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Calling your companions in a hurry you have to wait until you get any response. "Phil, till playing infiltrator?" it's good that you had to get that disguise and credentials with your team,
otherwise you'd need to explain what exactly you were doing right now and that would mean them taking even longer to get here. "I need support, gather everyone you can and get me a distraction"
"Copy that love, we'll be there in a couple of minutes" great, now all you have to do is patiently wait inside a missile silo besieged by the military while carrying marker shards and wearing crappy armor.
Sitting back near the ladder you begin to question what you had done in a previous life to deserve being born at such a crappy time where you're against literally every group with power and resources.
It's a wonder that humanity survived this long when most of their leaders apparently either don't care if people turn to zombies or actively want it to happen. "We're nearby, so how do you want this to play out?"
"What do you mean?"
"Do you want violence, flair or just for everyone to turn their attention to something else no matter what?"
>Be violent
>Be flashy
>Be practical
>Write-in specific orders
d20 for all
>>
>>1057422
>In the previous thread:
Phil recruited some people, lost his memories, blew up a marker, then infiltrated the rubble (?)

>Twitter:
https://twitter.com/RedMarkerQM

>Archive:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dead%20Space%20Quest
>>
>>1057422
>Be practical
>>
Rolled 16 (1d20)

>>1057422
>practical
>>
Rolled 1 (1d20)

>>1057431
>>
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>>1057444
One more, and remember anon, the bad times are what help us know when the good times come.
>>
Rolled 10 (1d20)

>>
"Practical, got it" you don't have any clue as to what exactly they'll be doing but you have no option but to trust in your team to accomplish this task. Thus you waited. Minutes passed,
when something pretty impressive happened: the drones started moving out of the building. Not only that but you could hear the sounds of the fuzz going upstairs.
Opting to head up while it was still hot you found out just what they decided to call 'practical'. Using their combined technical expertise they've managed to take over the local systems,
everything inside and outside the base is going nuts, from the traffic control to the drones and even the communication systems seem to be failing. Somehow it feels like someone had this planned.
Maybe that crazy man Hiran already had this in his sleeve in case he needed it. Regardless the confusion makes for an amazing escape opportunity.
Everybody is too busy to question why a soldier would be leaving the base with a large container strapped to his back, or why did he run into a black truck.
"What have you got there, more experimental weaponry?"
"Nope. Marker shards" before anyone can ask just how or why you're carrying them you continue.
"It seems the bomb didn't do the entire job, we're gonna have to..."
>Launch these to the sun, that usually works for just about anything.
>Throw them into a ship reactor and pray it doesn't fuck with the reactor
>Maybe a volcano will do it? Let's go to earth and start our work there
>Write-in
>>
>>1057471
>Ask haran to devise a method of safely and reliably destroying markers that doesn't involve ship reactors or the burning hot center of the sun
>>
At the base you've given Hiran the orders to build a device to eliminate the shards. He explains that for such a power source he'd need to work with a ship's reactor and convert it into something more specialized.
You accept his demand and requisition that Duke get him a warehouse and a reactor to work on the project. To speed things up Julius and Firehead go help him out, even if the latter doesn't have as much
experience when it comes to engineering she's definitely knowledgeable about materials and how to best break them down. While that's going on you take some time off and read reports from the others.
It seems that they've all been working on their little side projects. Gomez, Sarge, Sarah and Black have started eavesdropping on unitologists, even with the state of things some of them remain "untouchable".
Meanwhile Ping Pong, Carla and Duke compiled a list of Earth Gov targets in case you want to check them out. Alternatively you've got other business such as trying to locate the other markers, but as it seems
the moon is temporarily free of them. It also remains the question of those colonial abductions, Duke sent you evidence that unitologists are kidnapping young men and women and taking them to an unknown
location. Could be another thing to be investigated.
>See about the uni targets
>See about the gov targets
>Investigate colonial abductions
>Investigate marker locations
>Write-in
>>
Rolled 14 (1d20)

>>1057526

Investigate colonial abductions
>>
Rolled 9 (1d20)

>>1057526
>investigate colonial abductions
Rolling even though it's not asked for because reasons
>>
Colonial abductions seem interesting. They started not too long ago and now have spread a lot. There's even been reports of occurrences here on the Moon, although few in number. Problem is, how to approach it?
A direct one could end up being more trouble than it's worth, after all even if you can go barging into a church and beating the shit out of everyone you'd hate to think of all the repercussions.
Considering a more subtle tactic maybe you could try getting the locations for the abductions and trying to observe and intervene, or even plant someone to get caught. Finally you could simply ask the pros,
from what Duke told you the gangs often contract this kind of job out. It is a definitive possibility that the unitologists hired thugs rather than do the dirty work on their own.
Finally you decide to
>Break in and beat the info out of them (who to take? what to take?) (d20)
>Just observe suspicious kidnapping spots (d20)
>Observe and plant someone to be abducted (who?) (d20)
>Try to talk to the underworld and see what they know
>Write-in
>>
>>1057548

Trying to burn the 1s?
Or make them happen?
>>
Rolled 12 (1d20)

>>1057554

Just observe suspicious kidnapping spots (d20
>>
>>1057560

Dont forget the pizza and donuts
Also il be at work in about 10 mins
Fingers crosssed people turn up
>>
>>1057554
>been waiting on qm to show up
>starts new thread
>donest link it
Mother fucker
>>
Rolled 3 (1d20)

>>1057554
>Just observe suspicious kidnapping spots (d20)
>>
Rolled 15 (1d20)

>>1057556
Burning them 1s
>talk to underworld
Then
>observe kidnapping spots
>>
>>1057587
Fuck, forgot again, I was bested by my own stupidity.
>>
Donning your best hobo outfit you head to a crappy street. You're pretty sure the only reason the unitologists would pick such a place to do their dirty deeds is because it's unlikely anyone here would be missed.
Well, missed by anyone that 'matters' that is. That's very much like them really, like all those in power, to them these lives are worthless. A few minutes waiting around and finally a group of well-dressed guys
show up. They seem out of place for the neighborhood but they just go into a local pub. So far nothing out of place, although you're a bit interested in why they'd go into that dingy little place.
Eventually you hear some shouting from inside, and noise that sounds a lot like a fight is breaking out. Maybe you could go in to help out, but you'd likely miss out on your watch. That said, so far nothing
has really happened. You just see other hobos and poor working joes walking around and going about their daily activities. Could be they just moved around their kidnapping spots to avoid detection,
or it could be you simply didn't wait enough.
>Go check inside the bar
>Just wait around
>Move to a different kidnapping location
>Write-in
d20
>>
Rolled 3 (1d20)

>>1057611
>Just wait around
Bar fighting is clearly a distraction to draw in watchers and further isolate those outside it.
>>
>>1057554
>write in
Observe and interview next of kin of people who were kidnapped.

For our cover, we are space FBI Federal Agents, or whatever their called in DS
>>
>>1057611
>Just wait around

Just hover down the street from the bar.
>>
>>1057620
So you want to leave or do you want to ask Duke for intel on the missing people?
>>
Better to wait around, the bar's issues are their owners'. Plus it might just be a trap or an attempt to lure any investigating do-gooders. You sit on the ground and drink some water disguised as booze.
Eventually you see the well-dressed men leave the bar, their suits are a bit bloodied up and you notice them putting away knives and discussing merrily. Not your business anyway.
Waiting and waiting eventually gets you something, when you see someone suddenly stopping next to an alley, they seem to look around and into the alley before going in.
It could be they've been lured or they themselves could be the suspicious individuals. Only way you'd know is to investigate, then again it could just be a robbery attempt.
>Sit tight and wait
>Go check that
>Actually, go see about that bar
>Write-in
>>
>>1057637
>Go see about that bar
>>
>>1057637
>Go check that
>>
>>1057662
>>1057659
Well I'll give you lads a bunch of time to break the tie while I go off to get food (again). Thinking I'll try to extend this one so I'll need to get energy drinks too.
>>
>>1057671
Can we go to the bar right after? Its not near closing time now is it? Unless there's someone in there dying we can save....?
>>
>>1057637
>Go check that
>>
>>1057637
>>1057662
>>1057659
>>1057805
Alright, I have returned from the depths of hell.
Wryyy-ting.
>>
Getting up from your seat, aka the ground, you start moving towards the alleyway through which the passerby disappeared. It was just some hobo, looking similar to you in attire.
Still a human being, and no human being deserves to get their freedom taken away by a bunch of cultists. As you approach you immediately hear the sound of something dropping.
You look into the alley seeing no clue of the other hobo, only a broken suitcase full of money. Interesting, could this be this is their play to lure idiots? I mean who would buy into this.
A ton of cash sitting there in the middle of an empty alley located in one of the crappiest neighborhoods. It's almost obvious this is either some kind of setup or a mob loser lost his cash.
Either option ends with the passerby screwed, so for a second you consider that the people who go for it likely deserve getting at least a little bit screwed.
Deciding whether to approach or not you end up opting to...
>Approach carefully
>Just rush in and pretend you're some fool
>Call out to whoever must've planted it
>Write-in
dee20
>>
Rolled 14 (1d20)

>poke the suitcase with a stick, with enough force to shift it
>>
Rolled 12 (1d20)

>>1057985
>look around for the bugger
>>
>>1057995
>>1057992
10 then breaker I suppose.
If anyone wants to give me the 3rd D that's good too.
>>
Rolled 2 (1d2)

eh
>>
Rolled 20, 2, 6 = 28 (3d20)

>>1058058
oops
>>
The hobo doesn't seem to be anywhere, and no matter how hard you look around you can't seem to spot anything out of the ordinary or any other hiding spots. Eventually you give up.
Using an old rusty pipe to poke the suitcase, it doesn't give. You try poking the credit chips. Nope nothing at all. You consider smashing the credit chips but that would be a waste.
At this point something occurs to you, and looking up it's clear you have to dodge before those two crazy ninjas, or at least dressed as such, can get the drop on you. Rolling back is easy enough,
but dodging the continuous attacks not so much. They don't seem to want to kill you, instead they're trying to poke a needle in you. Whatever is inside that vial it's nothing good,
telling as much doesn't take a lot of reflection. The two ninjas almost rush out of the alley but stop just before. "Look you ninjas better stop attacking people in alleys, that ain't cool"
They look to each other before deciding to retreat. Fuck you can't waste this opportunity.
>Draw your gun and shoot them
>Tackle one of them
>Try to intimidate them
>Write-in
d20
>>
Rolled 17 (1d20)

>>1058088
>Try to intimidate them
>HOW DARE YOU RUN FROM THE JUGGARNAUT BITCH.
>>
>>1058096
If you want to roll the other two, go ahead. You guys get more 1s and I doubt anyone will show up again so soon.
>>
Rolled 6, 8 = 14 (2d20)

>>1058123
>>
Rolled 4 (1d20)

>>1058088
Tackle one of them, make sure you have your gun drawn so no shady shit happens
>>
>>1058137
>>1058096
Writing for tackle and intimidate
>>
Rushing in you manage to subdue one of the ninjas, specially with your revolver out and shoved onto his face like a dick against a - wow what a horrible comparison.
His colleague pauses and you take the opportunity to 'talk' some sense into them. By which you mean to just shout a couple of insults and tell them to quit the act and play nice.
Eventually they trade a few words in a foreign language. Ninjas speaking in moon-runic? Clearly these guys are some non-descript asian people likely to be japanese.
"Do I need to get your Mr. oil-buns here to teach you fucks a lesson?" the look on their faces is priceless, it sure is good that you kinda paid attention to that little meeting.
"T-the father? No please, we were contracted without the others knowing" you can see that the gun coupled with discovery is enough to get them doing what you want.
"Son, you're in deep shit. Both of you take off your clothes and use them to tie each other's feet and hands" and thus they do.
"You're a cop?" one of them, the bravest one, asks as you take them both towards an abandoned building.
"No. I'm worse" you pause before you realize the fatal flaw of his reasoning "I'd have handcuffs if I were a cop wouldn't I?"
Strangely no one seems to mind the hobo dragging two almost naked japanese men down the street.
-
You find yourself preparing the two japs for interrogation, putting them against some pipes and tying their hands to them.
"Ninjas, start spilling it before I cut your cup-noodles out with this baby" you motion to the piece of broken glass you got from the building, in case you needed to be more violent.
"W-what do you need to know?"
>Who do you work for
>Why are you kidnapping people
>Why the fuck were you dressed as ninjas
>Inject one of them with the syringe, for fun
>Write-in
d20
>>
Rolled 5 (1d20)

>>1058172
>Who do you work for
>Why are you kidnapping people
>Why the fuck were you dressed as ninjas
>WHY DO I KEEP GETTING THESE NEDDLES?
>>
>>1058181
One has to wonder. He's lucky he doesn't have a phobia.
>>
>>1058211
Well worse case, Its just a normal day at the job.
>>
Rolled 9, 4 = 13 (2d20)

>>
"Who do you work for?" the weakest willed one takes a bit to think so you give him a swift kick to the 'nads to speed it up. Instead this causes his companion to spill it for him.
"Yakuza! But you know that why ask" you give him a kick to the 'nads to match his friend "Wrong answer" he doesn't seem pleased with your response. It's likely they didn't want you knowing it was an
outside contract. "Come on, I want the name of the group you're kidnapping people for" the stuttering one starts crying and shouting 'unitologists' over and over. His more composed friends just shakes his head.
"Why do they want you to kidnap people?"
"We don't kn-" this time you knee them both, near the ribs.
"Even if you don't, give me a real answer"
"W-we drop them off near the rear entrance of that neighborhood's church"
"Do you really have no idea what they do to them inside?"
"No!" for good measure you break his jaw and break both of his friend's wrists.
"I guess you don't, but I still wanted to hurt you a bit. Remember kids: don't take unitologist contracts"
They both manage to get a nod out before passing out. You wake them up with a few more punches.
"Now, before you doze off again tell me, why the fuck were you dressed as ninjas?" no response so you apply the glass to both of their shoulders.
That at least gets them screaming. "Why do you keep using needles?" at this point you just bitch-slap them until they pass out again and you give up.
-
You arrive near said Church. It's actually quite far from the original point of abduction, though that was to be expected.
The question is, do you go in alone or do you call for backup? And more importantly, what gear do you want to take with you...
>Call for backup
>Go alone
> Requisition some real RIG (which one) and guns
>Write-in
d20
>>
Rolled 9 (1d20)

>>1058181
kay.
>>
Rolled 19 (1d20)

>>1058295
>Go alone
>>
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Rolled 17 (1d20)

>>1058295
>Call for backup
shotgun time.
>>
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>>1058311
>>1058316

1 x for Knuckle Duster
1 x for Hobo with a Shotgun
10+ then breaking.
>>
Rolled 1 (1d20)

>>1058316
Seconded
>>
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>>1058366
>1
Writing for shotgun fun, I suppose.
>>
>>1058374
but... That 1 shouldn't count.
>>
>>1058394
A quick call to Carla and soon the rest of your team is position near the church. She brought you a nice little shotgun with a secondary fire grenade launcher, pretty neat.
Taking in the general layout of their church you decide to put most of the team in the front while Sarge and Gomez take the rear with you. They don't need to go in, but they'll back you up if things get rough.
You notice that Hiran, Julius and Firehead are preparing breaching charges for the front, while Black got the mounted machine-gun into the back of a van. If things get rough you fear these guys will demolish
the building, if not the entire neighborhood. Heading to the back entrance you see that there's another pair of ninjas making a delivery, three men and two women tied up and drugged out of their minds.
It's pretty clear what's going on here, but you don't need to worry about the ninjas as much as to the cultists. A group of four, they have pulse rifles but aren't heavily armored. At this short range the shotgun will do it.
Before you can start the fun a cultist seems to be arriving. You think of hiding but it's pretty clear he's noticed you. Before he can alert the others you rush in and kick his throat, then finish him by throwing his sorry ass into the dumpster.
Your two friends silently close the lid while you position yourself back near the rear entrance. The ninjas are moving for their vehicle while the cultists are heading inside with the prisoners.
>Use the secondary, grenade launcher
>Go in firing, on your own. Rush to cover
>Go in firing and rush to melee range
>Write-in
d20

>>1058394
I didn't say I counted it.
>>
Rolled 18 (1d20)

>>1058401
I feel stupid, i should sleep more.

>Use the secondary, grenade launcher
>>
>>1058412
Hey, I'm the one who keeps doing stupid things! And nice roll, hope the other two keep it up.
>>
Rolled 16 (1d20)

>>1058412
Seconded
>rolls another 1
>>
Rolled 8 (1d20)

>>
Taking aim you switch the gun's firing mode and with one swift pull of the trigger send three of the cultists to unitologist hell. It's not like there can be a heaven for people as wretched as them.
The ninjas decide it's not worth it to pick a fight when they're just paid kidnappers, so they get into their vehicle and escape. You let them, after all, your beef is with these unitologists.
Plus you've already done some pretty mean things to their friends back in that abandoned building. You put take two shots at the other cultist and he falls to the ground, limp.
It seems your little scene has got their attention as soon more of these freaks start pouring from the building. A group of them drags the prisoners in while the remaining six try to stall you.
Can't let that happen. You rush through the door while they get suppressed by Gomez and Sarge. Inside you see a pretty regular altar to insanity, it's clear to anyone who steps in that these guys are villains.
"If you want to at least appear to be the good guys invest in better illumination and not this ominous 'death cult' vibe you've got"
Turning their backs from their prisoners the group starts firing at you. It's just three idiots, you could easily take them out with a nade, but that could harm the civvies.
Alternatively you could seek cover and try to take them out from there with standard shots.
>Grenade!
>Cover and fire
>Rush in to melee range
>Write-in
>>
Rolled 7 (1d20)

>>1058507
>cover and fire
>>
Rolled 6 (1d20)

>>1058507
>Cover and fire
>>
Rolled 4 (1d20)

>>1058545
>>1058544
>>
'Taking cover might not have been such a great idea', or so you think as you get suppressed from both sides. You managed to peek for a second to see the third cultist was leaving with the prisoners.
He seemed to be heading towards the second floor of this inner area, perhaps to use the higher ground to take you out before you can get to the others they have captured. Won't work.
Sure you might be in a tough spot, but with the civvies out of the way a bunch of options became available to you. For starters, grenades have no chance of hitting them anymore.
Alternatively you're lucky enough to have your gauntlet hidden under your hobo garments, which means you could always do a Riot style shotgun rush.
>Use the 'nade launcher and blow 'em
>Riot rush them, shotgun and shield
>Try to keep firing from cover, conserve ammo and stay safe
>Write-in
dee20
>>
Rolled 20 (1d20)

>>1058648
>>Use the 'nade launcher and blow 'em
>>
>>1058648
>Use the 'nade launcher and blow 'em
>>
>>1058789
Roll me just in case.

>>1058767
Nice
>>
Rolled 3 (1d20)

>>1058795
Forgot my roll
>>
Rolled 6 (1d20)

>>1058895
Kay.
>>
Just gotta wait for the right opportunity so you can take aim at these two bastards. And it comes almost immediately. It's nigh unsettling how easy it was to get a moment where both idiots were reloading.
It's probably from their lack of actual combat experience, even the ones back in Heinlein had better tactics than these buffoons. You roll out of cover, for no other reason than to look cool, and take aim.
One little grenade shot and soon both cultists are merely a red mist floating above the church's pavement. No way those two are getting to be whole again, not even as pink goo corruption.
You take a look at the other one, and to your luck he's barely made it up the stairs. Seeing as he's taking a bunch of prisoners with he's pretty slowed down. Man that must hurt, being dragged through stairs.
He sees you're now gunning for him and takes out his plasma pistol. To his misfortune by the time he's shooting the first level you're already rushing up the stairs.
Now it's just a question of how you decide to take this fool out.
>I pity the fool! Shield bash
>Apply shotgun to face
>Fuck it, save the shotgun ammo and use the revolver
>Bear hands, no need for weapons at such close range
>Write-in
d20
>>
Rolled 16 (1d20)

>>1058970
>>1058970
>bear hands
>>
Rolled 9, 4 = 13 (2d20)

>>1058986
>>
He's pretty fast, spinning his arm to take aim at you, but you're much faster. In the second it takes for him to readjust you're already on top pounding his face with your fists.
No better way to beat someone up than with your bare hands. The cultist tries to put up a fight by kicking you off. It doesn't work, you are moved back a bit but hold tight to the handrails.
Using the handrails to pull yourself back you gain momentum and knock him out with a heavy hook to the face. His neck hits the stairway with a sickening crack. Serves him right.
You check on the prisoners. They look like average joes or unemployed people, which makes you wonder what they could be needing these guys for.
A loud noise from the front interrupts your toughts. You didn't bother checking but it seems there were more cultists up ahead in the building, and it's likely they've met the big group you set up front.
Well, no better time to investigate than when you have a good distraction set up. You untie the prisoners, but slapping them doesn't seem to wake them up.
By now Gomez and Sarge are coming in already. You could go check the upper levels while they take care of the kidnapped people.
>Entrust the prisoners to them, ask they guard them here
>Entrust the prisoners to them, have them move out of the building
>Wait, keep trying to wake them up
>Write-in
d20
I'd like to point out my ID is Jews
>>
I'll continue tomorrow, possibly sooner than usual.
>>
Rolled 14 (1d20)

>>1059107
>Entrust the prisoners to them, have them move out of the building
>>
Rolled 8 (1d20)

>>1059107
>Entrust Prisoners To Them, Have Them Moved out of the building
>>
Rolled 9 (1d20)

>>1059107
>get the prisoners out guys

Oy vay
>>
Rolled 14 (1d20)

>>1059107

Entrust the prisoners to them, have them move out of the building
>>
>>1059321
https://www.youtube.com/watch?v=Z511RWlsfQg
>>
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I wonder when The markers will start to give people visions of us and drive them to try to kill us or something like that
>>
>>1059330
>>1059331
>>1059359
>>1059488
Seems like getting the cops to do prisoner evac won.

>>1060432
Soon.

>>1059704
Oy vey!
>>
"Gomez, Sarge, get these civvies outta her through the back, try and take them to a safe location while I look around" both men acknowledge your order then start dragging the prisoners back down.
It's gotta be a bit painful to be dragged around like that. Thankfully the ninjas were merciful enough to put them all under while throwing them around like sacks of potatoes. You continue your ascent.
The next floor is much like the previous one, except filled with doors rather than open passageways. You could just knock around but there's also the choice of trying to lure the cultists somehow.
Alternatively you could try to investigate for any clues as to where exactly they had been taking the prisoners. Your thoughts are interrupted by explosions and heavy guns firing at the front.
Rather heavy - gun - as the mounted machine gun you had looted is finally being put to good use. Ping Pong sends you a quick message saying he's climbed onto the roof, asking if you need assistance.
>Tell him to help distract the cultists
>Tell him to come in and help you search around
Next you move on to finding the cultists' dungeon or whatever it is they're using to store the kidnapped civilians.
>Investigate for clues
>Just go around opening doors
>Make some noise and try to lure them here
>Write-in
d20
>>
Rolled 12 (1d20)

>>1060595
>Tell him to come in and help you search around
>Investigate! You have those forensics glasses, right?
>>
Rolled 11, 5 = 16 (2d20)

>>1060598
>>
Ping Pong shows up soon after. You didn't even see where he came from, but it's likely he'd dodge the question with a 'magician never reveals his tricks' kind of answer. Both of you start looking around.
After a moment searching for clues ineffectively you remember the detective visors you've got on you. Ping Pong doesn't seem to get why you'd suddenly put on a pair of shades in the dark,
though he understands once the visor lights up. With these forensic glasses you see that rather than taking people into a room they've been... throwing them into a painting?
That doesn't make a lot of sense. As you approach said painting you notice that the organic residues definitely point to people being dragged and thrown through the painting.
The question is, how? Examining said wall for a little while longer you notice fingerprints on the edges at two small 'button-like' points of the painting's frame. You press them in tandem.
A whirring sound fills your ears as the frame and painting are moved upwards over the wall, revealing a small elevator that seems perfect for a single human body.
It'll probably lead to the basement, so you better find a way to get there.
>Tell ping pong to search for an entrance, you'll catch this tiny elevator
>Go search for the entrance with ping pong
>Send ping pong through the elevator while you search for an entrance
>Write-in
>>
Rolled 6 (1d20)

>>1060629
>Go search for the entrance with ping pong
Avoid the necro feeding elevator at all costs
>>
Rolled 8, 3 = 11 (2d20)

>>1060636
>>
Searching around the top level for another entrance yields no results, so you go back to the first. Makes sense you'd put the basement entrance closer to the ground. Yet you find nothing.
Even with the forensic visor you're still just wandering around, maybe it's a really small clue. Ping Pong doesn't have much luck either, and his tactics are severely more violent.
You're sure the cultists won't mind a few broken icons after you've killed them, so you don't interrupt his work. Eventually however the main entrance cultists start retreating.
Unlucky for you this means they're retreating right into the main area, where you're currently trying to find the (very well) hidden entrance. They begin firing at you, can't be more than six of them.
Ping Pong goes back to the second floor and motions for you to lure them next to you. To do so you'll..
>Sit behind cover and let them try to flank you
>Put out your shield and run to the back, which will force them to rush
>Fire a grenade shot, that'll make them seek better cover
>Write-in
d20
>>
Rolled 6, 12, 1 = 19 (3d20)

>>1060690
>Put out your shield and run to the back, which will force them to rush
Multiples to make it easier
>>
>>1060704
Thanks

Releasing your shield blades you start running to the back. In retrospect maybe you should've retreated with the shield pointed towards the enemy, what a rookie mistake.
A few grazing shots hit your back but thankfully you turn around in time to guard against any lethal ones. You're a bit distracted thinking of the basement and letting them get an advantage on you.
It's best to focus now and make sure you get to live long enough to get to the basement. As you finally get to the exit you see Ping Pong jumping on the two cultists further away, slashing their throats.
This means they have to divide their attention, and with only four still alive that's a pretty fair chance of you blasting them easily.
>Rush back in and use the grenade on the group closest to you
>Use the shotgun instead
>Try to get in time to fight in melee alongside Ping Pong
>Write-in
d20
>>
Rolled 18, 16, 12 = 46 (3d20)

>>1060731
>Use the shotgun instead
Slow morning huh
>>
Almost instantly you blast two of the cultists. Who told them to turn their back to you? Then again, you did turn your back on them. Maybe they should've prayed harder to the gods of fate and probability.
Ping Pong kills the remaining two by snapping the neck of one and using his gun to put a dozen holes in the other. Soon enough you're reunited not only with him but with your remaining crew members.
Seems like most cultists around here have been eliminated. Black is the only one missing as he's positioning the truck on the back for an easy exfil once you're all done in this shithole.
With the added manpower looking for an entrance to the basement becomes an easy task. In a couple of minutes one of your mates shouts, seems like the altar's statue hid a little secret beneath it.
By messing with a couple of stone steps the statue slid away revealing a stairway. Now you could send everyone in, but that would make things difference in case ninjas, cops or cultists showed up.
>Go in alone
>Go in with [write-in group]
>Everyone goes in
>Write-in


>>1060763
It's normal, most players come in later it seems.
Must be the american timezone.
Plus I have an Xray exam in a few minutes so it'll be fine.
>>
>>1060786
>Go in with [write-in group]
Us, Ping-pong, Doc, Gommie, and Firehead.

I'm about to nap.
>>
>>1060786
Phil, Carla, Hiran (if present), pingpong
They seem like the best team for gathering unitologist information and neutralizing marker tech/symbols
>>
>>1060824
>>1060815
2x Ping Pong
1x Doc
1x Gomez
1x Hiran
1x Firehead

Okay, I'll write as soon as I get back from the exam, if any votes show up it'll be easier to determine the team, if not I'll just have you take all the listed.
>>
>>1060832
Not my suggestion but you forgot carla, Didn't pick her since shes more agi,int,sex, sniper based.
>>
>>1060916
*Dex
>>
>>1060916
>sex
Yeah, she has that too
>>
>>1060916
>Sex
Yes, an important stat.

Anyway almost done here, returning home hopefully soon.
>>
Last post before i go to bed lads
Here's a giggle for you
>>
>>1061408
G-gee Phil.
>>
>>1061408
>>1061428
Dropped trip, anyway, gonna write in a sec, finally got home.

Good night to you Anon.
>>
>>1061433
>the jews return
>>
>>1061451
The jew strikes again.
>>
>>1061475
The Jews Strike Back
Return of the Goyim
>>
"Carla, Hiran, Ping Pong, Firehead, Gomez, Doc" the small group turns to you "You're coming with me, we're investigating these basement dwelling neckbeard cultists"
"The rest of you" you point to Sarge and Sarah "Guard this place, when Black's back he'll help you out" your small war party begins descending down the secret stairway.
It's pretty dark at first, but automatic lights turn on when you take a couple of steps down. You can see that the place goes pretty deep into the ground, possibly at least two floors down.
The others follow closely behind you, weapons in hand. The end of the stairway leads you to a long corridor with many doors on each side. It looks like a goddamn dungeon.
At the far end there is an unlocked reinforced door. Your group starts making their way through, checking the many rooms adjacent. They're cells. In them there's all sorts of people.
Most of them sitting around mumbling, others exercising, a few seem to be sleeping as if drugged. What could they be doing to these people down here? You can't help but feel some tension
as you walk through the last door. The room before you is far larger, a chair in the middle with a single person strapped to it. One of those headphone looking devices strapped to their head,
while two of those needle-like devices are inserted into each eye, but this is a much larger machine that goes all the way to the ceiling and is attached to it. There's a lot of drugs being pumped
into the poor man. This isn't a torture, it looks more like a brainwashing chamber. Something large hits you in the head and you turn around to see an extremely thin old man. He's bald,
and his skin looks extremely wrinkled. You look back to see what he threw, it was just a book. In his eyes you can see fear.
>Save the man he's brainwashing, take him off the chair
>Capture this old man for interrogation
>Try to scavenge the place for anything useful
>Write-in
d20

sorry for takin' some time
>>
As a sidenote: at least I'm not dying, kek.
>>
Rolled 18 (1d20)

>>1061573
>knock out old man (no lasting damage) and save the man he's brainwashing
Let's interrogate once the old fuck comes to
>>
You knock the old man out as easy as slapping his weak face. Deciding it's best to leave saving the hostage to professionals you and the crew start moving out while Doc fixes him up.
Once you're upstairs you can hear the sound of cars coming up front. It must be the security forces here to check out why there were goddamn machinegun shots being fired in the slums.
The crew makes it's way to the rear of the building, joining up with the guard group and entering the truck. It takes you just ten minutes to get home after making sure you weren't followed.
It's a good opportunity to get a few words in with the rest about the things the ninjas said, mainly about how Unitologists are subcontracting their kidnapping work.
At home your group unloads their gear and everyone goes to do their own thing, except Black and Doc who seem to be interested in helping interrogate the old man.
You could let one of them handle it, as one is a doctor and the other was military, or you could do it yourself. Regardless you can ask any questions you want.
>Let Doc handle the interrogation
>Let Black handle the interrogation
>You handle it
>What do you want to ask [write-in?]
>Write-in
d20
>>
Rolled 19 (1d20)

>let Black handle the interrogation
>>
Rolled 20 (1d20)

>>1061710
>>1061798
Damn I'm on a roll! Watch me burn a low one
>>
>>1061807
Fugg
>>
>>1061807
>>1061798
Holy fuck what.
>>
>>1061860
I'm also the guy who rolled Big Phil into existence
>>
>>1061762
>Write-in All 3 of us
One plays good cop, one bad cop, one Bon cop.
Now which one are we.....?
>>
>>1061898
Bon cop?

>>1061885
The weiner or the bomb?
>>
Rolled 11 (1d20)

>>1061898
foook forgot to phil in the die!

>>1061885
And now who rolled Phil out of existence?
>>
>>1061907
Da Bomb
>>1061916
How so?
>>
I can't wait to read about Black quickly getting information without actual torture with sheer intimidation
>>
The three of you take the elderly man into an adjacent apartment, which Duke had rented out to put in the extra crew members. One of the empty rooms makes for a perfect torture chamber.
Tying the man down on one of the beds you wait until he wakes up while sitting around. It takes about half an hour. When it occurs all of you go out to the hallway to talk tactics on torturing him.
"Black, you'll handle it, can you poke him without making it hurt too much?" he nods and cracks his knuckles "I can do it boss, don't worry" you decide to give the old man some warning:
"Big Black coming up, get ready ol' fart" some screams for help can be heard through the open door. Seems like the old man is not exactly aware of the situation he's currently in.
The corporal makes his way in. You're expecting him to begin with a beatdown or something, but he leaves a moment later looking disgusted "That fuck pissed himself on the bed!"
Oh christ. You head inside, you're thinking about playing bad-cop good-cop, but before you can even instruct your team mates Doc has a scalpel out while Black has his hunting knife.
The old man's yelling intensifies, he's desperate squirming over his own piss. It's a pitiful scene. You decide to just untie him and clean him up before proceeding, but when you take out your saw to cut the ties,
the cultists passes out. While he's out you take the time to throw his covers and mattress into the goddamn incinerator, as they're stinking forever of old man scat.
Once he's back up you are ready to begin the real torture, but it seems you won't need to. "Please please have mercy! Don't kill me! I'll tell your everything!"
"Now ain't he a weak willed one? Most of his pals would die before confessing to their crimes"
>Write-in questions
>>
>>1062242
>why are you kidnapping people?
>what is that machine I saw with the man inside?
>who do you contract the kidnappings off to?
And various other questions anons can come up with
>>
>>1062284
Also
>who is the leader of this operation?
>>
>>1062299
>>1062284
Okie.
>>
>>1062242
Force him to wear diaper.
>>
You lean over the old man, saw still in hand just for intimidation purposes "Come on you mummy, why the hell are you kidnapping people?" he shakes his head as tears roll down his cheeks.
"I swear, I'm not a unitologist they just hired me to make them soldiers" right, then they're hiring people to make them more cultists? That's pretty bizarre. "What is that machine I saw with the man in"
"It's-" he screams again when you hit the wall with your weapon "It's a brainwashing machine, it's made to introduce thoughts and commands into people, they're using a modified version from EarthGov's"
"Thanks, so they're stealing tech and using it to make their own soldiers, how great. Who do you contract the kidnappings off to?" the old man takes a moment to cry and regain his breath before respoding:
"Yakuza. One of their lieutenants, their bosses don't know!" you hit near the wall again and the man passes out. He was pretty useful after all, and you didn't even have to hit him a single time.
Well other than to knock him out.
>How do you dispose of him?
>>
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>>1062457
>How do you dispose of him?
Why would we do that? We need to drill more info out of him, he's not getting off easily.

Get the info on the identity of the lieutenant, ask him who is the ringleader of this little chapter, and who's ordering the local leaders around. Then strap him into the mind control machine (we did loot it from the place right?), ask him what modifications they made to the machine, and who/where specifically the stole it from.

We pass this info to Duke, and some pictures of "destroyed" Mind control equipment, and the mole/Uni agent gets whacked by earthgov saving us the trouble, while we deal with the Yakuza guy by sneaking into his bosses room at night and intimidate him a bit, and inform him that one of his lieutenants is stepping out of line/making "us" notwhole! unhappy.

Once that's done, we "climb" the unitology leadership ladder for "cleaning".

Don't toss the old fart out just yet, I got plans for him. pic related
>>
>>1062546
>granpa you have a purty mouth
A-anon I...
>>
Giving the others leave to go handle their own business you take a seat next to the brainwasher and wait until he wakes up. It takes quite some time, so you get a quick snack,
spray deodorant all over to try and get rid of the shitty piss smell and then sit back again to resume waiting. Eventually he wakes up, groggily. You give him a few light slaps to get his attention.
"Calmer now? Good. Who's the yakuza lieutenant?" he spurts out a japanese name 'Akio' or some crap, then clarifies it's the one they call 'Salmon'. Weird nickname, but go figure what gangsters find cool.
"Alright, then riddle me this, who's your local leader?" the man has some trouble swallowing his own spit, but a swift hit to the wall gets him to speed it up "T-the leader is dead, the one at the church.
If you mean the leader of the moon region it's a man who works for CEC, Richard Hampton" you give him a sip of water as a reward. "For now this will be enough"
You leave the man strapped into the bed, remembering to gag him before of course.
Now it's time to...
>Go visit the Yakuza
>Go visit the CEC
>Go check on that church again, see about the machine, it was fixed on the ceiling but you could probably try to get anyhow
>Write-in
>>
>>1062705
>Go check on that church again, see about the machine, it was fixed on the ceiling but you could probably try to get anyhow.

Take it out piece by piece. It will be helpful long run to learn how the Unitologists are brainwashed or also how they might be rehabilitated, so long as they haven't had too much direct exposure to Markers.

We'll visit the Yakuza right after this.
I hope we run into that guy we fought at the bar. I really hope hes not the one stepping out of line, that would put a bummer on things, as it would have helped to have history and respect for a good rapport.
>>
>>1062566
Shhh Shh SH shhh SHHHH!
>>
What happened to all the folks that were mindlessly wandering around the basement of the church?

We also need better cover IDs, and we should have custom rigs that look "black opts"/security, so we don't have to worry about violent confrontations with local police and security forces.
>>
>>1062848
>>1062848
You mean the ones in the cells?
Left there last you were there.
>>
Deciding to head back to check on that church you take a car rather than go with the truck, after all it could be recognized by some witness. It's a relatively short drive when you're in a faster vehicle.
The place is surrounded by cops, and hell you're not exactly sure you're going to get in. Strangely while the cultists are being loaded into bodybags, suspects are being taken by cop car,
and the kidnapped civilians are being taken by ambulance, the machine is being loaded into some black van. They seem to have broken it down from the ceiling.
Perhaps you could try to chase it, or maybe you could try to talk some information out of the local cops, after all you're a cop yourself. Well, an ex-cop.
>Interrogate the cops
>Tail the black van
>Hell fuck this, let's check the Yakuza
>Nah, CEC it is
>Write-in
>>
>>1062885
>Hell fuck this, let's check the Yakuza
There was a time and place for that, but alas, devil in the details....

I wonder if we can get a favor out of the Yakkies!
>>
>>1062885
>Nah, CEC it is
>>
>>1063011
>>1062990
Giving it time.
>>
>>1063015
I've been here the whole time, letting anon get his nice juicy rolls.
>>
>>1063026
He did get some impressive rolls.
>>
>>1063030
I saw, Its why I didn't get involed. Its the only way to have kept them.
>>
>>1062885
>yakuza
>>
Better go have a chat with the Yakuza rather than waste time fighting the government over some scrap. Starting up the car you set course to the last place you saw them.
That damn pirate-themed titty club. Sure it's not likely they'll be there, but even if they aren't someone there will be able to give some pointers as to where you can find this group.
A place crawling with sluts dressed as pirates has gotta be the last one you'd want to be right now, as fun as it is. You're in the mood to kick ass and take names, so these interludes in the fun,
not really helping. Asking a few of the patrons around doesn't get you much, so you move to the counter to talk with the bartender. She's a young girl, dressed way less slutty than the others.
"What can I get you, Phil?" you furrow your brow "How do you know my name?" the girl smirks "Well, you did fight in my bar then get knocked out and got the Yakuza to give you a room,
then your friends told me more about you" interesting, it's weird you didn't met her then again she was probably busy at the time. "Anyway, it's about the Yakuza. The reason I'm here that is"
The barlady nods "Alright, do you want to contact them? I can tell you the address, though one of their lieutenants is in one of the private rooms if you want me to call him" you decide to...
>Go for the address
>Ask for her to call the lieutenant
>Go see him yourself
>Write-in
>>
>>1063203
>Go see him yourself
>>
>>1063203
>>Go see him yourself
>>
>>1063203
Ask if its "Salmon" first then go in.
>>
>>1063346
>>1063344
>>1063277
Aye aye!
>>
>>1063383
are you ready kids?
>>
>>1063400
Spongebob confirmed for a cultist.
>>
>>1063400
I CANT HEEEAAAR YOOOOUUU

make us whole
>>
>>1063346
This
>>
>>1063383
>>1063400
This is my jam!
https://youtu.be/5p_pkHdru2Y?t=153
>>
Couldn't a find the version with squid ward at the end that wasn't 1 or 4 or 12 hours long.
>>
Heading through the side entrance that leads into the hallway full of motel-like rooms you go towards the one she had informed you about. Knocking on the door you shout:
"Yo, Salmon? You there?" after a few minutes a half-naked japanese men opens the door. You recognize him as the one you fought before. Strangely he's blindfolded, but he quickly removes it.
"No, it's Shi- Hey you again. Why do you want to see Salmon? He usually hangs in the downtown pubs" nice of him to spill it so easily, maybe he just trusts your friendly tone.
Now that you consider it, maybe this guy would be a trustworthy point of contact with the Yakuza, if you tell them what their men are doing it could easily cause them to cut off that cancer.
It'd be an easy fix, but it could also mean giving away intel and spreading your "reputation" in ways that you couldn't really predict, after all the underworld works in mysterious ways.
>Talk to the man you fought, he's trustworthy if a bit crazy
>Ask to talk to his leader, it's important
>Thank him and go see about Salmon
>Write-in
>>
>>1063437
>>Talk to the man you fought, he's trustworthy if a bit crazy
>>
>>1063467
Seconded. Then,
>go see about Salmon
>>
>>1063427
https://www.youtube.com/watch?v=EhGSG2K8fnY
>>
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>>1063518
WTF is the shit? recording your tv with your phone?
>>
After explaining that you have some business to talk about he invites you in. Of course you accept, as weird as that is. There's a naked chick with a small whip on her hand.
"Two costs more" you shake your head "I'll just talk to him for a bit, you'll get to your work in a moment" she shrugs and starts setting up a bunch of furry handcuffs and weird shit like candles.
Japanese sure have some weird fetishes. "I guess you know that Salmon guy well, then?" you ask, hopefully "More or less. He's a bit of a shady fellow, I don't tend to associate with his type,
doesn't seem like a man who understands there are rules" makes sense considering he's doing things behind his boss' back. "Well, he's been kidnapping people. Hired by the unitologists,
they're using these kidnapped civilians as soldiers. After brainwashing them of course" the man seems to consider your words for a moment before dismissing the girl and putting his shirt back on.
"We'll go there, me and my men. If you want you can come" you're a bit taken aback by his sudden trust of your words "So just like that you'll trust my words?"
"If you are a man of many friends, as I have seen, and if you fight as well as you do? I'll trust that you won't be foolish enough to lie to the Yakuza"
Fair enough. You'll...
>Leave it to him
>Join him and his men
>Talk about something (what?) first
>Write-in
>>
>>1063553
>Join him and his men
>>
Pausing until the morning.
Sorry for the turbulent week chaps.
>>
>>1063551
not my tv
>Join him and his men
>>
>>1063553
>Talk about something (what?) first
Shouldn't this be brought up with your boss first?
I'll let you take lead. Our cover story is that they kidnapped an associate of ours, and one of the workers talked.
>>
>>1063553
>join him and his men
>>
Rolling because
>>
Rolled 6 (1d20)

>>
Rolled 6 (1d20)

>>
Rolled 3 (1d20)

>>
Rolled 19 (1d20)

>>
Rolled 16 (1d20)

>>
Rolled 15 (1d20)

>>
>>1064153

And not a 1 wow
>>
Rolled 5 (1d20)

>>1064429
implying implications
>>
Getting home in a bit.
>>
>>1063557
>>1063650
>>1063562
Al-right, gonna write for "Join these gooks and help them invade Pearl Harbor"
>>
>>1064786

Good times.
Mybe they will make a movie about it
>>
Rolled 13 (1d20)

>>1064800
>>
>>1064786
>Help them invade pearl harbor
wait what.
>>
"Wouldn't it be better to talk with your boss first?" he shakes his head and laughs "Maybe most people don't know how our internal structure works, but I'm above this Salmon fellow"
"Well I'm just in it because he took a pal of mine, so suit yourself" you and the man start making your way out of the club. His car is parked on the other side of the street.
Getting into your own car you start following the Yakuza's cars. Plural, as with a single call he summoned another four vehicles all packed with gangsters. He must really be high on the pecking order.
Once your troupe hits the main streets things flow pretty smoothly. Traffic is not a very big of an issue nowadays, so you get there fast. The entrance is not heavily guarded and the owners don't object,
well they don't voice any objection to you entering that is. You're not sure if they like the many Yakuza going into their bar but they sure as hell are smart enough to know better than to complain.
This group of gangsters starts heading into the 'VIP' Rooms, some subsections in the backrooms that have gambling and better service. Inside you find Salmon and a group of six other yakuza.
Two of them are pretty beaten up, and you recognize them as the ones you kidnapped. The other four are just your average jap gangster. On your side there's the guy you fought, yourself,
and about fifteen other gangsters. You companion orders some of his men to surround the entrances. "Would you like to help me handle these guys on our own?"
>Nah, let's stick with numbers
>Sure. Us two on five seems fair
>Write-in
>>
>>1064786
THE JEWS
FEAR
THE SAMURAI
>>
>>1064830
>Sure. Us two on five seems fair

>THE JEWISH QM FEARS THE SAMURAI.
>>
>>1064833
>>1064814
Clearly.

>>1064850
>>1064833
Roll me da d20
>>
Rolled 2 (1d20)

>>1064891
>>
>>1064900
sooo close
>>
>>1064904
do me two more
>>
Rolled 14, 7 = 21 (2d20)

>>1064912
tell me how you want it baby
>>
>>1064912
im go to nap now good luck
>>
Rolled 20 (1d20)

>>1064891
>>
>>1064912
See Qm >>1064972
Fear the Japs. Also in a Lol ranked game so.. eh
>>
>>1064972

Where wore you!!
Damm it lol distorying lifes
>>
>>1064992
Well I mean i ROLLED, and the other guy rolled once so... I think? I count.
>>
>>1064997
Alright writing for
>>1064980
20 go in just you two
>>
Rolled 2 (1d20)

>>
"Two on five is fair" rather, one on five. In the single minute it took you to clean the house the Yakuza leader barely even entered the room. First you took down both injured ninjas via double kick to the face.
The remaining five men rushed you desperate to use their numbers as an advantage. No such luck, with fast punches and good footwork they couldn't land a single hit on you nor surround you.
Another three down from getting knocked out by your powerful sluggers. This pair of fools tries to retreat but this is just another opportunity in your hands. Using a thrown chair you manage to throw both on the ground.
Pummeling them is an easy and pleasurable task. As their former comrades watch you turn their heads into a fine red mist. Hopefully this wasn't the leader because you don't think they wanted you to handle executing him.
"Nice work! You should work for us instead" the yakuza seems strangely glad you were this brutal
>Wanna go report it to your boss?
>Alright, thanks for the fun, I'm off to the CEC
>Alright, thanks for the fun, I'm off home
>Write-in
>>
>>1065039
>Wanna go report it to your boss?
>>
>>1065055
Sorry for the time. Consulting work with some mates in between posts.
>>
>>1065112
all good.
>>
>>1065039
>Alright, thanks for the fun, I'm off to CEC
>>
>>1065039
>>Alright, thanks for the fun, I'm off to the CEC
>>
>>1065112
"Well thanks for the fun, I'm heading to the CEC to fix another mess" he stops you "Please do consider... cooperating with us again" you nod and head out.
You're not very fond of gangs and criminals, but against the people you're fighting they can be useful. And expendable, specially expendable.
Riding on the highway again you head to a more detached area of the colony, it's a neighborhood full of highriser office buildings and apartments.
The CEC's headquarters in this colony is a pretty big one, probably the biggest to match their status among other companies. You've gotta wonder,
why would someone set for life waste their time with unitologist crap? If they gave - you - a job you'd drop them really really fast.
Exiting your vehicle and heading towards the entrance you see the place's got some pretty tight security.
>Request a meeting with Rich, ask to tell him it's from the church
>Try to sneak into an elevator
>Go in blazing
>Write-in
>>
>>1065186
>Request a meeting with Rich, ask to tell him it's from the church
>>
>>1065186
>>Request a meeting with Rich, ask to tell him it's from the church
>>
>>1065192
>>1065255
This
>>
Whoever owns this company sure doesn't mind spending cash to make it look good. Well, not that gold plating the floor is exactly nice in your opinion. It's at least flashy.
The floor isn't the only thing they've spent a lot on, as the receptionist and guards are wearing clothes so expensive your yearly salary wouldn't be able to afford.
As you head further you perceive that while not hostile the enviroment certainly isn't friendly. The guards are eyeing you with disdain, and the receptionist gives you the fakes smile possible.
Maybe if you bluff well enough you won't have any trouble to get into his office so you can shank him. Or maybe interrogate him. You're still undecided on that bit.
"Hello, how can I help you sir?" the receptionist's head leans to the right in a gesture you're assuming is supposed to be 'endearing' . It just comes accross as artificial, almost robotic.
"I'm from the church of unitology, I'm here to see Richard Hampton" her face turns to surprise, before going back to her usual fake self. "Alright, head into the elevator,
you'll find him at the 23rd floor" you pause and consider her strange instructions "Which office?"
"It's the entire floor, sir"
Well damn.
>Head there immediatelly
>Take some time to call your buddies and inform them
>Check the area first
>Write-in
>>
>>1065662
>>Head there immediatelly
make us whole to you
>>
>>1065662
>Take some time to call your buddies
>>
>>1065843
>>1065689
Tie. Keeping it open.
Fuck I finally got a job!
>>
>>1065882
noooooo
i mean yes what is it?
>>
>>1065662
>Take some time to call your buddies and inform them

I FORGOT TOO VOTE.
>>
>>1065882
could we text them on the way there? or call thembut talk in code as we are pretendind to be a unitology prist
>>
>>1065882
Embrace the NEET lifestyle and just keep posting here
[Spoiler]you're not autistic, like many QMs[/spoiler]
>>
>>1065887
>>1065889
>>1065892
>>1065907
Huh, I guess that's 3 for buddies.
>>
>>1065662
>Head there immediately
We can give them a heads up while we are on the way up in the elevator.
>>
Into the elevator you go, but before setting course to the 23rd floor you send a call to your friends. "Carla, do you think you and the others can come to CEC's Headquarters? I'm going into the 23rd floor"
"Alright, we'll be there, love. What're you planning?" you try to but are unable to hold back a malicious laugh "Just paying a visit to a certain pal of ours who has been ordering around a certain group"
"Oh! Doc can explain it on the way there. See you in a few" she shuts off the call and you input the desired destination into the elevator's control panel. This thing is pretty fast for a common lift,
and it's surprisingly stable, it doesn't even feel like you're going up, yet the glass panel that covers its back shows that clearly you're speeding upwards at an impressive rate. The doors open,
you step outside and take in your surroundings. If this is a single office then you need to get a job here at CEC because the place is huge. The receptionist certainly wasn't joking when she said it covered
the whole floor. "Hey, Dav-" a sharp-dressed young man who looks like a lawyer out of some soap opera where everyone looks amazing greets you. His pause followed by his eyes widening and his
mouth opening as if to shout seem to indicate he thought you were one of his unitologist friends. Well, you did lie to the receptionist that you were. Nothing you can do about it now.
You figure he's scared, but rather than scream in fear he shouts for security. Wait, private security for his floor-office? 'How goddamn loaded can these people be' are the last thoughts you have
before pulling out your revolver and scrambling for cover. Soon enough a group of armed gorillas runs out. These guys are legitimately door sized, probably bigger than Black and you combined.
Thinking fast you...
>Use the office's size to your advantage, disappear and try to pick them off one by one
>Get back into the elevator and wait for your back up
>Just take cover and try to whittle them down with your trusty modded revolver
>Write-in
d20 For All
>>
Rolled 17 (1d20)

>>1067748
>Use the office's size to your advantage, disappear and try to pick them off one by one
Time to go necromorph on their sorry asses. Use vent systems, ceiling access (offices always have panels you push up to deal with shit like wiring), the works.
>>
>>1067853
Okay, one for Stealth.
I think I'll transition to a new thread after one or two updates at best.
>>
>>1067748
>Use the office's size to your advantage, disappear and try to pick them off one by one
>>
>>1067882
Roll me a d20
>>
Rolled 13 (1d20)

>>1067890
>>
Rolled 11 (1d20)

>>1067904
>>
Better to fight from the shadows than try your luck standing your grand when you're outnumbered like this. You run to a lateral division in the office, easily evading their initial shots.
Despite it being a single place it's divided by thin walls and pillars separating each section. More importantly once you're out of their sight you spot an air duct. This could be your opportunity.
You slide it open and jump in, closing it as silently as possible. With the many random shots they're taking against the wall divisions you're sure they didn't hear anything. Now's to hoping
that there is no surveillance system this Richard guy can access to give his men coordinates. Moving through the vents and towards the walls closer to the main section of the floor,
where their leader's desk is, you spot the security guards spreading out through the place. The Hampton fellow is heading into the elevator, which isn't exactly good news for you.
Well, unless you can inform your companions of that, as they're on their way here. Swiftly sending a message you get back to duct crawling. One of the guards is close to your duct,
though not enough that you'd be able to take him down from here unless you shot him. That would give away your hiding spot however.
>Go out and take him out in melee
>Shoot him and risk alerting them to your vent plan
>Ignore him and move to a different spot (Vertically? Horizontally?)
>Write-in
d20
>>
Rolled 4 (1d20)

>>1067948
>Go out and take him out in melee
>>
Rolled 3 (1d20)

>>1067948
>Get out and take him out with melee
>>
>>1067979
>>1067965

You slip out of the vent and sneak towards the Desk. Once the guard gets moving again you rush him and slash his neck with your saw. Lucky you that Julius got it fixed, but it's messy to cut without turning it on.
Letting him down gently you think of your next few steps. The guards won't come to check on their buddy so soon, it might be a good idea to take this time to loot his body for anything useful.
Alternatively you could keep going at them without giving it a break, or you risk them catching up to your current schemes. If you choose to continue fighting then you'll have to pick between going back into the vents,
or sneaking around in the open. The latter gives you more openings to attack these security forces but it also makes you easier to spot if you're not careful enough about it.
In the end you opt to...
>Loot his body
>Go back into the vents
>Sneak through the open area
>Write-in
d20
>>
>>1068132
That was only two rolls family
>>
>>1068144
I used random ORG, you got 15. I'll probably just do that when you lack the 3.
>>
On a side note, I should probably disclose that before posting, then again I never showed a single enemy roll aside from that one post.
>>
Rolled 16 (1d20)

>>1068132
>Go back into the vents
>>
>>1067965
>>1067979
That poor mook probably had a family of cats
>>
Rolled 11 (1d20)

>>1068132
Could we have shot the guy right away and hit the emergency shut button and left? Can we still shoot the guy? If not let The guys know the boss is escaping and give them a picture or description of him while we keep security busy
>>
>>1068195
>>1068176
Gonna leave it open for a bit while I eat.
>>
Rolled 15 (1d20)

>>1068132
>Loot his body
>>
>>1068217
>>1068176
>>1068195
Al'Rayight seems like we're going to loot things, call the team and go back into the vents ASAP.
>>
This guy's not exactly packing a lot of heat. If anything they went cheap on the only thing they really shouldn't. At least the gun you managed to get is pretty decent, a Plasma Pistol,
modded with a scatter secondary fire. You immediately head back into the air ducts. As you close down the vent's cover one of the other guards wanders into the area and alerts the others.
Silently crawling through the ducts and trying to find a better position you take the opportunity to inform your group of the descending suspect. That'll hopefully be enough, all of them
should easily handle that rich asshole. After a minute in the airways trying to find somewhere to strike from you decide to head up. The ceiling has a couple of exits for you,
but it'd be pretty hard to execute a vertical execution. Eventually one of the other guards wanders near you, taking the opportunity you...
>Drop down and beat his ass
>Shoot him and leave to another entrance
>Open the cover and try to break his neck while hanging from your feet
>Write-in
d20
>>
Rolled 2 (1d20)

>>1068343
>Write-in
Go after our target instead of wasting time on mooks. We are the hammer, our team is the anvil. Focus on the objective.
>>
Rolled 18 (1d20)

>>1068343
>Open the cover and try to break his neck or at least choke him out with your POWERFUL MANLY THIGHS while hanging by your hands
>>
Hanging by your strong manly hands you put your legs around the man's neck and swiftly break it. This is a skill you trained a lot with Carla, apparently women are all well versed in Thigh-Fighting.
Now that you've taken two down only another eight remain. You could stay here and clean the house to get a clear escape, but you're feeling good so why not take a risk? Rushing out from your cover you
head to the elevator. Soon the mooks have their eyes on you, no bother you can make it. Well, you could, if they weren't armed. The sudden incoming fire makes you stop and roll towards some cover.
While the pillar will defend you for a second you'll easily be flanked if you stay put.
>Focus fire on one side to try and break their line
>Pull out your shield and try to rush to the elevator
>Try to move from cover to cover while suppressing them
>write-in
d20

randomorg gave you 12, so you got 18
>>
Rolled 16 (1d20)

>>1068550
>Pull out your shield and try to rush to the elevator
Slam the button for any floor to get those doors closed. But immediately open up the top of the elevator to get into the shaft and on top of the elevator itself.
>>
Rolled 3 (1d20)

>>1068550
>Pull out your shield and try to rush to the elevator
>>
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Fuck these fellas, you're outta here! Releasing your shield's blades you do the unexpected and rush out of cover heading for the elevator. On your way there you fire wildly with the Revolver.
Two wounded, not a lot, but enough to keep more of them busy with something that isn't an attempt on your life. Into the elevator you go, and after pressing the button to the first floor
you attempt to break down the external cover of the elevator. You're about to go up into the external area when something catches your attention. Through the elevator's glass panel
the Richard fellow can be seen firing at your mates, while the security guards keep the entrance on lockdown. You could attempt to disrupt them but it's likely they'll notice you coming.
Perhaps you could try a different path to the ground...
>Wait and open fire once the elevator touches down
>Go up into the shaft and surprise them once it comes down empty
>Break through the window, aim to land with your shield over one of the guards
>Write-in
d20
>>
Rolled 17 (1d20)

>>1068830
>Go up into the shaft and surprise them once it comes down empty
>>
Rolled 4 (1d20)

>>1068830
>Go up into the shaft and surprise them once it comes down empty
>>
Up into the shaft you go. Strangely once you leave it you feel the sudden rush of acceleraion. Maybe the elevators is stabilized by kinesis somehow? Only way to explain it.
It touches down and soon the guards turn their attention to it. Well you're pretty sure they do since the instant it happens two of them rush in to make sure there's no one in it.
They don't think of checking the ceiling until it's too late, as you drop down and smash their heads on each other causing both to get knocked out. Now they're all onto you,
but at least you've helped your friends by distracting the enemy. A fire blast destroys the front entrance and soon incoming fire starts whittling down the security guards.
>Help take down the guards
>Rush to Hampton make sure he's captured
>Write-in
dee20
also was 11
>>
Rolled 7 (1d20)

>>1069110
>Rush to Hampton make sure he's captured
No need to be gentle about it. Feel free to break an arm, a leg, or his face.
>>
Rolled 11, 8 = 19 (2d20)

>>1069267
Well, I'm gonna use this for the new thread.
Public roll since maybe random.org isn't that fair a deal.
>>
Rolled 10 (1d20)

>>1069110
>Rush to Hampton make sure he's captured
>>
I fucked up continued next thread
>>
Rolled 6 (1d20)

>>1069110
>Rush to Hampton make sure he's captured
>>
Rolled 4 (1d20)

>>1069110

>help take care of the guards
>>
>>1069110
Qm shouldn't have giving other HUES a reason to mug him by getting a job. They must've known he had cash.
>>
>>1080310
Kek
Sorry for the break, a bunch of stuff happened.
I want to start running again tomorrow, though it'll need to be in a new thread.
>>
>>1081118
B-bbut... the JEWS DID THIS!
>>
>>1081158
Sorry mate, truly am.
On the other hand I hope this doesn't kill us at least not completely.

OY VEY
>>
>>1081210
Just try and state a safe time and date to run, and try to do so as close as possible.
>>
>>1081218
I was hoping the usual time tomorrow, though I'll need to make sure to wake up early so I can go get everything I need done in the morning or I'd need to waste time in the late afternoon.
I'll post it on the twitter and likely announce it on QST.
>>
Confirming I'll run at 15:30
>>
>>1081218
Thread #10
>>1084879



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