commander is up to date on your intel the crew disperses,
while the commander goes back to talking tactics with his other military companions.
Some of your guys you see head into the infirmary, while others go for the weapons and ammo stocks,
possibly to restock on any unusual weapons they're using.
You decide to...
>Go meet with someone on your crew [who?]
>Go chat with the commander about the current plans
>Go look for more crew members for your merry band of degenerates
>Write-in

>>1005473
My bad, lad.
>>
>>1005482
>Go meet with someone on your crew [who?]
Carla
>>
>>1005482
>Go chat with the commander about the current plans
>>
>>1005482
>Go look for more crew members for your merry band of degenerates
>>
>>1005482
>Go look for more crew members for your merry band of degenerates
We could always do with more cannon fodder
>>
>>1005489
Switching to talking to Carla.
>>
>>1005493
>>1005491
>>1005490
>>1005489
>>1005486
We have a draw then.
5 then rolling for it.
>>
>>1005482
Go meet with carla
>>
>>1005502
Maybe it'd be a good idea to go have a chat with Carla, you have a feeling it'd be about the least unpleasant thing you could do right now.
You head towards the infirmary, and coincidentally meet with Carla as she exits the place.
“Hey big boss, heading in for a check-up?” she asks while leaning on the improvised med-bay's wall.
“Coming to see you actually, just for a chat” you take your helm off, it's impolite to talk with your face covered afterall.
“Oh I'm flattered that you decided to check on me, but I'm starving. Want to talk it over some food?”
She seems more relaxed around you than she used to be. You hope this means at least one of your crew members doesn't think you're insane.
-
You two are sitting in front of each other at the courtyard, some strangely appetizing gruel on the table waiting to be devoured.
She leans forward, her head rests over her two interlocking hands. “So what did you want to talk about, Phil?”
>Write-in
d20 it too, because hey why not

Pastebin of your current stuff after everyone's restocked and healed:
http://pastebin.com/8f727ctg
(I think I might have screwed it up since I had to use a non-updated version, update it then basically set it back to zero when you got back)
>>
Rolled 17 (1d20)

>>1005523
>Ask what she thinks we should do next
>>
>>1005523
Talk about her technique with her weapons, try to glean some knowledge and become more of a badass.
>>
Rolled 2 (1d20)

>>1005523
>Tell me of yourself, what happened with everything and has anything odd been happening too her yet.
>>
Rolled 10 (1d20)

>>1005533
I'm bad at rolls
>>
>>1005542
>>1005538
>>1005533
>>1005532
Alright, going to try and fit these in together.
>>
Rolled 14 (1d20)

>>1005523
>Ask her if she'll become our waifu
>>
>>1005569
How creepy even more so when people are going crazy.
>>
>>1005569
>the voices tell me we should go somewhere, just the two of us
I'm having some trouble making the dialogue not become incredibly awkward please don't tempt me to make you drop the metaphorical spaghetti.
>>
>>1005583
drop the spaghetti
>>
Rolled 9 (1d20)

>>1005523
>"Hey after this, you wanna go get a drink some time?"
>>
“Just chat a bit.” you start chowing on the gruel. It actually tastes good, which leads you to speed up on consuming it.
“Maybe you could give me some tips? On combat that is, you handle that sniper rifle like a pro”
She leans back and giggles “I think any advice I could give you would be useless”
“And why's that?” you say, a bit hopeful she'll say you're just that good.
“You tend to rush in and destroy everything. Me? I get nervous when I'm close to the enemy, I like hanging back and taking my time.”
“I'll admit, I hadn't thought about that” by now your plate of gruel is done, hers is not even halfway done, women...
“It does mean we make a pretty good team, the brawn and the deadeye” she winks and continues on her turtle-pace eating.
“Well, since we're talking about different takes on things, what should we do next?”
“Retire to some tropical island and live out our years doing nothing but sunbathing”
“I meant in our current situation” you motion for the mess-lady to bring you some more gruel.
“Try not to die. Maybe get one of those ships so we can get to that tropical island.”
A hand pops out from her back and covers one of her eyes while she talks.
You zone out on that while looking at the uncanny scene, dropping a spoonful of gruel on your lap.
“Phil, I'm not – that – beautiful, stop daydreaming” she says while having a laugh at your antics.
As long as she thinks you're just being silly and not actually going nuts everything is fine. Everything is fine.
You try to switch the subject to her own well-being, and she starts to ramble about the crappy conditions here, at which point you interrupt her.
“I meant more in a... spiritual sense?”
“I didn't take you for a religious guy, but if your next words are 'Altman is our prophet and the Marker is our Salvation' I'll have to shoot you”
“Very funny, you know what I meant” she sighs but seems to drop the act.
“It's hard, you know? Those things are terrifying, and I know we're just people but when something horrible happens and you can't stop thinking about what you could've done to avoid it, it's...”
>1/2
>>
>>1005622
>Actuallyacultmember.jpg
>>
>>1005622
“Hey, it's fine. I know how you feel, but it's not your fault” you rub her arm a bit. She looks up and smile.
“What about you then? I bet you're having a good time with this insanity” the hand is still over her eye. The hand is still over her eye. There is now another hand over her other eye.
“I'm totally fine. Just tired that's all.” one of the attendants comes and takes Carla's plate.
You see she'd like to protest but seems not to be in the mood to bother with it, so you take over.
“Hey, my wife isn't done eating pal” the man immediately returns her gruel but it takes you and her a moment to notice what you just said.
Carla lets out a nearly uncontrolled belly laugh, when she's over she looks at you and smiles
“That's got to be the cutest and funniest freudian slip I've ever seen”
“Does that mean you'll go out for some drinks with me if we get through this?”
She gets, moves over to your side and plants a kiss on your cheek.
“Not if. When.”
She pauses.
"It was good talking to you Phil"
You nod and smile "You too"
>Go talk to some crew member (who?)
>Go talk to the commander (about?)
>Go somewhere in the hideout (where?)
>Write-in
2/2


inb4 y-you too comments
>>
>>1005628
>>Go talk to some crew member (Doc)
>>
File: 1474142644658.jpg (52 KB, 622x604)
52 KB
52 KB JPG
>>1005622
She knows our secret
>>
>>1005628
>Go talk to Doc.
>Soft, Make us whole.
>>
>>1005628
>look around the hideout, get a feel of its defenses just in case
>>
>>1005628
I-It's not like I wanted to make that comment b-baka!

Do a walk around, we don't want any surprise attacks or IEDs planted by other crazy people, if we run into a someone interesting, chat them up.
>>
>>1005647
>>1005646
>>1005636
>>1005630
Writing for defense inspection the chatting up the Doc (easier to fit things this way)
>>
The first thing you got when you arrived here was a tour of the place, but maybe it's time take a look at the defenses by yourself.
You give everything two visits, checking every duct barricade and all the blocked doors and manholes possible.
The place is pretty big, even if the upper floors were blocked off so defenses weren't spread thin due to the low amount of people here.
You talk to a few of the guards still on duty, some of them had to leave to be briefed on the current plans, while others already returned from that.
From what you gather the commander is readying them for an assault on sector 10, even if the exact time for that isn't set yet.
On the front entrance you find the turret now placed on the tram,
the broken turret is being fixed but most of the focus of the people there seems to be either on the tram turret or on guarding the entrance itself.
Back at the courtyard you consider your options of which crew members to chat with.
That's when you notice the same shady man who talked to Sarge back on your previous visit staring at you.
He nods and gives you a devious smile. Probably some crook taking advantage of the situation for profit.
You turn around and set your eyes on the infirmary. The doc, sure let's talk to him.
-
The doc is about your age, he's got blonde hair and a pretty decent build for a man on such a profession.
He's helping around the improvised med-bay on his spare time.
“Have you got some time to chat?” he continues to work on redoing the bandages of a heavily wounded officer.
“Sure, you don't mind that I work while I talk to you right? All these injured people need as much of my time as I can provide”
“I don't mind it, and I understand. You've got an important job”. He nods and wipes some sweat off his brow.
“So do you”
>Write-in conversation topics
>>
>>1005696
>Why did you come here to be a doctor?
>Have any family back on Earth?
>>
>>1005696
>"So on a scale of one to ten How bad for me are Visual and Auditory hallucinations?"
>>
>>1005712
>And then start speaking in gibberish, not making it obvious
>>
>>1005722
>>1005712
>>1005706
One sec, also roll me a d20, DC is 20.
>>
>>1005722
Why do you want people to think we're a crazed idiot?
>>
Rolled 9 (1d20)

>>1005760
Comic relief, not actually admit it.
>>
Rolled 2 (1d20)

>>1005753
>>
>>1005753
>>
Rolled 11 (1d20)

>>1005753
>>1005782
I fucked up the roll.
>>
Rolled 6 (1d20)

Rolling for comic insanity
>>
>>1005790
Sorry lads, doc is gonna think we're nuts
>>
Rolled 4 (1d20)

>>1005753
>>
>>1005696
>seek advice for auditory and visual hallucinations.
>>
Rolled 2 (1d20)

>>1005753
>>
Rolled 10 (1d20)

Why didnt you roll this, anons?
>>
>>1005840
?
>>
>>1005840
How can one roll that which cannot be rolled?
>>
>>1005696
Lets tell him we think we might be going a little bonkers, ask if theirs any medication we can be using to help.
>>
“I like to know the people I work with” he briefly looks at you then turns back to his work.
“Understandable. What would you like to know?” his hands move swiftly, he's already attending to the second patient.
“Well, why did you become a doctor in the first place?”
“That's easy. My father was one, and so was my grandfather before him.
It's been in the family for a long time.” makes sense, your dad was a detective and that did influence your decision to become a cop.
“No thought of needing to help people or some other altruistic stuff?”
“Not really. It's nice to help people, and their gratitude always feels good, but my decision was just me going through the motions.
Normally that's all I do, go through the motions.” how depressing.
On his third patient already and you decide to go on the topic of family.
“Anyone left back on earth? Of your family that is”
“My parents are both dead, I do have an ex-wife and a son but I haven't seen them since the divorce.”
He seems unaffected by thinking about it, you're not sure if he's cold or just really good at holding back his emotions.
But he might just be cold, after all his skin is literally blue and covered in ice. Goddamn this is trippy.
“What about you, officer, who do you have left on earth?”
“Oh right, I've got my mother and my father. I haven't spoken to them for a while though”
“You're on bad terms with each other?” you start moving uncomfortably trying to think of a way to dodge the subject.
“It's a long story. Lots of blame being assigned and... I don't really want to talk about it”
He nods and goes on to the fourth. Damn this guy is a machine.
“On a semi-related subject, what can you tell me about hallucinations, both heard and seen?”
His eyes move from the patient and focus solely on you.
“Have you been experiencing them?” you can't help but feel like he's examining you.
Strangely his eyes keep aiming at you, while his hands keep working on sewing a cut.
Stranger even that after he finishes sewing the cut is still there, open and red as always.
“Not really, it's for a friend.” for the first time he smiles, then continues sewing the cut he had just fixed, or did he? You're not sure anymore.
“I get that one a lot. Regardless of how you feel about what your... friend... has been experiencing you should probably talk to Doctor Reed.
You're lucky the head of the psychiatry department survived.”
Really lucky. Really.
>Another topic with him
>Go visit Reed
>Go see another companions
>Go talk to the commander
>Write-in

Sorry for taking my sweet time, some people were talking to me.
>>
>>1005861
>Go visit Reed
>>
>>1005861
>go visit Reed
Can't fight monsters when you can't tell if they're real or not
>>
>>1005861
>Go visit Reed.
>>
>>1005861
>Go visit Reed
>>
Rolled 6 (1d20)

>>1005861
>Go visit Reed
hEY dOC i THINK SOMETHING MAY BE UP WITH MY BRAIN BOX?
>>
>>1005861
>>Go visit Reed
As comical as our insanity is, we should probably try to stay functional atleast.
>>
I got feeling fighting real monsters tends to keep visions and stuff in bay, keeps our mind busy staying alive, but then again we can't keep fighting forever.
>>
>>1005956
No, it seems the more we fight the monsters the crazier he gets and anons picking crazy choices for da le lulz.
>>
>>1005971
Maybe we're the voices in his head?
>>
You bid your farewells to the good doc and he instructs you on how to find Doctor Reed.
He does so, and you head further into the clinic. A small series of 'offices' is almost hidden at the very back.
In front of one hangs a sign that says 'psychiatry'. You think about knocking but the place only has a curtain and no door.
“Doctor Reed, can I come in?” you wait for a few brief moments before someone moves the curtain away.
An older woman appears. She is almost as tall as you, which is pretty tall for a woman.
Her blonde hair is starting to become white, coupled with small expression marks on her eyes and it gives away her age.
She motions for you to come in and puts on her glasses, giving her an even more motherly appearance.
“To what do I owe the pleasure, mister...”
“Philips.” you say, giving her your best friendly smile.
“Just Philips?” you nod in response, strangely you can't think of the answer to the question.
“Alright then, we all have our secrets. So I'll ask again, how can I help you Mr. Philips”
“I've been having some issues...”
>Write-in on how to approach the subject
d20

>>1005983
This happened in quests before.

Hey!
Meeting new people can be a pleasant experience. Or it can be a bad one. All I know is it takes time.
>>
>>1005983
We always were anon. We're the voices in the dark. We exist outside a PCs world and understanding, we know much and we don't particularly care too much. We are Old Gods.
>>
Rolled 13 (1d20)

>>1005995
>Frankly, I suspect I'm going mad and have yet to notice, likely due to the aforementioned detachment from reality
>>
Rolled 19 (1d20)

>>1005995
i've been keepping track of events regarding this current situation and i've noticed a type of Pycosis among the cultists. At first I believed to was due to their faith however...i've come to believe there may be something more insidious at foot..Tell me have any other people here began to see things? twisted dreams? Hallucinations? the term "Make us whole"?
>>
Rolled 13 (1d20)

>>1005995
I haven't been sleeping well and keep "hearing" whispers.
>>
>>1005995
>Flirt with her
>Is your name Wifi ? Because I’m feeling a connection.
>>
File: thisThreadRN.gif (655 KB, 500x286)
655 KB
655 KB GIF
>>1006012
>Actually having us say make us whole
The absolute madman
>>
Rolled 17 (1d20)

>>1006021
Fuck, forgot dice
>>
>>1006021
No.
>>
>>1006021
No thank you. would rather stick with Carla
>>
>>1006021
>flirting with granny
Is this a symptom, my friend?
>>
>>1006029
also what kind of asshole tries to create a love triangle in such a shitty situation
>>
>>1006021
and i am 90% sure this broad is another hallucination
>>
“Frankly, I suspect I'm going mad and have yet to notice, likely due to the aforementioned detachment from reality “
“I see. And what exactly have you been experiencing that led you to that conclusion?”
“Hearing things, seeing things, sometimes people's words change or they seem to do things they never did.”
“Interesting. And you have been experiencing this for how long?”
“I'm not sure, since back when this mess first started I think.”
She holds her hands together and ponders your information for a bit.
“It's entirely possible the incident caused you to suffer from a disorder in order to cope with the horrible events you've experienced”
“But what about others? You see, the cultists they've gone insane too, and I think the whole incident and the things I've been seeing might be connected.”
“You're thinking the unitologists might have -made- you insane?”
“Not necessarily, but haven't you heard weird things from other patients?
Ramblings about making them whole or finding something? Or just people hearing whispers and seeing things?”
“Most of my patients right now have been experiencing symptoms of extreme stress and trauma, but what you're describing? You're the first to come up with it.”
You look to the ground, thinking of what next to say, but she interrupts your thoughts by handing you a small bottle.
“I know you're one of the guards, or at least I think so by your suit, so I'm reluctant to give you those as they'll certainly hinder you in combat, but it's the best I can provide.”
“Will they stop the hallucinations?”
“They'll help. Beware of the side-effects however, like I said, it'll hinder you. Your mind will become duller and you'll have a harder time reacting to the outside world.
>Anything else to say?
>Go meet the Commander
>Go meet other companions (who?)
>Write-in /Mix
>>
>>1006099
>Go meet the Commander
>>
>>1006099
>Hand them back, Thank her and go meet with the Commander stating anything that will make us react slower might kill us.
>>
>>1006099
Ask if she has time for an actual therapy session.
We should tell her everything, in detail, that has happened to us. All the way from finding the dead john in the john, to when we finished lunch with carla.
>>
>>1006099
>Anything else to say?
Thank her

>Go meet other companions (who?)
Sarge I think we've got a problem...me. I was apparently in a coma and survived 3 weeks alone, I found the message that led me here, I'm beginning to hallucinate...I think i've worked it out.

Sarge I know it sounds crazy, but I don't think I escaped, they let me go. They let me go to bring this possibly infectious madness into the camp. I've got this medicine, hopefully it'll help some of the time. But uhh...well if the time comes...and well you know....I may need you to stop me. I don't want to leave anything to chance.
>>
>>1006099
>"Should i tell anyone else?"
So boys i think we should have Doc take a look at these pills
>>
>>1006136
>They let me go to bring this possibly infectious madness into the camp
And that's how we got killed. Good job, Anon. Why the hell would we tell him that? Even it was true, it's a dumb thing to admit it.
>>
There's a lot of conflicting opinions so I'm hoping we can come to a more concise course of action.


>>1006132
As in play it out or F2B?
>>
>>1005997
Does that make me the Idiot God? It would make sense, minus the uber-powered part
>>
>>1006145
We're telling sarge because he's our friend and supirior but not in charge. If we become a threat to our team they need to know! What we can do however now that he knows is have someone watch our back and should the symptoms begin to appear we can nip it in the bud.

We've IDed we have a problem, now we get support form those around us.
>>
>>1006149
I would be interested in playing it out
.>>1006177 also brosef i agree with all of your suggestion except for telling them it might be infectious, Telling him that we are losing it and to off us if we lose it entirely is and will always be a good idea
>>
Keep pills, don't use them right away.

Don't tell anyone, if they ask say you've been having night mares (Half true)

That's my input, where we go next, meh. I'm more combat and puzzle oriented.
>>
>>1006222
>>1006177
Since you guys keep picking the crazy options, this will be a very short end.
>>
Okay I have a grasp of what you want.

But I'll just point something out:
>the doctor never had to deal with a situation involving necromorphs and markers before
So please take that into consideration.
>>
>>1006236
Talking to a literal Schizophrenic, If you start to see shit you should tell somebody no matter how crazy it looks, also having other people around that can tell you when something is not real helps, hell when i meet a new person i usually have to ask someone i know around me if they see them too.
>>
>>1006260
Makes sense.
>>
>>1006260
Knew a schizophrenic, she had the most fucked up drawings inspired by her hallucinations. Pure nightmare fuel
>>
You hand back the pills “If there's a risk I die out in the field while on these then I can't take them”
She hands you the pills again “I insist you at least take them with you, and please consider not going into the frontlines again.”
With the coming assault on the ships you believe that might not be an option, but acquiesce anyway.
You begin to get up, but almost immediately sit back down.
There's things you just began to wonder about that might be worthy of discussion with the doctor.
“Have you got more questions, Mr. Philips?” she smiles again. She really looks like a very young grandmother.
“Yeah actually, how did you know I was telling the truth about the hallucinations and all that?
I mean, shouldn't we have a full session and run tests to know if I'm really crazy.”
“It's very simple. When the group is worried about an invasion of insane people it's clear the one person claiming to also be insane can't really be in their right mind.”
That's a good argument, so you move on. “Do you think I should tell the rest of my group?”
“It's up to you. Honesty is a good policy, and it might save you the trouble of having them find out on their own,
but it could also put unnecessary strain on the dynamics of the group.”
She pauses to sip from some tea, which you realize is blood with an eyeball floating on it.
“Sometimes a compromise of the entire and absolute truth is your best defense. You do have confidentiality while talking to me so don't worry about me spilling all your secrets around!”
After she sets down the teacup you realize it's just tea.
>More talking?
>Leave to meet the commander
>Meat with one of your companions (who?)
>Write-in

Sorry if I didn't use the "leave' options but I had a lot of material here and I wanted to take down some of the possible topics to allow for a more clear vote.
>>
>>1006292
>Meat with one of your companions (Gomez)
>>
>>1006292
>More talking?
Ask for mental exercizes that can be used to get a grip on reality. Anything besides medication that can help us tell what is real and what is fake, or outright dispel hallucinations.
>>
>>1006292
>Leave to meet the commander
>>
>>1006292
>More Talking
I'm absolutely fucking sure we're saving somebodies life by doing this now
>>
>>1006326
same
>>
>>1006292
>Leave to meet the commander
>>
“Anything else I could try?” She looks at you quizzically.
“I mean, to help my mental stability.” Reed laughs and rubs her hands.
“Let's see, I think it might do you good to medidate in case you're having anger issues,
and possibly to just generally avoid stressful situations. Therapy would help but I have a feeling you won't have a lot of time for that.
Or that you might be the kind that doesn't like listening to doctors, in which case I'd recommend you' at least talk to your friends or partner”
She gets up and motions for you to follow her.
“More importantly, I understand that we as a group have bigger problems that need to be dealt with.” the woman points to the many injured and sick.
“And that's why, while I know it's harsh for me to say this, I do believe if you're with security that you should just stay out of the fight.
Ask for a leave and help us here, in the 'home front', even if it pains you to do so.
Here you can be medicated and not risk your life doing so. That's the best I can offer for now."
You nod and move out, but not before thanking her and saying goodbye.
Soon you're back out on the courtyard still pondering over her recommendations.
>Chat with the commander about the plans
>Meet a companion
>Write-in

I'm pretty sure we're headed for the commander next.
>>
>>1006378
>>Chat with the commander about the plans
>>
>>1006378
Commander
>>
>>1006351
>>1006321
>>1006387
>>1006389
Which if our "Madness" is infectious might be a bad plan although we could have just been close enough to where they were keeping the marker to see bleeding effects
>>
>>1006378
>Chat with the commander about the plans
>>
The commander is sitting in his little 'command center', a collection of screens, blueprints, weapons and a holographic display of the station.
Some civilians seem to be organizing data and writing on the blueprints,
while the military and security personnel either discuss among themselves or exercise waiting for the action.
McCormick waves his hand at you and motions with his head, telling you to approach.
“I figure you'd come sooner or later. You want to take part in the Sector 10 assault yes?”
“That's right, but I actually came to learn more about the plan first.”
“Understandable, although if I'm being honest there's not much of one.
We're sending the turret-armed tram in, it'll take 4 trips to get everyone there.
Group Alpha stays with the civilians, makes sure they're safe, they go first to secure the area
Group Gamma takes over the backdoor entrance you told us about, they go second to get in position
Group Omega will break through the front door, that's where I'll be and we'll come last to begin the assault.
Civilians come on the last trip with a token militia defense”
You nod and he continues. “You've done some good work, so I'll let you pick where you want to be.”
>Alpha, the guard duty
>Gamma, the rear door approach
>Omega, the front door assault
>Write-in questions/answer
>>
>>1006458
>Alpha, the guard duty
>>
>>1006458
>>Alpha, the guard duty
>>
>>1006458
>Gamma, the rear door approach
>>
>>1006458
>Alpha, the guard duty
>>
“Alpha seems fine to me.” he smiles and pats you on the back.
He replies, “I was hoping to see you and your team in action, though I'm happy to know the civilians will be well guarded.”
“Anything else you wish to ask me, soldier?'
>Write-in question
>No sir, go do [write-in]

I'm just saying but tomorrow things will be a bit disconnected like today.
Friday will feature the usual pace.
>>
>>1006530
Thank you for running
>>
>>1006533
Well I didn't mean to end the thread, but I guess I might as well.

Thanks for playing! I'm going to sleep so I can actually try and get extra time set for the quest tomorrow.
>>
>>1006530
Go see our resident engineer.
See if he can either rig up more of our retractable shield, improve it, or find us a dank melee weapon to match it.
>>
>>1006540
Sleep well, anon.
>>
>>1006530
Well if we are establishing a beach head We should ask some engineers to make some mines, well bombs in general Hell if you rig an acetylene tank up right you can take out an entire hallway with a wall of fire.
>>
Next episode, pic related
>>
Gonna go ahead and leave the question of "what next?" here so when I come back the next step will already be set.
>Keep talking to the commander [topic?]
>Go talk to a crew member [who?]
>Go get the full team ready for the escape mission
>Write-in
>>
File: Military RIGs.jpg (608 KB, 1920x816)
608 KB
608 KB JPG
Well I'll be continuing the thread now, hopefully uninterrupted this time since my appointments were cancelled.

Gonna wait for any votes on
>>1008026
or
>>1006530
>>
>>1008166
Bug the engineer
>>
>>1008026

Go get the full team ready for the escape mission
>>
Rolled 1 (1d2)

>>1008175
>>1008182
>>
"That's all for now, sir” you salute the commander before leaving because why not play along with the whole soldier thing.
Once out of the command center you wonder where you could find Julius,
as you have a few ideas he could help you with for the Sector 10 assault.
It takes a bit of asking but eventually an engineer directs you to the underground 'apartments'.
You find Julius lying back on one of the beds, a young man sitting next to him and working on some electronics.
The old engineer turns his head to you and nods. “Need something?”
“Yeah actually, if it won't bother you.” he sits up and leans on the wall next to the bed.
“Just resting a bit, when you get to my age you start getting tired way too often.”
He points to the young man “This is my nephew, he's not studying engineering yet but I'm teaching him a few things.”
“Hi” that's all the boy says before he continues messing with whatever the parts he has on his lap are.
“What did you need then?”
>Write-in what to say
>>
>>1008184

Well if we are buging him mybe we should ask if he can hook up a few stasis modds to the turet tram so it can hold them in place to just sheed some of the biger ones idk
>>
>>1008197
I'm not sure if I understand what you're suggesting.
Putting stasis modules on the turrets so they can freeze enemies?
>>
>>1008193
>"Any improvements you can do on my suit?"
>>
>>1008253
Seconded
>>
“Any improvements you can do to my suit?” he eyes you head to toe.
“That thing is a prototype, more advanced than most of the stuff I've ever seen.”
“So no?”
“I didn't say that. Let's go find a bench, and take it off so I can examine it closer”
-
“Alright, I've figured a few things out. First that whoever made it put in a sort of smart reactive material in the suit but didn't bother integrating it into the systems, so the protection is not at it's maximum. Second thing is the air capacity, I noticed it before but you only have the basic 60 seconds of air. Third is the stasis module, I could upgrade yours. Fourth and final, kinesis, you don't have any so I could try and put that in.”
“Sounds goo, do you have the materials for all of that?”
“Certainly, but have to say that the armour stuff might have a reason for being 'turned off'. This -is- a prototype after all.”
>Do the armor upgrade
>Don't do the armor upgrade
After making your choice you...
>Talk to Julius some more [topic?]
>Leave to prepare your group
>Leave to meet with another companions
>Write-in

Basic upgrades done:
>Air: +30 sec
>Stasis: +2 charges
>Kinesis Module integrated
>>
>>1008272
>Don't do the armor upgrade
If it was dangerous before then it's dangerous now.
>Talk to Julius some more (career, family, and favorite drink)
>>
>>1008272
>>Don't do the armor upgrade
>Talk to Julius some more [topic?]

So, do you have any ideas why they wouldn't activate the reactive system of the suit? Wouldn't want to end crushed by my own protective gear.
>>
“Any ideas as to why they would deactivate it?”
“It's not like they left notes on the topic, kid. Plus I've never seen the material before so I really don't know.
Could be anything from 'the programming of the layer isn't working as it should' to 'if it takes a plasma bullet it evaporates and turns into toxic gas'.
My guess? It's something they were considering removing from the final product. Sometimes you need a downgrade to make things affordable”
“All of those seem plausible” you nod, then take a sit near the bench as he starts working on the suit.
“Mind if I get to know you better, sir?” he gives you a tired laugh.
“Ain't much to know. No family anymore other than that nephew.
Used to be the boss of this place but I got too tired so I now spend my days watching shows and teaching that kid.
Or rather, that's what I used to do.”
Informative.
“Favorite drink?”
“I don't drink anymore.” he turns from his work to you. “Scotch, is what I would answer a few years back.”
“For me it's...”
>What's the favourite drink for Phil?(Write-in)
“Fitting.” he smiles.
“Alright it's done.”
-
Soon you're back in your armor while Julius waits next to you so that you can confirm everything is functional. It most certainly is.
>Talk some more?
>Say goodbye and go talk to another crew member
>Gather the group to prepare
>Write-in
>>
>>1008302
>Godmother (half vodka, part Amaretto)
>Gather the group to prepare
>>
File: ZealotRIG2.jpg (54 KB, 370x600)
54 KB
54 KB JPG
>>1008312
Gonna wait a bit to see if anyone else votes.

Oh and putting back my trip since I dropped it.
>>
>>1008329
What's it like having a trip?
>>
>>1008302
>Depends on whatever I can afford at the time.

>Lets get the group prepared

We have a command center to check?
>>
>>1008335
Doesn't really matter in /qst/ due to IDs, but it's useful in case of IP changes.

I do it mostly because it's the usual since the /tg/ days.

>>1008339
Noted.
>>
>>1008339
Wait what do you mean by
>we have a command center to check?
>>
>>1008341
I kinda wanna make sure we have everything to discredt the religion nuts once we get off.
>>
>>1008343
The place that was blown up when the second in command went rouge
>>
>>1008344
>discredt the religion nuts
I think them killing people and worshipping monsters is enough to discredit anyone.
>>
>>1008348
Look at the real world and realize, its not
>>
“Let's gather everyone for our next field trip” he narrows his eyes at you and sighs.
“Already? I guess I'll go grab my gear then.”
-
Soon you've got everyone sitting around the courtyard waiting for the next assignment.
Having already talked to the commander to make sure you'd have time for another mission,
he assured you they're still working on their preparations for the assault so you're in the clear.
You clear your throat but get interrupted by Gomez. “Phil, Carla told me we're going to the Waste Disposal sec next, please tell me that isn't true”
Carla is a mean one, to prey on the poor Officer Gomez. You're surprised someone can be so gullible.
“Why would we even head there? Anyway, our next target is...
>Command, sector 1
>Somewhere else [write in]
>The construction yards. We'll wait until the rest are ready rather than do another mission.
>>
>>1008358
COMMAND sector 1

What other areas did we avoid?
>>
>>1008358
>Command, sector 1
>>
>>1008361
Waste Disposal
Residences
Business

Thing is none of these really matter right now.
>>
Rolled 7 (1d20)

>>1008358
Waste disposal
>>
“Command center, sector one” the party's members seem a bit unsurprised.
“Figured you'd want to investigate that. Last I heard the traitors were holed up in there after taking down the Director.” says Sarge.
“And for that reason it might lead to valuable intel,
plus if we get to take down a few more enemies before the assault then that's great news.”
The team gets their gear and suits up, and soon you're all heading out to the tram.
-
On Sector One's tram station the crew gathers around you,
waiting for you to decide which part of the place you'll hit up first.
There's just two notable subdivisions, the director's command center itself and the security headquarters
>Go to the Command Center
>Go to the Sec HQ
>Write-in

>>1008378
cheeky
>>
>>1008390
Security first, maybe get more goodies
>>
>>1008390
>Go to the Sec HQ
>>
The security headquarters looks like a police department from back on Earth, with one difference: it's much bigger.
Having to house all of the security forces and allow them easy and fast transportation across the station
it was put on the first few levels of the sector and had quick access to the control point and trams.
Occupying a total of three floors, it was composed desks for the officers and secretaries on the first,
offices for the bureaucrats and higher ranking enforcers on the second floor, an armory at the back of the third with the information central occupying the rest of that level.
Finally, on either side of the first and second floors were the M.E and Forensics labs, surrounding the main room.
An elevator could be found inside the headquarters themselves leading all the way to the Director's command central on the fourth floor and above.
But now the whole place is just a deserted building, or at least the area you're on in.
Officers' desks overturned and paper lying everywhere, you even spot blood stains in some areas.
>Investigate this area
>Go to the M.E / Forensics
>Go to the second floor
>Look for your own desk
>Write-in
>>
>>1008410
>Go to the M.E / Forensics
>>
>>1008412
Well I'm gonna give it a bit more in case any of the others show up.

Writing in 10.
>>
>>1008410
>check our this area first
>>
Rolled 1 (1d2)

>>1008434
>>1008412
1 - me
2 - here
>>
>>1008438
We're shitty fucking cops.
>>
You opt to head out to the M.E. Labs. The place is just as deserted as the rest.
Even the bodies are missing, which you assume is a sign they turned into necromorphs.
One thing does draw your attention however, one of the missing body's case file dates to the day the necros first appeared.
Upon further inspection and some translation of 'medic-ese' by the doctor and it hits you.
It's about the bathroom guy with the caved in head. Interesting bit is that the report says his wounds are 'clearly self inflicted'.
How in the hell does a loony cave in his own head? That's one horrible fate.
Other highlights of the room are some chemicals which you figure could be used for some improvised bomb-making,
and medical instruments, including an automatic bonesaw.
It looks like a chainsaw but the cutting bits are only on one end and the opposite side has a metal guard.
Do you take the saw? (takes up 1 slot, you have 1 free slot)
>Yes
>No
Your group gathers again at the entrance.
>Head back to the main room to check what you can find
>Head upstairs to the offices
>Leave Sec and head to [write-in]
>Write-in

>>1008439
To be fair there wasn't anything super-interesting about the description.
>>
>>1008447
>Yes
>Head upstairs to the offices, Sweep and clear so we don't get ambushed again.
>>
>>1008447
>Yes
>Head upstairs to the offices
>>
>>1008447
>yes!
Upstairs
>>
>>1008447
>>Yes
>Head upstairs to the offices

Saws are always good and double the good with our melee antics
>>
You and the group take the elevator the second floor, but upon arrival there an alarm is triggered.
Gomez and Sarge look at each other, you can see the worry on their faces.
This place never had second floor elevator alarms, which means someone else set it up.
Your group heads in and takes cover, yet the alarm keeps ringing.
“Someone needs to find it and shut it down before someone finds us”
“Too late” says Julius as he fires his plasma cutters at the vents, bits of necromorph falling through it
>Split the group, who goes into the alarm team and who goes into the defense team?
>Everyone heads to the alarm, you can't split the party in enemy territory, and you can't risk searching when enemies know your location
>Just look around regardless of the monsters, if you manage to leave intact it'll mean the alarm will keep drawing them here while you'll be long gone.
>Write-in
d20 too!
>>
Rolled 7 (1d20)

>>1008459
>Everyone heads to the alarm, you can't split the party in enemy territory, and you can't risk searching when enemies know your location
>>
>>1008461
10+
>>
Rolled 15 + 10 (1d20 + 10)

>>1008459
>Everyone heads to the alarm, you can't split the party in enemy territory, and you can't risk searching when enemies know your location
We add ten?
>>
Rolled 3, 2 = 5 (2d20)

>>1008461
>>1008466
I GOT THIS
>>
Rolled 3 (1d20)

Get the team's Back as they hunt for the alarm. RIP AND TEAR
>>
>>1008468
10+ min*
The time I would wait for new votes

>>1008468
>>1008461
>>1008469
>>1008470
15 it is.
>>
Damn the dice gods hate us
>>
Rolled 11, 13, 8, 10, 16 = 58 (5d20)

You suggest finding the controls for this alarm but Julius points out that could take a long time.
“How about we just shoot the speakers, darling?”
Carla points her pistol to the one right next to the elevator and blasts it to bits.
“Sounds good, move as a group, shoot anything that moves or that makes this goddamn sound.”
-
A minute has passed and you've only found another two alarm speakers, the sound is still up but you can hear some difference.
The few necromorphs that appeared have been dispatched easily by concentrated firepower.
But as you hear the elevator being activated you can't help but think that 'maybe necromorphs are the least of your worries'.
You keep going until your party finds another set of speakers, this time guarded by a group of three pregnant necros surrounded by five of those damned babies.
>Retreat and try to intercept the elevator group
>Focus fire on the necros (battleplan?)
>Take out the speakers first, then fight the necros (battleplan?)
>Write-in
>>
>>1008479
>Retreat and try to intercept the elevator group
>>
>>1008479
>>1008485
Oh and d20 bo3.
>>
Rolled 1 (1d20)

>>1008479
>Retreat and try to intercept the elevator group
>>
Rolled 9 (1d20)

>>1008479
>>Focus fire on the necros (battleplan?)

Dismember the pregnants, can't let them unleash their lethal load.
>>
Rolled 10 (1d20)

>>1008487
>>
File: KJZ2jUQm.png (410 KB, 500x500)
410 KB
410 KB PNG
>>1008492
>1
I didn't ask for this.
>>
>retreat and try to intercept the elevator group
Also, could we have Carla pick off any necros on our 6?
>>
Rolled 15 (1d20)

>>1008498
Forgot to roll
>>
>>1008498
You mean put her on rear guard with the sniper so none of them get close enough to screw with you?
Sure it's doable.

Gonna get coffee then writing for
>Retreat
>Intercept the Elevator Group
>>
Rolled 19, 12, 6, 16, 1 = 54 (5d20)

You run back to the elevator to try and intercept the enemies' arrival,
sadly you're too late and your 'welcome' gift is a barrage of fire on your direction.
The four cultists manage to pin your group down and make your own counter-offense harder,
but thankfully they only hit two shots, on you and on Julius.
Carla hangs a bit back and starts guarding for any necromorphs or cultists that try to sneak on your backs.
You hear take a shot so you assume she's already doing her job.
When everyone starts firing back the results are moderate, Gomez and you manage to take down one of them by focusing fire on him.
The rest of the cultist band rushes to cover as your remaining team mates attempt to hit them
>Battleplan?
d20
>>
Rolled 12 (1d20)

>>1008538
>Leap frog advance or use our thick stronk armor with a shield to draw fire as we advance so the others can pick them off.
>>
Rolled 20 (1d20)

>>1008538
Shoot out the lights, then pop out of cover to blind them with suit flashlights and gun them down.
>>
>>1008555
I've still got it baby
>>
File: 1478125430828.jpg (155 KB, 500x619)
155 KB
155 KB JPG
>>1008555
You won't actually even need to shoot the lights.
>>
>>1008562
THAT'S A STOMPIN'
>>
You shoot the lights and rush into the fight, drawing the enemy fire to your shield.
A few shots impact it but you keep going and smash onto the cultists.
They try to retreat, but you start firing. Julius and yourself manage to cut down one of them to pieces.
Carla turns back to this front and manages to open the guts of a cultist with her sniper.
His companion turns back to drag him but gets a grazing shot that discourages that.
You decide to push further once you see a pair of eyes on the vent behind the remaining cultist.
He tries to retreat again, but this time he gets impaled from two ends, by a necrospike and by your own bonesaw.
By putting some of that power-armour strength onto it you push the bone saw all the way through and into the necro behind him.
Turning back, you're ready to congratulate the party when you notice the pregnant and the lurkers rushing from behind your group.
>Battleplan?
>>
Rolled 3, 5, 12, 11, 8 = 39 (5d20)

>>1008569
oh and d20 of course lads

I rebalanced the weapons and changed the """"system"""" but I'm still trying to figure my own notes out, goddamn me for writing that stuff when drunk
>>
>>1008569
stomp stomp
>>
Rolled 7 (1d20)

>>1008576
forgot roll, stompy time
>>
Rolled 8 (1d20)

>>1008569
>IED, bomb the little bastards
>>
Rolled 20 (1d20)

>>1008569
>Statis the Pregger and shoot at the lurkers
>>
Rolled 5 (1d20)

>>1008569

Enter in a berserk frenzy and slice and dice those fucks with your saw
>>
I thought about what we could do with the command area when we finish off the traitors.
Go to an area with an automatic door and preferrably has one of the alarm speakers in it, have julius disable the safety measures on it and rig it to open and close rapidly at full force.

They might just be retarded enough to kill THEMSELVES.

We could also try to rig all the doors on command to do this if we wanted to go full meatgrinder.
>>
File: HOafOK0.jpg (13 KB, 320x320)
13 KB
13 KB JPG
>>1008587
>t. Wile E. Coyote
It could work.

>>1008582
pic
>>
>>1008587
can we nigger rig some stasis modules to speed up those doors like they do with twitchers?
>>
>>1008597
Now you're cookin with gasoline, son

Either way, I love the idea of baiting all the necromorphs on the station up here just to meatgrind them in the door
>>
Doc and Julius manage to shoot lurkers down but not before being hit by the damn things.
They stumble back, Gomez and Sarge covering for them with suppresion fire.
Carla tries to snipe but the distance is too close so she misses, and retreats alongside the other two.
You on the other hand feel like it's time for a good old melee.
Rushing in you dodge the lurker shots and block a pregnant's attack with your shield, then put the other one on stasis and bisect the one that tried to kill you.
The swarmers try to leap out but are promptly become ground meat due to the saw's fast-rotating teeth.
You then spin your body and stomp on a lurker as it tries to leave the wall behind you.
Turning back to face the enemies, they all take aim at you. Your shield is raised.
>Battleplan?
d20

Twitchers soon, but not so soon by the way.
>>
Rolled 5 (1d20)

>>1008608
Use the shield to make mashed potatoes.
>>
Rolled 7, 8, 5, 15, 6 = 41 (5d20)

>>1008608
CLARIFICATION:
You used stasis both other pregs.
Two lurkers still alive, two pregs frozen, remaining necros dead (the ones on this group at least)

Alarms still ringing.
>>
Rolled 4 (1d20)

>>1008608
>Push one of the frozen Preggers at them and fall back
>>
Rolled 2 (1d20)

>>1008608
Saw apart the lurkers, smash the preggos into paste with the shield.
>>
>>1008625
My streak! The marker has forsaken me for my hubris!
>>
>>1008608
STOMP
T
O
M
P
>>
Rolled 2 (1d20)

>>1008630
rollio brando
>>
Rolled 14 (1d20)

Saw them apart brutally
>>
Rolled 2, 12, 2, 6, 15 = 37 (5d20)

You try to bash the pregnants into the lukers but the little ones move fast.
One of them is unlucky, and jumps onto the path of Gomez' fire, dying immediately,
the other one however is smart enough to jump on your flank and getting two shots in,
one hitting you and the other hitting Sarge. Carla shoots the escaping lurker down before he can do more damage.
The rest of the group focuses their fire on the frozen pregnant monsters, taking down their limbs.
Lucky you that stasis targets are so easy to tear apart.
They manage to kill one, but the remaining one is only missing an arm spike.
>How do you finish it?
>Send the others for the alarms and rush behind them?
d20

Unlucky rolls means an easy battle lasts a little bit longer.
>>
Rolled 8 (1d20)

>>1008654
>stomp it
TKO when?
>>
Rolled 10 (1d20)

>>1008654
>Cut it up
>Yes
>>
Rolled 7 (1d20)

>>1008654
TEAR it apart with your hands
>>
>>1008657
>>1008661
>>1008664
Not with these rolls you won't.
>>
>>1008665
;_;
smack it
>>
Rolled 2 (1d20)

>>1008669
reeee
>>
>>1008672
You can't reroll
>>
>>1008674
getting fucking shite rolls the whole night anyway
>>
Rolled 18 (1d20)

You grab onto the pregnant necro's remaining spike and get ready to tear him apart.
Unluckily the stasis wears off and he shakes you off.
Stumbling back you kick on the wall to get momentum and punch the necro on the face.
It doesn't really seem to feel pain so it was more to throw it off on it's next swing, which you barely dodge.
Once you're in the clear again you go for the legs, kicking his joints in backwards.
It caves and you take the opportunity to rip off it's spike and impale the remaining leg.
To finish things you stomp on it's head. While wearing power-armor it only takes one stop for the head to be a fine red-brown paste.
This took longer than you expected, so by the time you meet up with the team they've already shot down all of the alarms.
>Search around this area for anything useful
>Go upstairs to the info center & armoury
>Go downstairs to check on your own desk
>Write-in

Daily reminder you can't be made whole if you don't collect all easter eggs.
>>
>>1008682
>Go upstairs to the info center & armoury
>>
Rolled 1 (1d20)

>>1008682
Search the area
>>
>>1008682
>Search around this area for anything useful
We have dead cultists to loot.

Have julius check if the parts from the speakers could be salvaged for combining them into an incredibly loud mega speaker. We might still be able to salvage the meatgrinder plan. Which we should tell him about, too.
>>
Rolled 18 (1d20)

>>1008682
>Search around this area for anything useful
>>
>>1008682
Search the area. Also, speaking of Easter eggs, the saw is a chain sword isn't it?
>>
>>1008682
feels more like L4D than dood spess right now
>team co-op
>panic events from loud noises
tank fight when?
>>
You and the others start looking around the place, while you send Julius to salvage the speakers.
Lots of paperwork, some cool souvenirs, pulse rifle ammo to replenish your stock.
That's about all you find. That and some interesting fact: some higher ranking officers were hardcore unitologists.
You don't know if it really matters, but you have to wonder if this means some of the cultist invaders were more 'infiltrators' than anything.
Julius returns and you ask him if he can make a new speaker with those parts.
He nods and sets the bits he salvaged on a desk.
>Wait here, chit chat with the team while Julius builds a speaker (write-in topics if you want to, or I'll just skip)
>No time for that, let's go upstairs to the Info/Armory
>Write-in

>>1008701
Well everyone is seemingly alive so far, it's hard to have a dead space feel when you're not alone.
Don't worry we'll rectify that once you roll enough 1s.

>>1008699
>the saw is a chain sword
yep.
>>
>>1008701
Are you sure you want that?
>>
>>1008706
>Take the parts to build a new speaker? And head up.
>>
>>1008708
Just wait until you guys need to kill a moon.
>>
Rolled 3 (1d20)

>>1008706
>everyone is seemingly alive
>seemingly
>alive
rolling for sanity check
>>
>>1008706
>Wait here, chit chat with the team while Julius builds a speaker (Why do you think so many join the Unitologists?)
>>
Rolled 4 (1d20)

>>1008714
I do that on Random.org

Writing for a mix.
>>
Rolled 2 (1d2)

>>1008715
>>1008712
Nevermind misinterpreted:
1 - take and head up
2 - wait and build
>>
>>1008706
This is forensics, right?
There's probably some nifty forensics tools here if we look around a bit more. Maybe even some shit that fits onto rigs for ease of use.
Or maybe a software upgrade?
Either way, we don't wanna pass up the opportunity to add scanning tech to our shit. It'd help when tracking certain people or entities, or checking out a room for hidden things.
>>
>>1008719
well at least we got some PEELZ HERE if you ever fail that roll
>>
>>1008724
If you want to look for something specific like that you could probably find it, that said right now you're in the 'offices' area.
>>
>>1008731
I say we definitely should look for it, get everyone geared out with forensics rig software.
Not sure if others agree, though
>>
File: jaypegged.jpg (22 KB, 600x338)
22 KB
22 KB JPG
>>1008736
>>
>>1008736
I'm down with that.
>>
File: Spoiler Image (360 KB, 1920x1080)
360 KB
360 KB JPG
“We'll wait around while you work on it, Julius” he acknowledges you with a nod and gets to work.
After about a minute of silence you decide to break the ice with a relevant topic.
“Why do you guys figure so many join Unitology?”
You get a bunch of replies, some interesting, some not so much.
“They're nuts. Really nuts.” says Sarge
“People need hope and spirituality in their lives, it fills that” says the Doc
“It's a scam, kid. Fools are always drawn to scams, they figure they're gonna make it big” says the engineer.
“I saw documentary once, and they say their prophet had all these crazy visions from some aliens.”
says Gomez giving a non answer.
“Lives are short, people love a story about eternal life or revival. Me? I just want to try and enjoy this one.”
Carla's you can agree with.
That said it's still weird so many high ranking personnel were unitologists, specially when the station was subsequently invaded by unitologists.
Your thoughts are interrupted by Julius informing you that the speaker is ready.
>Up to the Command Center
>Up to the Info / Armoury Areas
>Down to check somewhere we've been already
>Write-in

>>1008736
Okay, you get your opportunity to vote for that now.
Though I'm afraid with the amount of stuff and sidekicks you're collecting you'll soon be pic related.
>>
>>1008746
>Up to the Command Center
>>
>>1008746
we ain't batman till we got nipples on our suit
>hit up command
>>
>>1008746
Check around for that forensics upgrade to be the biggest, blackest knight.
Then we can hit up command.
>>
>>1008756
>>1008751
Roll me a d20 to see how lucky you are.
>>
Rolled 18 (1d20)

>>1008763
Im feelin lucky
>>
Rolled 14 (1d20)

>>1008763
Luck x 100
>>
Rolled 18 (1d20)

>>1008763
>>1008765
>>1008771
>>
You decide to head back to forensics. Specifically you look around the offices for the specialists.
'It's entirely possible they have some extremely useful tool' you think.
And indeed, they do. After wandering around a few you find an intact pair of visors, which you fit under your helmet.
Upon connecting the visors authenticate your status as a law enforcement officer and grant you access.
Once they turn in you see a really weird scene: power lines, chemicals, blood and finger prints.
Seems like these things are set to track all kinds of weird stuff that could be important in a crime scene.
Amazing.
>Head back up, into info and armoury
>Head to the command center
>Head somewhere else?
>Write-in

Congrats detectives.
>>
>>1008779
>Head to the command center
>>
>>1008779
>Write-in
Can we start making bombs?
Like alot of bombs, I got a plan.
>>
>>1008779
Armory might be good
>>
>>1008787
>>1008786
>>1008781
Mixed signals, take 10 to get any new votes or I'll roll for it.
>>
>>1008779
>Head back up, into info and armoury

Playing a game so slow to get votes out.
>>
>>1008786

I like this bomb plan
>>
>>1008786
Fuck it ill switch to bomb to see what you have in mind
>>
Rolled 19 (1d20)

>>1008786
Let's go with this madman's plan
>>
D-does the roll count for the crazy plan's effectiveness?
>>
“Hey Jules” no problem in nicknaming your crew “Mind taking a look at all these chemicals in the forensics lab?”
“Not at all. What do you have in mind for them?” the old man asks while checking the many storage units for substances.
“Bombs. I want to use them to make bombs.” just think of all the bombs, you draw a deep breath and smile.
Carla wraps her arm around yours. “Mind if I help with that? I have some knowledge of electronics and I'd love to see what your twisted plans for these bombs would be”.
“Sure go ahead, knock yourselves out just make sure that I don't end up with firecrackers.”
The two go to work while the rest of the team stands guard.
After a while organizing their materials and gathering spare parts they inform you of their possibilities.
6 'parts points' to spend:
>'Big Phil' – 6 points (Holy Marker what the fuck are you doing)
>Heavy Bomb – 3 points (blasts through ship hulls, large blast radius)
>Incendiary Bomb - 2 points (puts an entire room on fire, easily, small blast radius)
>Shrapnel Bomb – 2 points (rips through unarmored targets, small blast radius)
>Medium Bomb – 2 points (would evaporate a RIG, medium blast radius)
>Small Bomb – 1 point (equivalent to a grenade, small blast radius)
>Timed Bomb – +1 point (add this modifier to other bombs)
>Firecrackers – 0.1 points (fun at parties)
roll me a d20 because why not.

>>1008811
No, but I gave you extra options inspired by the high roll. If you know what I mean.
>>
>>1008794
>>1008800
>>1008802
We get to rigging a big empty room(s) full of bombs, we line the walls with barrel drums full with scrap metal and ball bearings+explosive materials.

And we lure as many necromorphs into the room as possible, using sound systems screaming into the vents and some dead Unitologists hanging from meat hooks from the ceiling in the middle of the room, then we BLOW IT ALL UP!

My reasoning is simple, all the ships are bunched up together in an alternate place, it means all the ships were moved there likely by the Unitologists, which would likely mean that all the other ships and the majority of the necromorphs are there.

When we tried to get near one of the ships, it opened and unloaded a ton of necromorphs out to attack us, so if we go again, and in a larger group, the rest of the ships likely containing nercomorphs will probably be opened to attack us.

We will have alot of civilians with us, and alot of wounded with us, which will slow us down, many of the wounded will likely succumb to the necros and add to their numbers.

By luring as many of them as we can into a large trap, we can either A. have a fall back plan for what to do it either before the attack on the ship storage area, or a contingency plan if it fails, or B. we can spring the trap the Unitologists can use when we make for the ships, and lure them out to have less to deal with later, safer all round for the civilians.

C. This is an alternative. We kill as many Unitologists as we can, so no one will be alive to open the ships and flood us in necrorape.

I few concerns though, we are on a space station correct? I want to know how many people were on this station before the outbreak, and I want to know how sturdy the station we are on is.

If a big bomb in one place threatens the structural integrity to much, we can offset this by increasing shrapnel and lowering explosive content, and lining various rooms and hallways with bombs instead, and have them go off piece meal a portion at a time.
>>
Rolled 5 (1d20)

>>1008821
>>
>>1008826
You would have to check that up with the commander however, specially considering that a large portion of the necros is still inside the ships and luring them here would require getting the ships to open up again.
Plus material support.

Still an interesting grand scale idea, if you play your cards right this or some version of it is doable.
>>
>>1008821
>Firecrackers – 0.1 points (fun at parties)
Distractions
>>
Rolled 9 (1d20)

>>1008821
>'Big Phil' – 6 points (Holy Marker what the fuck are you doing)

Whatever, Go big or go home.
>>
>>1008831
>>1008826
To make sure this makes sense:
no point in doing this if it's not within the scope of the assault, meaning it'd be easier to do this *before* the assault so that you don't risk the horde getting attracted to the survivors rather than to your trap.

I know I shouldn't give pointers but you made a pretty big and thought through plan.
>>
"Big Phil" must be used. I hope a scenario needing a big boom comes to pass
>>
>>1008821
>'Big Phil' – 6 points (Holy Marker what the fuck are you doing)

Fuck if we set this fucker up in sector ten with the speaker on top blaring K pop Say goodbye necros
>>
>>1008837
I'm not sure of the details of the plan the Soldiers have. So I a expected when I say failure, that most of the civis will either be dead, or be abandoned and scattered.
>>
>>1008840
>blaring k-pop
KEK do this please
>>
>>1008840
We can turn off the gravity for shits and giggles before we set it off.
>>
>>1008847
Isn't zero G fire crazy deadly? If we could add an incendiary element to this...
>>
File: J pop flavours.jpg (53 KB, 500x306)
53 KB
53 KB JPG
>>1008840
>>1008846
All you K-pop posers, J-pop is the OG asian pop!
>>
Rolled 20 (1d20)

>>1008821
>Big Phil
INFIDEL UNITOLOGISTS WILL PAY FOR THEIR HERESY
ALLAHU ACKBAR
>>
Just to clarify, Big Phil is something like
https://www.youtube.com/watch?v=rM9jN7z6Lxs
in terms of size.
It's also the winning option, writing.
>>
File: YEAH.jpg (88 KB, 912x317)
88 KB
88 KB JPG
>>1008855
>NATURAL 20 ON BIG PHIL
>>
>>1008850
I assume the Incendiary will be thermite, and not stuff like white phosphorus, else, it would be better to use a fuel air explosive. It uses the oxygen you breathe as a component of the bomb and eats up all the air you breathe.
>>
File: boom.png (133 KB, 266x325)
133 KB
133 KB PNG
>>1008855
>Allahu Akbar
>nat 20
>for Big Phil

You guys earned it, I'm adding something extra.
>>
>>1008862
Also, inhaled oxygen ignition. Although I don't think necromorphs breathe...
>>
If we're going to use Big Phil and play asian music why not J-Metal?
https://www.youtube.com/watch?v=wUnMm5YBkMY
>>
>>1008867
BASED OP
>>1008867
>>
“I call this mean son BIG Phil!” Carla says while giving you an adorable smile and pointing at a bomb the size of your torso.
She moves to a table and grabs something wrapped under rags. Carla continues her playful presentation:
“And this cutie here is... Little Carla” she hands you a baby-sized version of Big Phil.
“We had some spares, decided we could make a smaller one.” interrupts Julius.
“Twist is, this one is incendiary. Like me” you didn't take her for a pyromaniac.
“So what's the next step of your master plan, 'Big Phil'?”
>We crash the command center
>We get to that armoury
>We check the info room
>Write-in


About mobility and taking these babies around:
>Little Carla - Doesn't slow you down, also has a strap
>Big Phil – So big it slows you down, has a strap so you can carry it on your back

And since I didn't specify before:
>Little Carla (blasts through ship hulls, large blast radius, also sets everything on fire)
>>
>>1008867
ALLAHU AKBAR! TAKBIR!

https://www.youtube.com/watch?v=jVnwyEFvycs

>>1008872
No we play Trap.
>>
>>1008886
>check armory then info room
>>
>>1008886
>We check the info room
We can restock on the armory after we deplete our ammo, after hitting the CC
>>
>>1008886
>We check the info room
>>
>>1008886
>We check the info room
>Tell carla that you're a big guy, for her

Big Phil themesong
https://www.youtube.com/watch?v=5-2nByd2cr4
>>
>>1008898
I really want to avoid a direct banepost. As tempting as it is.
Nice vids by the way.


>>1008898
>>1008896
>>1008894
Info Room it is.
>>
“Let's check the info room, all those servers and data analysts might have something good for us.”
Once there you're pleased to know the place is pretty much empty.
You bet the cultists are hunkering down on the command center waiting for your arrival.
The team separates to look around the computers, you go with Carla since you've never been much of a computer guy.
-
“Hey big guy, you still with me” you were nearly dozing off there.
“Oh? Sure, sure, what've you got for me.” she moves to let you take a look at the computer.
“I've already saved most of the logs on this incident. Camera feeds, evidence pictures, reports,
audio logs, everything that could frame what happened here. Just in case, y'know?”
“Pretty good.” you two leave to check with the others. They mostly just found what would already be encompassed by her finds, so you feel ready to move on.
'Boring room' you mumble.
>To the command center
>Y'know what? Let's just put something inside the elevator, as a “gift” for themselves
>Go back to check on some other section [write-in]
>Look around for something specific [what] [d20]
>Write-in
>>
>>1008922
>To the command center
>>
>>1008886

Big Phil – So big it slows you down, has a strap so you can carry it on your back
We take we us
>>
>>1008922

To the command center

Not play twinkle twinkle little star as people are dieing
Im sad panda
>>
>>1008929
>>1008934
Are you having a stroke?
>>
>>1008929
They're with the ones they're named after, for now.

>>1008934
Too spooky. I'll never be able to listen to it again.
>>
>>1008922
Go back to check on some other section [write-in]

CHECK THE ARMOURY.
>>
>>1008922
Do we still have those laser mines that launch out of a gun?

As for bomb placement, we need to find an optimal location to plant it, ideally wide open area, and some long and strong metal chains to hoist it into the air so the energy of the bomb is not partly wasted going into the ground. A location with little in the way of obscuring the blast wave and potential shrapnel, though since we are going for a big boom, we may not need much.

I wonder how many watch-lists I will be on before this quest is over.

Jokes on them, I was already on one
>>
Rolled 20 (1d20)

>>1008922
Use the camera feeds to try to find out where the marker is right now.
And, if possible, any products of the marker.

Also, check on the area where all the ships are, and take a peek at the command center if you can manage to look into their cameras.
>>
>>1008944
Can we go after hitting the Command center so we can restock on the way out?
>>
>>1008948
Won't appear on any.

>>1008946
Line gun mines? Nope.
You do have motion detecting mines, grenades, a couple of pretty well done IEDs and the new toys.
>>
I think command center wins so writing for that.
>>
>>1008963
Damn.
Well, that was all I had in mind to look for.
Besides possibly trying to track down that cult leader.
>>
>>1008937

Noop just on phone.
And did you even ds1? It was the song intro with sences of you dieing to differnt monster's
>>
Your entire team had gone to the command center before, being that three of you were enforcers,
one was an agent that worked there and another was a former chief of engineering.
The only one who didn't know the layout was the Doc, but you all explained it to him.
One big 'podium' for the director that overlooks the many workstations below.
The elevator entrance is position to face the podium and the workstations, with the offices standing a bit further back.
A few side offices for the more important employees of the station, and most important of all:
Cover. The place had many panels installed that would be ejected in case of an attack,
these could be used by the local security to better defend the room.
All in all the situation isn't very positive for an attacking force, but it's not horrible.
You can deal with it by being cunning. Which you are if your continue survival is any indication.
-
The team arrives and you all move out of the elevator and run to the workstations, turning the tables to their sides to use as cover.
Interestingly, despite ten cultists standing there on their own cover looking at you none of them fires.
“Before I let them slaughter you infidels, I wanted to leave a message to the one who can listen to it.
You can still turn back on these unfaithful ones. You can still join us and be reborn.”
Oh yes, the creepy cultist leader is back, this time in comms format.
>Do you have dental care? I might consider if you do
>Good offer. Here's my counter offer: you all kill yourselves so I don't have to.
>Nah. (open fire) (d20)
>Write-in
>>
>>1009012
>Do you have dental care? I might consider if you do. What about Psychical aid?
>>
>>1009012
>Do you have dental care? I might consider if you do
I really need to see a dentist IRL.
Also, bluff and shoot em all in the back, or position ourselves so when our guys shoot, and they take cover we have them flanked.
>>
>>1009012
>Good offer. Here's my counter offer: you all kill yourselves so I don't have to.
>>
Rolled 18 (1d20)

>>1009012
>What do you call a psychic midget who has escaped from prison?
A small medium at large.

Then shoot them dead.
>>
>>1009035
This
>>
>>1009035
>>1009039
We can say this just before we turn on them.
>>
Rolled 15, 18, 10, 17, 5 = 65 (5d20)

“Do you have dental care? I might consider if you do.”
“You will no longer need dental care once the marker has made you perfect, Philips” the leader laughs, like a maniac who just escaped the loony bin.
“Well how about psychiatric care?” this time you laugh, and his mood instantly sours.
“I see, you're mocking us. How very funny.” he slowly enunciates every syllable of the last sentence.
“Oh come on that's not funny. Here's a funny one: What do you call a psychic midget who has escaped from prison?
A small medium at large!“ your crew doesn't laugh, as they have been carefully positioning themselves while you get the cultist attention.
“Stop playing game, Philips. The time to renounce these heathen past times is now.”
“I think I'll stick to my games” you signal for everyone to open fire.
From the flanks your group manages to take down multiple cultists before they can even react,
leaving the four survivors retreating to cover behind them.
Another four cultists appear, two from each side office, taking cover next to their brothers.
>Battleplan?
d20
>>
Rolled 9 (1d20)

>>1009070
Slow steady advances, supressing fire as groups move up. Use dat armor again
>>
Rolled 1 (1d20)

>>1009070
Fire and maneuver, suppress them, and focus on collapsing one of they flanks, and roll up the center and the last flank will be surrounded and crushed.
>>
Rolled 15 (1d20)

>>1009070
>>1009078
>Slow steady advances, supressing fire as groups move up. Use dat armor again
>>
Rolled 4 (1d20)

>>1009082
Fk you dice, that was a perfectly valid tactic!
>>
File: 1479352820475.png (173 KB, 500x758)
173 KB
173 KB PNG
>>1009082
>>1009078
>>1009086
>1
9 it is.
>>
>>1009082
y you do this
>>
>>1009070
I'll go for
>>1009082
since it's a genuinely good tactic.
But I'll have to add something else.
Say:
>How do crazy people get through a forest?
>They take the psycho-path!
>>
>>1009101
Ha, I like this one. I may have a tumor now.
>>
>>1009088
>>1009082
dice says no
>>
>>1009101
If you guys get to three jokes in a row you'll get a single-use Joker Point worth +5, because these seriously amuse me.
>>
>>1008946
Well really if we Mix ammonia and bleach in bags around the bomb we can make a No travel zone for anything with exposed skin
>>
>>1009150
Why would you want to make a toxic gas bomb? It can easily spread everywhere.
>>
What's the quickest wa to paint a wall red? WITH ZEALOT BLOOD!
>destroy them
>>
Your group slowly advances, while focusing fire on one flank.
Gomez and Sarge try to suppress the cultists with their rapid firing rifles, and Sarge ends up killing one of them with a headshot.
Julius on the right side manages to wound one with the cutter before going back to cover,
and Carla takes one down with her sniper rifle, staying a further back from the group.
You on the other hand serve mostly as a bullet sponge.
You do fire at the cultists to stop them from hitting your advancing allies, but they hit you hard in return.
>Health Indicator at 8/15
Use medpack to heal +5?
>Y/N
The cultists try retreating but you're closing in fast on the right flank and it might break soon.
>Battleplan?
d20s
>>
>>1009150
No Mr.fbianon i would never have thought up such a horrible idea until you tried to inception it into my head.

But seriously these are necromorphs it would only make them look uglier, it wouldn't even hinder their combat effectiveness.
>>
Rolled 20, 15, 6, 8, 20 = 69 (5d20)

Oops.
Also
>>
Rolled 15 (1d20)

>>1009182
>yes on med kit
Focus fire on their retreat
>>
Rolled 1 (1d20)

>>1009182
>Y
Activate shield, charge up and shieldbash members of the right flank OUT of cover so they can get easily gunned down by the rest of the crew.
>>
Rolled 8 (1d20)

>>1009182
>Y
>Throw a bomb at them
>>
Rolled 8 (1d20)

>>1009182
>Y

Grenades are practically made for this.
>>
File: why.png (145 KB, 263x264)
145 KB
145 KB PNG
>>1009193
>>
Rolled 3 (1d20)

>>1009195
dam shouldn't have rolled in the same minute as you.
>>
File: Oswald_of_carim.jpg (246 KB, 570x702)
246 KB
246 KB JPG
>>1009193
Praise the marker, this is simply part of the divine plan.
>>
>>1009205
No, you're just rolled bad.
>>
Great rolls
>>
>>1009210
You have to trust the marker, anon.
>>
>>1009217
Nah. Rather we lived and sane at that.
>>
The cultists try the risky maneuver of rushing to the last bit of cover to prevent flanking,
and it goes badly for them. Carla, Gomez and Sarge each take one out.
Julius gets pinned by fire and is heavily injured, and Doc rushes to his aid.
You manage to catch one of the cultist's fire by rushing with shield in hand to block his fire.
Three enemies remain, in the position furthest back.
>Finish them with a grenade
>Rush their position with shield and sword!
>Keep shooting.
>Write-in

Julius is at 3/12
>mfw the cultists got some really fucking lucky rolls
>>
Rolled 7 (1d20)

>>1009226
>Rush their position with shield and sword!
>>
>>1009226
>>Finish them with a grenade
>>
Rolled 7, 6, 20, 5, 18 = 56 (5d20)

Also gonna get some coffee and redbull because I'm catching the sleepy from early morning work.

Feel free to roll more 1s meanwhile, lads!
(I'm saving the joke for the last bit)
>>
Rolled 15 (1d20)

>>1009226
>Rush their position with shield and sword!
DEUS VULT, HERETICS.
>>
Rolled 6 (1d20)

>>1009226
>Finish them with a grenade
>>
>>1009238
>>1009236
>>1009231
>>1009230
5 then roll.
>>
>>1009249
Do you know why ghosts love riding elevators?
...
It lifts their spirits.
>>
>>1009249
Also Can we get Julias heal?
>>
Rolled 13 (1d20)

>>1009249
>>
File: 1482623974531.jpg (41 KB, 1033x679)
41 KB
41 KB JPG
>>1009267
Doc has him stabilized.
I figure it's up to you if you want to use a medkit now to heal him up or wait to heal him at base.
He's very low health so a stiff breeze could kill the old man, think carefully.
>>
Rolled 1 (1d2)

>>1009282
Meant to link
to>>1009272
Although the pic was in response to the joke.


Rollin':
1- nade
2- deus vult
>>
>>1009282
Heal himmm
>>
>>1009282
Use a kit, we can always make more, or find more.

Kit and gear is cheap compared to lives.
>>
>>1009286
DAMNIT
DEUS VULT WOULD HAVE BEEN GREAT

heal julius
>>
“Throw a nade on them, Sarge.” you would if you still had any.
The officer moves out of cover and makes a careful throw.
It bounces on the wall and hits the area behind the enemy cover, precisely where they are.
One explosion, three casualties. Their mangled bodies seen clearly as they were thrown out of cover.
“It's such a shame that things ended like this.” the cultist leader shows up on your comms again.
“But we'll meet again soon, and I'll-”
“Look, I'm gonna let you finishi, but how do crazy people get through a forest?”
“ -personally make sure you are-”
“They take the psycho-path!”
“ -punished for your transgressions. If you interrupt me again I'll-”
“Stop me if you've head this one but...”
He shuts off comms.
You send Sarge, Gomez and Carla to check the rooms and make sure everything is clear.
Meanwhile you go to see if Julius is gonna make it. “Don't worry Phil, he's fine.”
“Already done treating him?” you ask, surprised.
“Most certainly. Med kits really speed up the process.”
“I'm old.” the man coughs while he sits up and leans on a nearby desk.
>Julius at 8/12
The rest of the group returns, it seems the place is clear.
>Get on the elevator and head back to the Armoury, stock up
>Look around the Command Center for something [specify]
>Write-in


You have one JP (+5), spend it wisely.
>>
>>1009329
>Look around the Command Center for something [terminals, Paperwork that remains, Anything we can use to get as much information on the station and the cultists as possible. Including wtf this marker is.]
>>
>>1009329
>armoury
Armory*
Goddamn.
>>
>>1009329
>>Get on the elevator and head back to the Armoury, stock up
>>
>>1009329
>Look around the Command Center for something [specify]
Cameras, info, video screen, documents, cultist activity, logs of station activity.

Can we kill this cult leader? e should make this a priority before we try to take the cultist shipyard.
>>
>>1009329
Carla and julius might be able to figure out some ways to make the station into a necromorph-grinder from here. The command center probably has a lot of control over the entire station, after all.
If that's not possible, then we can at least see if we can herd the necromorphs to a specific area (opposite side of the station from the ships we want to get to) using the communication system to broadcast noise through specific speakers at specific times.

We should also look for COMMAND-LEVEL ID'S or get carla to find a computer that can upgrade everyone's permissions, to bypass anything we might need to in the future without having to force or hack shit.

Lastly...I think we should try to find any other survivors other than our group and the ones back at base. It's very, very slim, but there's a possibility that a secondary or tertiary survival group might be out there, fending it on their own. It's worth at least looking to see if there are any out there.
>>
>>1009332
I was worried we were tied for votes, but then I realized you'rs don't count.
>>
>>1009369
This is good thinking.
>>
>>1009370
Hahah, it was merely a correction of my crappy english.
I'll set some things up and start writing for a mix of the command center options.
>>
>>1009333
>Look around the Command Center for something [terminals, Paperwork that remains, Anything we can use to get as much information on the station and the cultists as possible. Including wtf this marker is.]
>Call back to the commander might want to mention that the Armory is open and available before the raid
>>
>>1009438
>>Look around the Command Center for something [terminals, Paperwork that remains, Anything we can use to get as much information on the station and the cultists as possible. Including wtf this marker is.]
>>Call back to the commander might want to mention that the Armory is open and available before the raid
tht seems alot better
il change to this
>>
You instruct your group on what to look for and everyone goes to work.
Specifically, you ask for any information regarding the cultists, any other survivors and anything out of the ordinary.
They return shortly after. Most of the data was erased or outright destroyed physically.
In terms of things that weren't destroyed most of it is complete garbage, logs on food and other inane stuff. Carla does copy all of it just in case.
The few bits of interesting info are a couple of personal audio logs that seem to have been deliberately left for your group.
These logs detail the delusions of the Director's aid and second in command. You had seen him before.
Schneider, seemed like a regular cowardly bureaucrat but apparently he was hiding a big secret:
he – is - the leader of this branch of fanatics.
While you're not sure if this information will be particularly useful it does explain how they infiltrated so easily,
and more importantly, why these 'traitors' attacked and killed the director. They were never loyal to the station to begin with.
After checking the logs twice you move on from information to practical things.
“Carla, can you change our permissions on the station systems?”
“Shouldn't be hard, I know the Director's password.”
“How do you-”
“It's the name of his daughter. He is, I mean, was a very predictable man, unlike you.”
Soon you're all on director-level permission. Doesn't feel so special when everyone is director.
“How about controlling things around the station?”
“With the communication hub destroyed our connection to the local servers is gone.
This is why we won't see anything automatically logged and dated after the place was abandoned.”
“That's crappy. We should still find a way to mess with the construction yard's 'hangar somewhere, I get a feeling that's the only way we'll have a fighting chance.”
“You probably wouldn't find much here anyway, the installations the cultists are using weren't even supposed to exist.
I do like the way you think though, maybe we can find a way to break them before we meet them.”
You inform the Commander that the Sec HQ armory is now secured along with the command central, and he replies that he'll be sending a salvage party there soon.
>Return to Engineering, heal up
>Restock on the Armory first
>Write-in suggestions on what else to do around here?
>Write-in things to ask or say to the party?
>>
>>1009460
>>Return to Engineering, heal up
>>
>>1009460
>Return to Engineering, heal up
>>
>>1009460
>Restock on the Armory first
>>
>>1009460
>Restock on the Armory first
>>
>>1009460
>>Restock on the Armory first
>>Weld any vents we pass shut
Also now might be the time to reveal to the party that Phil has started to suffer from schizophrenia?
>>
>>1009497
Is it really?
>>
>>1009502
I did not greentext it because it was less of a vote and more of a test to find who agrees
>>
>>1009497
>schizophrenia
It's not. The Markers are messing with his mind. it's messing with everyone's mind
>>
>>1009497
keep it to yorslf
they can know abotu the crazy latter couse right now they could freak out and try to kil us or lock us up
>>
>>1009497
It's the markers they send out a electro magnetic signal that drives people insane and changes their biology into what the necromorphs are, it's not a disease like most people think.
>>
>>1009511
1, is he aware of that, 2 phrasing it as late onset schizophrenia is less likely to get Phil shot. and 3 have we seen evidence of it fucking with anyone else? according to reed it has effected no one else
>>
>>1009511
>>1009497
Hes more Bi-Polar than anything.
>>
>>1009507
I know I'm just messing around.
>>
>>1009521
It's kind of oblivious it's the Markers since you know he didn't have any traits of being schizo before. And he took quite a beating to the head.
>>1009529
Only because Anons keep picking the crazy options.
>>
>>1009521
1. No he wouldn't know it's the marker
2. Possibly but it'll likely get him locked up for a bit.
3. no we have not but I believe the rate of insanity induction a marker has is different per person and may make more headway if the person is asleep or in an unconscious state this also includes a coma which our hero has been in for apparently a couple weeks.
>>
>>1009535
But does Phil or anyone else at this point in the timeline Know what the markers do Also http://ajp.psychiatryonline.org/doi/full/10.1176/appi.ajp.157.2.172 dude was pretty antisocial before this and seemed to suffer from anxiety at least that is the impression i got during the first thread.
>>
>>1009535
I don't mind, I think it can fit his character.

Think about it, Phil is a overqualified hyper competent mall cop who used to be part of the SWAT team back on earth. Hes around rookie noobs who suck at their jobs, and has nothing to do to kill the extreme boredom and monotone, repetitive job hes got. He probably entertains the idea of playing Russian roulette with his pistol (its semi-automatic), and talks to himself to keep his mind stimulated.
>>
The group heads down to the armory and fills up their ammo and explosives stocks.
You had been here before, but it does look run down compared to those times.
Usually the place is at full stock and the officers walk around with only their revolvers,
this means that most times it looks like gun paradise.
But with the security taking stuff from this place to defend the station, and cultists raiding,
yeah, the place has seen much better-well-stocked days.
Still, it has enough to supply your entire party up to your previous levels.
You didn't really have to resupply personally so you just sit around and wait for them to be done.
Which might take a while since Sarge decided to 'organize' the remaining supplies for the Commander's party.
-
“Hey honey.” Carla seems to have finished her bit, and decided to join you in the whole 'sit around and do nothing' business.
She sits next to you and wraps an arm around yours. “I've been thinking,
what did that cultist mean by 'the one who can list to – it – ' you seemed to think it meant you...” she looks concerned, but quickly changes it to a more neutral expression.
“Why's that?” she furrows her brow in an exaggerated manner, probably trying to be humorous.
>What do you reply?
>>
>>1009548
It is really your first point which makes us disagree, not in the way you are thinking, I am trying to play this from Phil's perspective he know nothing about the marker so any knowledge of the marker factors into none of my votes, i have been trying to avoid metagaming at all.
>>
>>1009549
I'm glad you noticed as much anon. That's what I was going for.

There were also some bits of background I threw around that kind of fit this 'bigger picture'.
>>
>>1009566
"Dead men who walk and talk, must understand Zombism? " Wink at her.
>>
>>1009563
That's a damn good short description. Saved this on my notes.
>>
>>1009566
>"Frankly i have no idea.. but i have been seeing things, blood where there should be none. the world covered in ice and fire,*Pull out the pills* The doctor gave me these to stop it"
>>
File: dead-space-4.jpg (70 KB, 710x444)
70 KB
70 KB JPG
I'm gonna wait a bit since this might be an important decision and it's purely write-in.

And hey, remember: there is no right or wrong answer, madman, sadman or just an unlucky guy. Just say what you guys feel is good enough.
>>
>>1009566
>"More than that i can't stay out of the fight, but i can't stay on the front lines either, so i am helping guard the civilians, If any of you want to go elsewhere during the operation i understand."
>>
>>1009606
Well I mean, I don't know if we're gonna GET anymore but I guess I'll add this >>1009570 too my vote.
>>
>>1009570
Well no I'm just explaining to you the function of the markers, if you know their function, great, but I'm not putting any metagaming into my votes, just explaining to some folk who may not know much about the story or lore.
>>
>>1009632
Can you imagine our face if we say that word for word!
>>
>>1009645
The straights of faces.
>>
>>1009645
*Her face

Also fuck how many times i have had similar talks like this with girlfriends, Turns out alot of them aren't very understanding as to why i don't bring it up on the first date
>>
>>1009566
iv meet him befor and i guse he thinks he can change me idk he be crazy and he was taking to me over coms and didtn stop me from tlaking if he ment it for some one eils
>>
>>1009697
what the fuck is wrong with you lad
>>
Rolled 6 (1d20)

>>1009566
I really don't want to put effort into this since I'm also fapping but...

I've been seeing and hearing things, weird and crazy things that no one else can see, and its worrying that I cannot control them, but whats concerning to me is that some of the things that I see and hear alter my perception of reality, and I'm not really seeing them as they really are. I'm worried this may cause me to react or misjudge something and get me or one of us killed.

Its also given me the incredible urge to literally sex everything that moves....
>>
You turn to face her, and look straight into her eyes, as if about to deliver some life-changing line.
“Dead men who walk and talk must understand Zombism.” her mouth turns into an O-shape before she loses herself in laughter.
After a bit she focuses again and gently touches your face with both hands, bringing you closer.
“Phil, I love your sense of humor, but please be honest with me right now.”
“It is really your first point which makes us disagree, not in the way you are thinking...” you mumble. to yourself.
“Come again?” she blinks, taken aback by the sudden non sequitur.
“Oh, nothing. What I meant was, well, frankly I've been seeing things.”
“Seeing things? Like... ghosts or?”
“We already see dead people all around us so I guess ghosts wouldn't really be that much of a problem.
I meant hallucinations, weird and crazy things that no one else can see, blood where there's none, whispers, messages, fire and ice spreading around the world. Crazy stuff”
Her face turns to worry, she bites her lips to stop herself from saying something.
“And that's why Dr. Reed gave me these” you pull the pills and hand them to her.
“They would hinder me in combat, so I'll stay out of the front lines. I can't stay out of this either,
and that's why I'll be doing guard duty. You don't need to come with if you think it'd be better to be elsewhere”
“I'm worried about you Phil.” she's missing an eye.
For some reason it's the same one as the first hand that covered it when you were at the hideout.
“I'm worried too. I'm worried that... this may cause me to react or misjudge something and get me or one of us killed.”
She looks to the others and then stares into your eyes once more, her thumbs caressing your cheeks.
“I want to see you happy and sane. I had figured something was wrong but I wasn't sure if I should say anything before, until that freak confirmed it.”
You put your hand over hers. She smiles. Her face gives away the concern she's filling, but you feel like she's doing her best to be positive.
“Just be sure to stay safe, and consider taking those pills if you feel it'll help you get better,
even if you're nutjob you're my- our nutjob.”
Both eyes are missing.
>Say or do something else.

>>1009697
>>1009701
He's phone posting. It happens to the best of us.
That or he's drunk.

>>1009655
I'm lucky that I'm not diagnosed with anything other than depression so most people think I'm not crazy until I put my fist through their car window.
>>
>>1009702
I did not want to ask but i feel i have to, What are you fapping to anon? fuck it what is everyone fapping to right now?
>>
>>1009566
>Ever since the raid on the apartment, when I first encountered necromorphs, I've been experiencing auditory and visual hallucinations. When I was in a coma, this seemed to intensify and grow stranger, but it's nothing like what the cultists probably think. It's more like dreaming that it's my birthday and that the polar bear was a butler, but in reality we're in a firefight. And looking at someone and they look like they're growing extra arms, or being slowly encased in ice. Weird things like that. The doctor said it's probably triggered by the intense stress of the events that happened, and I'm inclined to believe her since she's a professional. She gave me some medication that should help me deal with this, and a few tips on how to stay grounded in reality. As soon as everyone is safe and sound on the ship, I'll start taking them. For now, I think it's probably best to stave off on them, since they negatively affect combat ability, and you guys probably want to have a killing machine on your side when the necromorphs and cultist fucks show their faces on our way to the ship.

oh damnit i just missed the update whoops
>>
>>1009738
I can add this to the next in some form as long as people are up for more talking with Carla or with others.

>captcha is Pringles
Interesting.
>>
>>1009730
Sharks
>>
Rolled 12 (1d20)

>>1009727
Okay, phil.
Try to get back to reality.
You know that this can't be real, just calm down and keep talking, and reel your imagination back in. Your hallucinations have not been tactile yet, so feel things that you know are real. You can feel carla's hands, and you can feel your face where she's touching. You can feel the ground beneath your feet, and the suit strapped around you.
>>
File: catwoman lewd.jpg (53 KB, 278x284)
53 KB
53 KB JPG
>>1009730
Can't do that while writing.
>>
>>1009738
That is pretty well thought out at least in terms of what to tell the rest of the team
>>
>>1009730
TWD
>>
>>1009727
Vote this >>1009738 just keep talking, Maybe it'll go away..Right?
>>
>>1009761
TWD?
>>
>>1009751
Just saying that if you guys pick to try and focus on reality it'll be d20 bo3
>>
>>1009766
The Walking Dead.
>>
>>1009751
We can give it a shot but in my experience that is not how you really get rid of hallucinations phil would not know this but you just ignore what ever you are seeing and try not to think about it. At least with visual and auditory i don't know about tactile.
>>
>>1009774
I just want us to focus on talking and shit, say what the one did. We might as well let it see where we go.
>>
Rolled 16 (1d20)

>>1009751
>>
Rolled 19 (1d20)

>>1009774
screw "Make us whole", lets "Embrace Tranquility"
>>
>>1009751
>>1009811
Eye holes are holes after all.

https://chyoa.com/story/The-Fucking-Dead.10776

incase you thought i was into necromorphs...
>>
Rolled 8 (1d20)

>>1009774
>>
>>1009811
>>1009820
>>1009751

With these rolls is phil less insane? or just less susceptible to visions, I mean he is still full innawoods regardless
>>
Rolled 18 (1d20)

>>1009774
>>
Rolled 16 (1d20)

>>1009774
lets try shall we
>>
Rolled 6 (1d20)

>>1009774
roll to start murdering everyone
>>
You take your mind off from what you're witnessing and instead think of a way to tell your crew about this.
“I want to talk to the others, would you stand with me please?”
She nods gives you a kiss on the cheek. “I'm sure they'll understand, they owe it to you.”
Once everyone's done with organizing you gather them and begin your 'come out' speech.
“I have something important to share with you.” you hear a giggle from Gomez.
“Don't tell me, it's a joke.” he says, the others share knowing glances.
“Actually this time it isn't, though I wish it was.” this gets them all to straighten up, as the topic is clearly serious.
“Ever since the raid on the apartment, when I first encountered necromorphs, I've been experiencing auditory and visual hallucinations.”
They don't really respond, you figure they also knew something was wrong and want you to put it all out there.
“When I was in a coma, this seemed to intensify and grow stranger, but it's nothing like what the cultists probably think. It's more like dreaming that it's my birthday and that the polar bear was a butler, but in reality we're in a firefight.”
“Explain the bloody nap you took.” strangely Sarge has a British accent now.
“And looking at someone and they look like they're growing extra arms, or being slowly encased in ice. Weird things like that. The doctor said it's probably triggered by the intense stress of the events that happened, and I'm inclined to believe her since she's a professional”
The doctor seems nods, probably agreeing with her medical acessment.
“She gave me some medication that should help me deal with this, and a few tips on how to stay grounded in reality.”
You throw the meds to doc so he can check them out, as you felt he was curious the moment you mentioned them.
“As soon as everyone is safe and sound on the ship, I'll start taking them. For now, I think it's probably best to stave off on them, since they negatively affect combat ability, and you guys probably want to have a killing machine on your side when the necromorphs and cultist fucks show their faces on our way to the ship.”
“For what it's worth I think you're more fun now that you're crazy, you didn't really talk to anyone before.”
Goddamn it Gomez, it's not time to comment on your conversation habits.
The others soon come and shake your hand, hug you or pat you on the back, telling you that you've done good and they'll help you any way they can.
When everyone's done you decide to focus on the here and now, maybe all this talking and taking your mind into a more 'real' place helped a bit.
You look at Carla, and her eyes are back. Though they're strange, they shouldn't be looking at you like that.
Why is she looking at you like that.
>Say or do something?

>>1009859
That's actually a possibility, though not in the way you probably imagine.
>>
>>1009873
>Ignore it the mind does fucked up things with insecurities
>>
>>1009873
"Is there something on me? I'm not turning into a necromorph or anything, am I?"
>>
>>1009873
How are they strange?
>>
>>1009873
>Is my nose melting again?
>>
File: hurr.png (1.85 MB, 2095x1015)
1.85 MB
1.85 MB PNG
>>1009902
How can I put this in english...
She's looking at you in a way no one's ever looked.

Pic unrelated.
>>
File: Adachi Craigslist.png (106 KB, 540x441)
106 KB
106 KB PNG
>>1009908
Nobody's ever looked at us with love, confirmed
>>
>>1009908
oh we broke their spines or she is dead, We're all dead. Prise the marker.
>>
File: 1480523005610.jpg (31 KB, 500x376)
31 KB
31 KB JPG
>>1009912
>>
>>1009908
With love?
>>
>>1009908
oh dear, she's looking in horror, we threw a nade and are going around double tapping everyone....shit
>>
>>1009917
I am more more interested in the cheesegrater lightshades than i am anything else in that picture.
>>
File: 1479249612309.png (336 KB, 415x355)
336 KB
336 KB PNG
>>1009918
No metagaming!
>>
>>1009922
Pls no
>>
>>1009908
fuck her right in the pussy
>>
>>1009873
>"Penny for your Thoughts?"
>>
“Is there something on me? I'm not turning into a necromorph or anything, am I? Is my nose melting again?” you say, directed at her.
Everyone laughs however, not just her, but she's the only one that stops looking at you.
You can't help but wonder why. Were the things you said weird? Was she – very – worried?
Could it have been fear? No you're used to seeing people look at you like that, you've seen many dead,
you can still remember on Earth, those hostages...
“So what should we do next?” Sarge interrupts you from losing yourself in thoughts.
“I'm... I'm not sure. I figure we could just go and prep for the Sector 10 assault.”
“Maybe we can heal up a bit? I got a few scratches and I don't feel like spending a medpack on that”
“Sure, we can do that back on camp.”
“Or we could wait for the commander's party and help them with the cargo.”
>Wait around, what do you do meanwhile?
>Head straight to camp, everyone heals. What next?
>Write-in
>>
>>1009968
>Head straight to camp, everyone heals. What next?
>>
>>1009973
Should've put what next in brackets.
It's a write-in question as to what you wanna do back on the base.
>>
Rolled 16 (1d20)

>>1009968
fuck her right in the pussy
rolling for inches
>>
>>1009986
When did this turn into Dark Gate Academy Quest?
>>
>>1009968
>Before we go back to camp find our desk, Should have a Nice bottle of spirits we have been saving.
>Head straight to camp, everyone heals. What next? Ask carla if she wants that drink now or after we escape
>>
>>1009968
>>Head straight to camp, everyone heals. What next?
>>Write-in
Honestly I think this is a case of heal everyone up and then find out what the commander's plan is. We just wait for our Orders. Maybe later we go and ID where the Marker is or at the very least where it is not? Maybe we should stick it in a ship and launch it into the sun?
>>
Rolled 14 (1d20)

>>1009968
>Wait around, what do you do meanwhile?
It'd be nice to escort them back/have them escort us back home.

While we're here, let's use our forensics analyzer to check around for anything hidden on this level. There might even be a secret cache somewhere in the armory if we're lucky. Something you might need director-level access to get.
>>
>>1009968
>wait for the commanders party and heal up until then.
>>
Rolled 18 (1d20)

>>1009968
>>1009986
rolling for more inches

Look for sex toys, didn't she have some back at her apartment?

Alternatively hunt down cult leader and kill him.
>>
>>1009994
Fuck forgot my roll
>>
>>1009996
I also support
>>1009994
since it seems nice.
I'd like to see what our desk has to offer too.
>>
>>1009991
OH YA, CHECK OUR DESK OUT. WE GOTTA GET FAMILY PHOTOS AND STUFF. Nic nats are important.
>>
File: 1409776024336s.jpg (6 KB, 125x125)
6 KB
6 KB JPG
Rolled 12 (1d20)

>>1009994
Also i found a picture of Phill
>>
>>1009968
>>1009979
>>1009991

Wait before we go, can we ask carla to set the security clearances for all the cult members, (everyone not with us or at the fort) to like 0 or something? Make movement hard for them.
>>
File: Legit tripping balls.gif (189 KB, 300x300)
189 KB
189 KB GIF
>>1010004
Wrong one
>>
>>1009996
>augmenting your HUD to detect overlay blood on surroundings
>in a goddamn space zombie apocalypse with gore and shit errywhere
it's like we weren't fucked enough in the head
>>
>>1009986
>>1009996
>>1010000
So its settled, hes got one in the double digits
>>
You ask Carla to go mess with security clearances once more,
setting authorization levels for everyone who's not in Engineering down to 'prisoner' status.
She does have to consult with the Commander on the list of people to keep on the 'good boy' list but it shouldn't take long for her.
The others go guard her while you head to the first floor desks, looking for your own.
Now that you think about it you haven't signed your log for three weeks, ever since this mess started.
Maybe it'll be nice to leave anyone else who comes by this graveyard a nice message.
You start looking through your stuff. A ring you got from graduating at the academy on Earth,
a photo from said graduation, another of the team you were part of once,
your daily logs, and a note. A note? You don't remember leaving a note.
>Check the note
>If you don't remember it's not worth reading it, leave it
>Grab something else to take with you? [just pick]
>Write-in

>>1010026
Pal, at 18 inches you'd have a goddamn Necromorph Spike coming out of your crotch.
>>
>>1010030
>Check the not
>>
>>1010030
Check the note.
And these dubs.
>>
>>1010030
>Check the note
>>
File: 1481585464228.png (154 KB, 330x327)
154 KB
154 KB PNG
>>1010030
[just list* them]
>>
>>1010030
Iuuno about 18 but a solid 12' should be okay
>>
>>1010030
I bet they make dildos with stasis modules
>>
>>1010030
>Spike coming out of your crotch.
Stop it already or else we are going to literally skullfuck our enemies to death.....

Now that I've said that... it doesn't sound so bad, Carlasfacewhen.jpg

>>1010041
Has to be at least 14 since that was the lowest roll.
>>
You start reading the note but it's... it's absurd. You never wrote a suicide note.
Could the cultists have planted this? It goes into some details of your life, but nothing that isn't publicly available.
Maybe it's a hallucination. But how are you touching it? You wonder if letting someone see the note to confirm it's real would be a good idea.
A part of you however wants to destroy it.
>Rip the note apart
>Leave it here
>Take it with you, show it to someone
>Just take it with you
>Write-in
And say if you want to take in any of the other items.
>>
>>1010072
>Stash it and take everything else.
>>
>>1010072
use it as a fap tissue
the paper cuts will only make us wholeharder
>>
>>1010072
>Rip the note apart
>>
File: 1481818671657.jpg (92 KB, 460x398)
92 KB
92 KB JPG
>>1010082
Deep.
>>
>>1010072
>Take it with you, show it to someone
show carla, and make sure it says what we read on it, I bet its blank, or the cultists are fucking with us.
>>
File: bae.png (348 KB, 680x383)
348 KB
348 KB PNG
>>1010072
Now this is starting to get into some Fight club territory, whose real anymore? Are we real?
>>
>>1010084
My issue is it really a suicide note or are we still tripping?
>>
>>1010072
>Take it with you, show it to someone
The doc is a good bet.
He knows us better than the psychiatrist, and he might believe us if we tell him we don't remember writing it at all.
>>
>>1010091
>You were Carla all along


Okay so far:
>1x take it
>1x rip
>1x take it to Carla
>1x take it to Doc
I'll heat some coffee to give you guys a bit to discuss this.
>>
>>1010104
>not listing fap tissue as an option
let's give it to Carla
>>
>>1010072
>Take it with you, show it to someone
Sarge....Now I know I just dropped some heavy stuff, but I need you to do something for me, inform the rest of the team I think something is up. Aparantly I wrote this....I think i'm having memory fade so do this for me, Watch me, keep tabs on me, don't let me corner anyone alone. I've got a really bad feeling.

I suggest we take some of the tablets while we have down time and are healing.
>>
>>1010113
Future paper doesn't absorb liquids well.
>>
File: 1480627894366.jpg (220 KB, 1024x1461)
220 KB
220 KB JPG
>>1009996

Smart man and I agree with this use of the analyzer. We'll be surrounded by enough friendlies that being left defenseless during an ambush while in scanning mode is less of a likelihood.

Also folks remember that Heinlein Station is all that's keeping protagonist and friends from a hard vacuum headache. There's no reasoning with the Unitologist zealots so Big Phil's only use to us is in applied force not as a deterrent.

Between Phil's upgraded RIG sensors and permissions, access to the public blueprints and the Engineer's know how we should be able to maximize the boom without sealing our doom.
>>
>>1010126
>isaac clarke built this in a cave with a box of scraps.jpg
>>
>>1010126
I didn't find space to fit it in yet, but you can do it once you're back in the armory/the commander's party is here.


>>1010113
x2 for carla so I guess that's it unless someone has something to say about it.
>>
>>1010126
So that's another vote for looking for hidden caches, then?

Should be something good, the unitologists were holed up here, it's a command area, and it's not like we didn't find a cache of theirs in the past. We found one in maintainance.
>>
Carla is worried enough, take it to the doc
>>
File: 1480955369589.jpg (117 KB, 600x840)
117 KB
117 KB JPG
>>1010104

Also hopefully find some way to have the Station's permissions be able to distinguish between living people and Necromorphs. The professional personnel likely have RIGs that can track weather or not they're considered alive.

Does anyone among our allies know if the Necros run at a general temperature different from normal living humans?

If we lose any of our survivors to this outbreak we don't want their revenant asses shuffling back while what's left of their RIGs ping the doors into letting the horde through.

Also 3 weeks of active Unitology dickery while we were knocked out might mean scuttling charges on the ships.
>>
>>1010147
Doc or sarge, one or the other
>>
>>1010147
Lets not, but look around for secert rooms?
>>
>>1010172
dis is a gud post
>>
>>1010173
>>1010169
Scrapping it and switching to Doc.

Roll me a d20
>>
Rolled 2 (1d20)

>>1010183
>>
Rolled 3 (1d20)

>>1010183
>inb4 its not a suicide note but us going crazy again.
>>
Rolled 3 (1d20)

>>1010183
lel dese rolls
inb4 1
>>
Rolled 2 (1d20)

>>1010183
>>
File: 1465355872662.jpg (232 KB, 728x1590)
232 KB
232 KB JPG
>>1010196
>>1010192
>>1010191
>>1010198
Wow.
>>
Rolled 6 (1d20)

>>1010191
>>1010192
>>1010196
>>1010198
This is why I wanted to bring it to our waifu instead.

Rolling for Carla to intercept us
>>
>>1010191
>>1010192
>>1010196
>>1010198
WEW
>>
>>1010192
>Inb4 we have been a necromorph this entire time
>>
File: 1481298519276.png (1.94 MB, 1658x1300)
1.94 MB
1.94 MB PNG
Rolled 17 (1d20)

>>1010183

Rolling to participate. I hope I don't break the weirdly satisfying tempo of Die Hard/Dynamite Duke: Marker Edition.

https://youtu.be/Drb-tgydsI0?list=PLRtaAHG_k8HA1LNZ3uZnxAj4ot2MAnM1M
>>
>>1010203
>waifu
lol
>>
File: 1429251532262.jpg (17 KB, 318x318)
17 KB
17 KB JPG
>>1010202
I noticed a very strange theme with this quest, we either roll very high or nat 20's or very low and nat 1's there is in between here, I suspect the marker is to blame.
>>
>>1010208
I like that some of you guys (e.g. you) are exposing plans and ideas, decisions tend to be better when that happens.
>>
>>1010202
So uh, The Doc isn't gonna freak out that badly is he? I mean everybody wants to kill themself at some point...right? I'm not the weird one here am I?
>>
>>1010223
You're not alone.
>>
Rolled 5 (1d20)

>>1010223
NO TIME FOR FEELS
WE INNAWOODS NOW
roll for SAN loss
>>
>>1010223
Well Most doctors Usually would freak the fuck out and we have not actually been told what the note says in detail
>>
>>1010231
>>1010229
>>1010226
DID WE BREAK THE FUCKING BARRIER AND WHY THE MARKERS SINGLES GOT FREE?
>>
>>1010236
only dubs can stop the marker from manifesting in our world now
>>
>>1010231

Also the note may contain some sort of QR kill code for the experimental armors or the station OS in general so it's not just that crazy feeling in the air that's a danger.

This is an industrial crapsack future where there's Malthus world levels of manpower and hunger for resources but pretty underdeveloped artificial Intelligence.
>>
Better check in with the Doc, he'll give you a professional view on this.
You find him guarding Carla as she works, alongside the others.
“Hey, mind if you and I have a little private chat?” he nods and follows you into one of the offices.
Or rather, into your old home? You sit down on the couch, he stands, hands crossed behind his back.
“What did you want to discuss, Phil?” you hand him the note.
He takes a bit of time to read it, but his expression doesn't change.
“Have you been having these thoughts recently, or is this something from your past?”
The man sure is professional, you've gotta hand it to him.
You play around with your old baseball while looking at all the family portraits on the wall. You're in none of them.
“I don't remember writing the note. Might be cultists messing with me.”
“But do you feel like this, currently or remember feeling like this at some point?”
“Not really. I've probably never been more alive really, as crazy as that sounds.”
He nods. “I wonder if you haven't repressed some of your memories ever since the trauma you suffered.”
“Trauma?”
“The coma, Phil.” right. That. He continues: “Do you feel like there's anything else that might be missing from your memories?”
“If I forgot it how would I know?”
“Fair enough. I meant in the sense of usual things, like where you used to live, the name of your first girlfriend, where to find us”
“Say that last one again?”
“Where you were born?”
“Oh right, sorry I was kinda zoning out.”
He nods, probably noticed but doesn't want to pry “Do you have anything specific you want to inquire about this subject?”
>Write-in?
>Nah, let's go do [something else?]

>>1010223
I let you guys roll for your grip of reality actually.
I felt like random org was being unfair to you.
>>
Rolled 9 (1d20)

>>1010249
what happens when we crit fail the san roll
>>
>>1010249
>Doctor is it genetic? Also why now?

>>1010253
Can you fuck off with these San rolls?
>>
File: 1465084093308.jpg (115 KB, 680x830)
115 KB
115 KB JPG
>>1010244
>kill codes
If I told you that you already have something similar, how much would you lose your shit?

>>1010253
Pic related.
>>
>>1010256
>being this butt flustered
>>1010258
noice
>>
>>1010249
I just had a thought. Hand the doc your forensics glasses and ask him to check the writing, compare it to our file, to see if it actually matches up with your own.
We would do it ourselves, but...we're not in a condition to trust what we see.
>>
>>1010263
>Being Butt flustered
The fuck are you 5? Its a waste of shite and it ain't effecting shit.
>>
>>1010264
You mean to write him a bit of text so he can compare the two or something else?
The glasses can't compare text, specially with no basis for comparison.
They could look for prints other than your own however.
>>
>>1010271
That would work
>>
Rolled 7 (1d20)

>>1010267
:^)
>>1010264
good call. while we're at it let's get the doc to look at a couple more things to check for >>1010258
any kill codes. did we pick up anything recently that might be it?
>>
>>1010271
Oh, damn. I was hoping they'd be more high-tech and able to compare the two.

But...looking for prints, that's a very good idea too. Have him do that instead.
>>
>>1010280
They're a more "enhanced perception" kind of deal (see stuff humans can't normally see), not "augmented reality" like the Bat-vision or whatever they call it.
That would've been a cool idea though.
>>
>>1010292
I blame the station administrators for cutting funding to the forensics department

I mean sheeeit, rigs already have partial augmented reality, those cucks should have shelled out for some of the more fancy hardware/software
>>
>>1010313
don't need tech to augment reality when yo fucked up mind already does it for you
>>
You write a note to Samson and hand it so he can compare it.
“It does look like your handwriting.” he states.
Next you let him use your visor to check for any fingerprints.
“There's yours, which I assume are from before since your hands are currently covered.
And... there's someone else's. Prints are showing as 'No Match' in the station database.”
Strange. You ask him if he thinks this could really be a case of amnesia or whatever they call it,
he confirms and reiterates it probably dates back to your little 'event'.
“So is it genetic? Also why now?”
“Not genetic. Like I said, trauma, both emotional and physical, might have caused some memories to be 'lost'.
You were in a coma, and before that you were suffering from blood loss. Your heart stopped for a good time.
Beyond that you were put into a situation that no one was prepared for and that is quite frankly horrific.”
The doctor suddenly changes appareances, he looks like your friend from the old squad.
Thomas, he's just like Thomas. Super calm, in control. You're never really sure what he's feeling or thinking.
“Anything wrong?”
“No it's just that you remind me of someone.”
“By any chance, are your memories manifesting as hallucinations?”
“Yeah, why?”
“No reason. I've noticed that you have a few 'signs' that you're experiencing something out of the ordinary.”
>Keep an eye on those signs for me willya Doc?
>Move on to another subject [subject?]
>Say something else
>Go do something else [what?]
>>
>>1010339
>Keep an eye on those signs for me willya Doc?
>>
>>1010339
>>Keep an eye on those signs for me willya Doc?
>>
>>1010339
>Keep an eye on those signs for me willya Doc?
Wanna go through other peoples desks with carla?
>>
>>1010339
>Keep an eye on those signs for me willya Doc?
It might be...good to have a phrase that people can tell us when they notice that we're hallucinating. Because, despite how obvious it sometimes is, we might not always notice it.
That phrase could help us to realize that something is wrong.

How about something like "X7Q". It's hard to guess or say randomly, and it's probably not something you'll have an easy time hallucinating someone saying.
>>
“Keep an eye on those signs for me will'ya Doc?” he nods.
“I will. And if you ever start acting out of control I can sedate you to avoid any need for violence.”
That's not a happy thought, but it's realistic and a pretty decent solution that doesn't end with you getting shot.
“Thanks. Let's go back to the others now.”
Carla's finished, the rest of the team is just killing time.
Sarge and Gomez are playing cards, you assume they found it by looting desks.
Julius is taking a nap. Carla is being Carla, snooping around others' personal e-mails on the computer.
“I hope that's not my mail.”
“Oh don't worry. Yours was surprisingly empty, didn't take you for the type to erase read mail.”
You see Doc take a seat next to Gomez and Sarge, he's not playing but he's observing.
>Keep spending time here while you wait for the party, go [write-in]
>Spend time here, but skip to the party's arrival
>Leave, it's better to go home already
>Write-in
>>
>>1010408
>Spend time here, but skip to the party's arrival
>>
>>1010408
>Keep spending time here while you wait for the party, go [write-in]
Snoop for hidden things, for sure.
Especially around the armory and command center.

Looking for prints in unusual locations should give away most hidden locations.
>>
>>1010408
>Spend time here, but snoop for goodies.
>>
File: numpad.jpg (11 KB, 192x263)
11 KB
11 KB JPG
You decide to leave your team to their entertainment and go snoop around for anything interesting.
Activating 'detective mode' you start scanning around the armoury.
It's surprising the amount of 'fluids' one finds behind some gun crates. Seems like the place is a popular spot.
Nothing other than that jumps to the eye there, so you decide to try the command center.
Everywhere is about as bland as you had imagined. Prints, sure, but on the expected places.
Blood? Not much other than that which you spilled.
You do eventually find an odd bit of the podium and control panel that the Director used.
It's just a regular computer, at first glance, but some of the wiring goes into a pretty weird spot.
Pressing a button you reveal a small panel, asking for a 5 digit password.
Analyzing the print marks you know the buttons used were two, seven and five.
Fuck this could take a long time.
>Were might you find a clue?
>Maybe it's a word.
>Just try at random (d20)
>Write-in
>>
>>1010445
527 or 725
>>
>>1010445
25272
>>
Rolled 4 (1d20)

>>1010445
>Just try at random (d20)

THE NUMBERS MASON, WHAT DO THEY MEAN?
>>
>>1010445
Look for clues, we don't know if there's a limited number of tries before it locks you out of trying for a while.
I suggest checking out the director's personal files and computer. Enlist carla for aid.
>>
>>1010459
25272/CLARA
just incase yall wondering


>Were might you find a clue?
>>
>>1010469
Ty?
>>
>>1010471
OH.
TRY 22752
CARLA.
>>
>>1010471
oops...wait her name is Carla,,,fuck ok but you get what i mean in that case its 22752
>>
>>1010408
>>Spend time here, but skip to the party's arrival
>>
Rolled 3 (1d20)

>>1010445
>>Just try at random (d20)
>>
>>1010445
75225
slack?
>>
Basicly all 5 latter names and their numbers..including that name a few threads ago that may have been a typo
>>
You try 22752 and... it works. A small safe opens, the director's belongings inside.
Wait, why would his password be CARLA? Maybe you're just imagining things again.
Maybe there's no safe. Maybe you typed some random crap and it worked.
You're not even sure if you're really in the command center, rooms were morphing before you just moments ago,
how would you know this is not a fake again? Hell you're not even with the rest of your squad.
-
You took some time to calm down again, but after a few minutes sitting with your eyes closed and everything is still here.
It must be real, you're real. There's no need to freak out.
>Check the safe's contents
>Leave it be, those are personal probably
>Write-in
>>
>>1010516
>Check the safe's contents
>>
>>1010516
>>Check the safe's contents
>>
>>1010516
>Check the safe's contents
>>
>>1010516
I just realized something, Is Carla the fucking traitor? What was her position in the chain of command? She's getting super close and we're fighting the cultists who think we're special and so does she?
>>
Inside you find just three things.
A customized revolver, similar to the security but clearly 'pimped up'.
A datapad that's full of text that doesn't make any sense to you.
And finally, a photo that you had seen before. A younger Carla and the director.
Or had you? You're pretty bad with faces, so you're not entirely sure whether to attribute this that or to madness.
You switch the revolver with yours and take the remaining items.
>What to do now?

>>1010538
The aide that briefly showed up on #1 is the cultist leader that spoke to you on comms.
The director was killed by him.
>>
>>1010545
security standard*

Gonna need another dose of the good old black coffee.
>>
>>1010545
>Go and ask Carla about the director to get a read on her, seeing if the picture is legit and/or they are family/lovers.
>Have our Nerd? Friend look over the Datapad?

Also huh, well I'm glad I'm wrong on that front then.
>>
>>1010545
Take a closer look at that photograph. Check it out under forensics for anything strange or off.
Check out the backside of it too.
And the edge, there might be something hidden between the photo and the back of the paper.
>>
>>1010538
>>Check the safe's contents
I figured there was some sleeper cultist among the survivors and maybe soldiers. Thats why I was asking carla for a list of names. We RWDS now!
>>
>>1010549
>Not creaming in your coffee
What are you? French?
>>
>>1010545
Head back downstairs and spend time with the rookie or sarge. what is sarges name, i forget.
>>
>>1010561
>creaming in your coffee
>creaming in
Lewd.

>>1010558
RWDS?

>>1010557
We're becoming The Question.

>>1010566
Anderson.

>>1010551
>nerd? friend
Carla?
>>
>>1010569
ya sure, We'll have her work on it while pressing for information about her past and the photo. Clark didn't have nearly this bad of a time, How many fucker markers did you put on this station QM?
>>
>>1010575
This isn't just the marker working.
A lot of it is schizophrenia we were already predispositioned for.
>>
Okay if you're going to approach Carla on these subjects (datapad, picture) then give me a few write-ins on your exact approach.
Just so I have a feel of how you want to go about this.
>>
>>1010569
https://www.youtube.com/watch?v=uMk2X5eDYFU
>>
>>1010598
Well, if we hand her off the picture (after checking it further I hope), we should tell her that it's a momento we found that she might want.
The datapad, well, pretty much just tell her that it was with the photograph, and we want to check it for any important information. If it's personal stuff on it, then she doesn't have to tell us about it if she doesn't want to.
>>
>>1010598
>Hey you said you worked for the Commander, Did you guys work with each other along time? was it he your dad or something, ect.

Act like we wanna get to know her better, while she works.
>>
>>1010582
Oh bull, we just rolled really badly, and the hidden qm rolls where arguably worse.
>>
>>1010643
You take your findings downstairs. The group's now all gathered around a table playing cards.
“Who's winning?”
“The papi here, of course!” Gomez nearly shouts while lifting both hands.
Funnily, he's showing his hand to everyone on the table by doing that.
You smile at his antics, then your eyes turn elsewhere and meet Carla's.
“I need to talk to you about something.”
“Sure, what is it?”
“I mean, you might want to talk in private, it's personal.” she looks rather confused by the sudden approach.
Despite her extremely extroverted ways you can feel some awkwardness as she walks next to you.
You enter the same office as you did when you had the chat with doc, thankfully it looks like an office now.
“Found something that I think is yours.” you hand her the picture.
“Oh, I thought – yeah this is mine. Thanks I thought I wouldn't get the other one anymore since it's still in my apartment.”
“No problem. So, just getting to know you better and not meaning to pry, but were you and the director close?”
“I don't mind opening up to you. He was my father's friend, and my adoptive father. He raised me since I was five.”
Makes sense, still weird she never mentioned it before. Or that she was always so 'distant' on the way she talked about the director.
“If you're wondering, we weren't seeing eye to eye recently. He was kind of super-protective.”
You can't imagine someone being super-protective of a girl like her, it's a bizarre thought.
“There was something else, I found this datapad.” she takes it and immediately begins examining it's contents.
“Encrypted. By the looks of it these are his personal logs. I don't really feel good trying to open these, if you understand.”
“I guess so.” she hands it back to you.
“Nothing else you wanted to talk about?” she asks, you can't quite pinpoint what her tone is trying to implicate.
>Write-in

and d20s ahoy, you know why

>>1010643
Well, the other anon is right that Phil had issues before and that it doesn't help.
But yes, bad rolls fucked it further.
>>
>>1010604
Oh fuck I forgot to add this in. Side effect the sleepyness.
Short summary: nothing special other than the fact there's marks of three people having touched it.
>>
Rolled 16 (1d20)

>>1010664
>Tell her its getting somewhat worse and that if she'd be alright if we took a short nap to see if it'll help wear things off until the others got up there.

>Tfw there is gonna be a point when we're too far gone and its gonna suck.
>>
Rolled 6 (1d20)

>>1010664
>>
Rolled 19 (1d20)

>>1010664
>Tell her about your memory loss, and the suicide note that you supposedly wrote.
>Make sure she knows that you're definitely not feeling suicidal right now, even if you might have been before the shit hit the fan.
A bit ironic, the suicidal man struggled the hardest to stay alive.
>>
>>1010664
>Kiss the girl
>>
>>1010684
With anon's 19 you don't need to worry about that immediatelly.
>>
You know...
I'm wondering how much rest we've had since we woke up from the coma.
I know we went to sleep immediately after the coma, and we've had a little bit of downtime inbetween missions after that...
But we might be running on fumes around this point, depending on how long everything's been taking.
Sleeping when we get back isn't such a bad idea.
>>
At this point you half expect something weird to pop out, but nothing happens.
Everything is normal, she's real, the room is real, and you're real. That's all that really matters.
Things might really get worse, but you'd rather be happy that right now they aren't.
Still you have to go and say it “My hallucinations, they might get worse. Most of the time they're already worse.”
She holds your hands, her expression switching to one of worry. “I'll need to rest and take my mind off things, but I just wanted to tell you that.”
“Are you seeing anything right now?”
“For now I'm fine.” she gives you a sad smile before looking away.
“There's more.” and that turns her attention back to you, and her emotions back to worry.
“I've written a suicide note.”
“What?” she's absolutely horrified, but you explain in time for her to calm down.
“So you don't remember writing it at all?”
“Nope. Doc checked the authenticity though, it's real.”
“And you don't feel like... what's written in there. At all?”
“Nope. If anything I'm probably the one member of your group that most wants to survive.”
You can't help but feel like you're throwing too much at her at once. She's a strong girl, she can take it,
however she might spend too much time worrying about you when her first concern should be the here and now.
“I'll watch your back supercop. In case you try anything funny on yourself I'll make sure to stop you.”
“Thanks, Carla.”
“Well, if that's it I'll go back to the game, I need to get my money back from Gomez.”
>No wait, there's more. [write-in]
>Yeah that's all. Go back to the others


>>1010747
Think of it as a long day.
You could rest and I'd probably take that into account for your mental strain.
>>
>>1010763
>Kiss her forehead, tell her she is strong and to thank her again. Then Take a fucking nap near the group, but don't sore
>>
>>1010763
>Yeah that's all. Go back to the others
>>
Rolled 7 (1d20)

>>1010763
>>Kiss her forehead, tell her she is strong and to thank her again. Then Take a fucking nap near the group, but don't sore
>>
>>1010763
Go ahead ant take a nap while we wait for the engineering group to arrive.
With the helmet on. It's easy to get ganked with an exposed head. And we don't want any suspicious mind-altering radiation pouring into our brains to mess with our dreams.
>>
Rolled 17 (1d20)

>>1010664
Kiss her.
>>1010729
yes.
>>1010763
Kiss her boob.
>>
Rolled 15 (1d20)

>>1010763
>No wait, there's more. [write-in]
Doc already knows but keep an eye on me, things may go to he'll in a handbasket.

Why did we trade revolvers not take both? That bothers me.. We need to ensure we don't endanger the mission
>>
>>1010793
Because 1. We didn't have the slots I think, and 2. This one is better?
>>
>>1010793
Not enough slots.

>>1010786
>>1010781
>>1010777
>>1010771
I'll have fun writing this.
>>
“Just keep an eye on me would you?”
“I already- yeah sure.” you can't help but feel that she's walking into new waters.
She doesn't sound as confident as usual. Probably not used to talking to lunatics.
“You know, you're a strong girl and I'm very grateful to you.”
“I'm very grateful to you as well.” she smiles. You move in closer, her eyes locked into yours.
She begins moving closer to you, her grip on your hand tightens. You kiss her forehead then lean back.
She looks at you in absolute confusion, tries to say something but the words just don't come out. Probably just another hallucination of yours. You take her by the hand and move back to the rest of the group.
Carla goes to the join the card game once more, you can't see her face but you feel like she's still looking dumbfounded.
People are weird like that. Or it could really be an hallucination.
You decide to take a full-armor nap to clear your head.
-
Where the- you're back at the base, lying on one of the beds.
“Hey how did I get here?”
“They brought in some cargo-lifters, we put you on one” says Sarge, he flips a page on the book he's holding then continues:
"It was Gomez's idea"
>Talk to sarge about something?
>Go find another crew member [who?]
>Go flesh out the plan with the commander
>Write-in
>>
>>1010829
>Ask how and why they did that without waking us up. Make sure we're not asleep or freaking the fuck out again.
>>
>>1010829
Check up on our good old engie, julius. He was close to dying today.
>>
>>1010829
>Go find another crew member
Julius
>>
>>1010829
>Write-in
Kill cult leader, set bomb trap.
>>
>>1010859
but where is Carmen Sandiego?
>>
>>1010865
last time i found her she was behind that Egyptian hieroglyph picture.
>>
“How and why did you guys not wake me up?”
“Carla said you were tired and deserved some rest, but boy you were sleeping like a stone.
Gomez gave the idea to put you on the cargo-lifter. The rest is history”
“Am I dreaming?”
“Well, I hear people can't read when they dream, here try this.” he shows you a page from the book he's reading.

'Consider thyself to be dead, and to have completed thy life up to the present time; and live according to nature the remainder which is allowed thee.

Love that only which happens to thee and is spun with the thread of thy destiny. For what is more suitable?'

Yeah you're probably not dreaming.
“Thanks, I was about to freak out.” he nods and goes back to reading.
“I'll go for a walk, talk to you later Sarge.” you get up and head out.
-
Julius was sitting around the courtyard, his nephew and Doc sitting with.
Apparently they treated the rest of his injuries after they came back,
and Doc resupplied his' and the teams' med-pack stocks just in case more issues like this happen again.
The old engineer looks around the courtyard, as if trying to find something interesting.
Must be boring without his shows or whatever it is he used to watch during retirement.
“How was the nap, kid?”
“Wonderful, no dreams, no problems.”
“I'm happy to hear, commander wants you in top shape. Hell, he needs you in top shape.
I don't think anyone can dish out the same amount of punishment on those son's of bitches as you do.
Except maybe his military buddies, but then again half of them are dead”
>Write-in conversation topics?
>Write-in
>>
>>1010897
>ask if he needs anything
>>
File: bat and cat.jpg (166 KB, 1280x989)
166 KB
166 KB JPG
Oy mates, I think I'll end it here and make a new thread "tomorrow" (as in, in a few hours).

Mostly because I just tried to drink coffee from my empty mug four times in a row and that's a sign I'm really not gonna do well with writing and all that jazz.

Thank you all for playing! See you soon.
>>
File: babyboomer.jpg (32 KB, 600x370)
32 KB
32 KB JPG
image missclick.
>>
>>1010925
>>1010930
>Leaving us blueballed
you dick!
>>
>>1010897
>you seem bored
>you know what will spice things up a bit?
>lets unlock the reactive armor and test it out by throwing shit at me
>>
>>1010925
>>you seem bored
>>you know what will spice things up a bit?
>>lets unlock the reactive armor and test it out by throwing shit at me
>>
File: Proptrap_concept.jpg (413 KB, 800x597)
413 KB
413 KB JPG
>>1010897
> Hey wanna help build something cool?
>>
>>1011037
This
>>
>>1010897
Contemplate on how the text you've read seems to be slightly prophetic.

CONCERN INTENSIFIES

After that go hug Carla or something.
>>
>>1010940
>complains about blue balls after friendzoning Clara
>>
>>1011357
I'd never friendzone a ftb.
>>
>>1011357
>>1013324
Just wait till you goiym get to the next thread
>>
>>1011304
New thread.
>>
>>1016066
Yeah I should've done that before.
My bad.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

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