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File: ArtificerQuest_Badlands.png (2.99 MB, 1920x1080)
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Character Sheet: https://docs.google.com/document/d/1lvqwQrtQ_YFvsVdcKJbSEAgpyZi9QrfJfnh_UDzvPKw/edit?usp=sharing

Previous Threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=StorytellerQM

Twitter: https://twitter.com/Storyteller_QM

> Being a responsible adult forced me to be away for a bit. We'll continue in a moment with Part 5.
>>
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>>1799708

You're in the middle of enjoying a nice meal when Creep twitches. It's a small thing, but you've been watching him out of the corner of your eye so you pick up on it. His expression shows bare hints of confusion and worry.

A small noise, disguised by the sounds of other diners chatting, alerts you that there's chatter on the mercenary's comms.

What now?
> Pretend nothing has happened
> Ask Creep if something is wrong
> Ask Creep if Rider is worried about her datalinks.
> Ask Creep something else
> Other
>>
>>1799738
>Choice 2
>>
>>1799738
>"Wanna pick that up, Creep? I've got something I need to talk about with your friends and you..." (dark look)
>>
>>1799762
This.

Let's enact >>1795968
>>
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>>1799762
>>1799769

Time to try diplomacy.

Writin'
>>
Oh lord. Ohhhh lord. I was not here for the vote. I am not at all confident in this but fuck it balls to the wall.
>>
>>1799738

Finishing up your meal, you decide it's time to try to negotiate something with the mercs.

"Wanna pick that up, Creep?" At the mention of his name, the elf slowly turns to face you, "I think it's about time we dropped the airs anyways. C'mon, you can tell Rider what we're doing on the way there".

There's no trace of humor in your voice as you stand and motion for one of the waiters to clear your table. It takes a quick second to sign off on both of the meals, and then the two of you are walking out of the car. You can barely make out Creep mumbling something into his microphone as he walks behind you.

Where do you want to have the negotiation?
> The nearby maintenance closet
> In engineering
> In the open
> Other
>>
>>1799850
in the open, in sight of other passengers, but out of earshot
>>
>>1799850
> In the open
But moving towards engineering

I really don't care if the passengers hear fragments of this, I think it's unlikely they'll work out what's going on without the context, just make sure there are no guards around. I want to at least get the talks started before we get somewhere private as a bit of assurance that he isn't just going to knife us as soon as we're alone.
>>
>>1799850
> In the open
>>
>>1799850
>> An empty first class cabin
"Here."

If we're going to be murdered on this rattling shitbox of a train, I'd like to inconvenience that fat fuck one more time with cleaning costs.
>>
>>1799876
>>1799879
>>1799881
>>1799889

Alright, we're doing it in the open.

However, are we:
> Heading towards engineering
> Going into the first first-class cabin

(Remember that the first-class cars begin right after the meal car while the workshop is all the way in the front about 4 cars away from the meal car)
>>
>>1799897
first class, lets have some nice seats
>>
>>1799897
>> Going into the first first-class cabin
>>
>>1799897
> Heading towards engineering

I kinda want us to be able to quickly get to our terminal should things go south
>>
>>1799908
>>1799910

First-class it is.

Writin'
>>
>>1799850

You decide to head to First-class. You're going to be in the middle of the security team, but if things go south at least Sierra and Goo Hwi are nearby.

Immediately, though, you run into a problem: there's those same two guards right at the first car.

"Whoa Whoa!" The same guy puts his hand up to you and his partner doesn't quite point his rifle at you, "What're you doing?"

Both of them look from you, then to Creep, and then back to you.

What now?
> Attempt to bluff them with another impromptu maintenance repair
> See if Creep can explain things
> Leave and head towards engineering
>>
>>1799976
>> Leave and head towards engineering
>>
>>1799976
> See if Creep can explain things
This should be fun, if nothing else
>>
>>1799976
>let creep take over

this will be amusing, put on a your move face
>>
>>1799976
>> See if Creep can explain things
>>
Rolled 35, 94, 93 + 2 = 224 (3d100 + 2)

>>1799985
>>1799993
>>1800000

Let's see how Creep does
>>
>>1800020

96, rather well for himself it seems.

Writin'
>>
>>1800020
I don't know if this is good or bad for us.
>>
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>>1799976

"Gentlemen, Gentlemen," Creep steps forwards, his hands held out in a calming gesture, "There's no need for violence. I was just having such a nice conversation with this man here, it's fascinating what he can do with magitech, but we didn't want to take seats from other customers in the meal car. So I got the great idea to continue our conversation. In private".

Both of the guards look to one another, then the one that confronted you takes a step back, "I see? ...oh. Ooh... I see...". He has a slight smirk on his face underneath the helmet, you can tell, "My apologies then, don't let us keep you from your... talk".

The two step aside and let you pass.

Walking further into the seating part of first-class, you note that this area is empty; should be well enough for your talk. Finding a seat, you motion for Creep to sit across from you.

Now, what first?
> Get Rider into this conversation
> Start off with just talking to Creep
> Other
>>
>>1800061
very nice moves creep, are they the ones who planned on helping you kill me? and why did you only want to kill me at that? any idea why egg man gave that order?

>small talk till rider gets here. play the part of chess master
>>
>>1800061
> Start off with just talking to Creep
A degree of separation assists with intimidation.

I hope we can all laugh about this later, but for now we need to be flippant, disconnected, and scary.

Stick to the plan.
>>
>>1800061
> Start off with just talking to Creep
>>
>>1800067

Probably should have clarified: bringing Rider into the conversation involves opening up their comm channel and setting your Gauntlet's speaker up enough to hear her.
>>
>>1800061
> Start off with just talking to Creep

"Good cover, glad to see you're going with the elf fetishist angle. I was thinking of using that back in the dining car."
>>
>>1800072
>>1800084
these combined with mine and we are golden
>>
>>1800067
>>1800072
>>1800077
>>1800084

We'll start by just talking to Creep.

What angle are we playing up first?
> Ask him about the kill order on you
> Ask him if he really thinks his team will be able to kill you
> Ask him about his... tastes...

(I should probably also note that Rider will be able to hear everything being said here seeing as she and Creep are currently on an open mic with one another)
>>
>>1800106
the order to kill us, and make sure to add

"oh and if your friends want to say something pass along their questions"
>>
>>1800106
> Ask him about the kill order on you
> Ask him what he's been told about us
> Ask him if he's interested in renegotiating the contract
>>
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>>1800106
>> Ask him about his... tastes...
>>
>>1800115
>>1800123

Kill order it is

Writin'
>>
>>1800061

"Well, Creep, why don't we begin," You smile at him, "With the most pressing issue at this time: your kill order on me".

He looks serious, taking in your words as someone (most likely Rider) is talking to him over his earpiece.

"Alright," He nods, "What about it?"

"I'm impressed, really, you got those guards good; we're they the ones that were going to help you kill me? Though, that really brings things to the crux of the issue: why does Gambino only want to kill me?"

"How the hell should I know?" Creep looks rather deadpan at this, "That's not my job".

You nod, "Fair enough. Oh, and if Rider, Dozer, and Bishop have any question, do feel free to pass them along. Yes, I know about your teammates".

He barely holds back gritting his teeth, though he calms down a hair before opening his mouth, "I know when I'm being yanked around. And you're the one who said to stop putting on airs. What is it that you want to know?"

"What do I want to know?" You pretend to think about it for a moment, "I don't believe that I actually need you or your team for anything; I already know everything that I want to know. So, the real question here is this: why do I need you, or your team, alive?"

You expression darkens immensely at this, and the two of you have a quick stare down before he opens his mouth.

"Dozer just asked why the fuck we shouldn't just kill all of you and complete our contract like we're supposed to?"

Your response? (Pick one)
> "Because, Dozer, you'll end up biting off far, far more than you can chew"
> "Because I know what it's like to work for a piece of shit boss; I can give you all an out that will work out best for all parties involved"
> "Because I'm not going to die in the next 24 hours. And when I get to Shirahoro, you're gonna want to be on my good side"
> Other
>>
>>1800170
> "Because, Dozer, you'll end up biting off far, far more than you can chew"
> "Because I know what it's like to work for a piece of shit boss; I can give you all an out that will work out best for all parties involved"
>>
>>1800170
your biting off more than you can chew.

now I'm willing to forgive and forget, hell ill even owe you a favour. and maybe even an in with a few friends of mine, agreeable?
>>
>>1800170
>> "Because I know what it's like to work for a piece of shit boss; I can give you all an out that will work out best for all parties involved"
>> "Because I'm not going to die in the next 24 hours. And when I get to Shirahoro, you're gonna want to be on my good side"
>> Other
And because I can warn you of what is coming, and the knowledge to avoid it.
>>
>>1800183
>>1800207
>>1800210

Alright, let's narrow things down.
> Use empathy to attempt to persuade them to stand down.
> Use veiled threats to attempt to persuade them to stand down.
>>
>>1800252
>> Use empathy to attempt to persuade them to stand down.
>>
>>1800252
use threats, this is not thee time of empathy. the most we do is we can give them some good ins, the rest is weakness currently
>>
>>1800252
>> Use empathy to attempt to persuade them to stand down.
Less empathy, more "we have knowledge about what is going on than you"
>>
>>1800273
changing to this
>>
>>1800264
>>1800273

Empathy it is.

Writin'
>>
>>1800170

"Because I know what it's like to work for a piece of shit boss," Creep doesn't seem to believe you currently, "And, if you work with me, I can get you all an out from this situation that will work out in all of our favors".

"Bullshit," Creep speaks up before anyone can say anything to him, "We back out of this we're gonna be throwing our reputations into the gutter".

You give him a grim look, "What matters more: your reputation, or your life? You're just flat out naive if you think Gambino is going to let you walk away from this".

There's silence, then another question is mentioned to Creep, "Rider wants to know just why you think that we're going to be backstabbed by him?"

"This is your first time working for the mafia, isn't it?" When the elf doesn't say anything, you continue, "It just struck me as odd when I was piecing things together that Gambino would hire a team of freelance mercs to do this job. Granted, there's less of a trail back to the family if you go with 3rd parties, but there's always a risk that they could betray you, or take the money and run, or a dozen other things that could happen when you're dealing with unreliable hires. And then it came to me why: he needed disposable assets to perform this job. Ones that can be executed as soon as the delivery is made".

You don't bother to wait for them to respond, jumping on the shock and awe of your statement, "You never found it strange that Gambino gave you extra orders, specific orders, to kill me? The temporary Artificer, who'd be spending most of his time running around making sure the AC works properly? What would that do? Well, it's pretty obvious that he hates me based on who I am, rather than what I am. Look at my hands,"

You spread your fingers out in front of Creep, who clearly takes a moment to take in your calloused, scarred hands and the single, bent digit. You take a particular satisfaction in the irony of your next statements, "Do these look like a nobleman's son's hands? Do these look like the hands of a man who spent his entire life in parties, getting tutored and preparing to take over his father's business? No, they don't. And that's why Gambino wants me, and you all, dead.

Because he absolutely hates self-made individuals standing on even ground with him".

> I'll continue things tomorrow. Good night everyone.
>>
>>1800339
>Because he absolutely hates self-made individuals standing on even ground with him.

Holy shit Story-T. May i say i love the way you write John? Dam that last line perfect.
>>
Oh and see you tomorrow. Sad i ended up catching at the end of the thread but it happens.
>>
>>1800339
Nice.

See you tomorrow, bossman.
>>
>>1800339
Right, this is good.

The beauty of this plan is that Gambino has absolutely played himself. He was the one who spread the rumour about the attempt on his life, so when it does go down exactly like a botched kidnapping and results in his death, the only people who know the truth are all in on it and profiting from it.

Well, there is the issue of the guards, I suppose, but I don't think they're going to hold a vendetta about their asshole boss being iced, as long as we don't make it personal for them.

All we need is for the mercs to back off. They don't need to support us, hell, we can literally tell them to stay back and jump in to support the winning team if and when they feel like it, to ensure that they walk away good.
>>
>>1801378
>hell, we can literally tell them to stay back and jump in to support the winning team if and when they feel like it, to ensure that they walk away good.

i support this plan.
>>
Sorry about the delays; anyone alive on here right now?
>>
>>1803913
Yep. Europoor here though so don't expect to stay for whole session.
>>
>>1803913
I'm derping around.
>>
>>1803936
>>1803945

Works for me, I'll start things back up.
>>
>>1800339

Before we start the conversation back up:

> Roll me three 1d100's for luck
>>
Rolled 30 (1d100)

>>1803965
>>
Rolled 36 (1d100)

>>1803965
should've kissed the elf beforehands

I mean Sierra of course

for luck
>>
Rolled 77 (1d100)

>>1803965
>>
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>>1803978
>>1803984
well unless another Anon comes to the rescue it seems we're outta luck and gonna have to rely on skill...
>>
>>1803996

77 it is.

Writin'
>>
>>1800339

Yet again, silence takes over as your words fade. Creep has a look of deep concentration on his face as he examines you, though the way his eyes keep darting to the side tell you that the other three members of his team are talking about your deductions.

Taking the opportunity, you glance over at the side from which you came. Doesn't seem like the guards decided to follow you.

"What makes you certain that Gambino is going to betray us?" Creep quietly speaks up, so you turn your attention back to him.

"Whatever gambit he's trying to pull here entirely revolves the illusion of him being kidnapped. You're going to know the truth, you're not loyal to him outside of 15 gold pieces, and you're going to be isolated; I'd be surprised if you weren't killed at the drop off point".

> Roll me three 1d100+7's
>>
Rolled 78 + 7 (1d100 + 7)

>>1804034
It would be nice to know who is Gambino disappearing from...
>>
Rolled 61 (1d100)

>>1804034
>>
Rolled 25 + 7 (1d100 + 7)

>>1804034
>>
>>1804043

85, Good Success DC 75

You know that there's some kind of territorial spat between the Gambinos and the Genovese. You can assume it has something to do with that.
>>
Family calls, so I have to pretend to care. Make sure we don't get a pair of concrete shoes, alright?
>>
>>1804085
I thought Gambino was a tycoon with a train line... so I guess the eggman is not all that high up the pecking order? And if he has a false flag planned, that seems like yet another party is involved (unless it's his personal initiative to either split off or grab power within the family?)
>>
>>1804034

There's a few seconds where no one says anything, then Creep suddenly bursts out, "Seriously Rider!? Ughh..."

The elf looks back to you, you return the look with an neutral expression.

It seems that their team is at an impasse.

What now?
> >>1801378 "them to stay back and jump in to support the winning team if and when they feel like it, to ensure that they walk away good"
> Say something else
> Say nothing
>>
>>1804110

They way that the 'mafia' families operate is that they have a face or parent company that acts as the group's front through which they do their more illicit activities. The Gambino's have their railways, while the Genovese are more mercantile.
>>
>>1804111
just stay back, you don't have to do anything. we all walk away happy and you can get your fair from the corpse. anything else is just earning good graces with me
>>
>>1804111
>tell them to stay back and jump in to support the winning team
>>
>>1804111
Come up with a plan. When we confront Eggman, we say that we 'killed' his mercs. We have our gauntlet record our conversation so they can hear the fat man incriminate himself. After that, it's all up to them.
>>
>>1804111
Encourage them to default on their contract. They would already have to improvise to carry out the abduction anyway...

Also, the guard thinks we're being disposed of now. Eggman and the guards can be led to believe it's been done. Could we leave the cabin without guards noticing, by inside or by outside?

Additionally we could turn this fake abduction into a regular one, although I don't think we need to dig ourselves into this mess more than we already have
>>
>>1804135
>>1804139
>>1804140
>>1804145

Seems we have a bit of a tie here:

One more vote
> Tell them to back off and stay neutral
> Tell them to back off and help you
>>
>>1804111
> "them to stay back and jump in to support the winning team if and when they feel like it, to ensure that they walk away good"

Hope i ain't to late.
>>
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>>1804191
>>
>>1804189
> Tell them to back off and stay neutral

It will protect then when the mafia goes after then.
>>
>>1804191

Unless the Anons who want the Mercs to help us out want to make their case, that breaks the tie there.
>>
>>1804199
I'm cool with that, but I still want to record/stream Eggmans reaction.
>>
what does "staying neutral" or "helping John" really mean in this context though?

They've been ordered to kill us. Failure to comply already shows they're reneging on their contract.
>>
>>1804206

You still don't have a microphone.

>>1804210

Staying neutral would mean that they'd pull back and wait until you engage the security forces. If it looks like you're going to lose the fight, they'll come in and do what they were paid to do. If it looks like you're going to win, they're going to abort the operation and contact you in the future to work out some form of compensation for the broken contract. Helping you means that'll actively help you fight the security forces.

>>1804111

"If you're not sure what to do," Creep's still looking at you, "Then just pull back and wait. At some point, we're going to have to take on the security grunts. They're going to think that you're on your way with whatever you side of the plan is. If it looks like we're going to lose and/or die, then come in and do what you were paid to do. If it looks like we're going to win, then stay back. When we get to Shirahoro, we'll meet up somewhere and discuss where to go from here".

Again, it's obvious that they're talking to one another. Surprisingly, it's only a few seconds before Creep responds, "We agree to those terms".

Without another word, the elf stands up and leaves. You give yourself a moment to exhale.

> You've successfully convinced the mercenaries to hold off on their assault!
> Warning! The mercenaries may decide to still go through with their deal with Gambino! Be careful!

It's about 7:30 pm at this point.

What now?
> Head back to engineering
> Go somewhere else
> Other
>>
>>1804239
> Other
Draw sword to kill the securoty goons outside. But if we can use one of the hatch acess in the cabin that would ve better.
>>
>>1804263

You currently have your Dagger on you. Your sword is back in engineering.
>>
>>1804239
>> Head back to engineering
Let's take apart a few more of those nodes to learn a little more about them and pass the time.
>>
>>1804239
Where's our stuff, i.e. sword, toolbox and other effects?

How many security goons are around?

Can we get to engineering or Sierra and Goo Hwi without anyone noticing?

And to fellow Anons: are we going to make a stand, or steal the caboose and leave the train? I expect the mercs are now going to consult among themselves replacement strategy for the abduction, in case they decide to go through with it.
>>
>>1804279

Your toolbox is on you, as well as your knife. Your Sword and all your other belongings are back in Engineering.

As for Sierra and Goo Hwi, to the best of your knowledge they are still in Gambino's office 'guarding' him. There are 4 guards posted at his door.
>>
>>1804239
We've walked the train a few times now, we have a head count on the guards?

>Other
I don't want to kidnap the sucker and I don't want to murder him, let his plain fail and let those out for his blood take it.

Leave the train by uncoupling the Caboose, screw this. Take out the guards who are in the way, but let's move now while we have the drop on them.
>>
>>1804263
>>1804270
>>1804293

We've currently got one vote for each of these:
> Start killing the guards
> Head back to engineering
> Decouple the Caboose and GTFO (Warning: You will lose items you do not have on you if you do this)
>>
>>1804313
Which items are these, specifically? The broadsword?

Either way, it's going to get so ugly when we reach the station after the fighting is over, it's not worth the risk IMO.
>>
>>1804313
>Head back to enginnering while killing the guards on our way.
>>
>>1804319

You would lose:
> One (1) Heavy Cloak with Hood
> One (1) Change of Clothing
> (7) Ration Packs
> 10 bandages
> 2 canteens
> 1 Good Quality Broadsword
>>
>>1804319
That's way we get 'kidnapped' by the mercs anon. We jump out of the train and Rider gives us a lift
>>
>>1804286
Damn. And to recover these we'd have to traverse the train twice since they're presumably at the engine.
>>
>>1804328
Yeah, problem I see with that is that I don't think the guards on the train are the only ones. Boss is pretty big on self preservation, there are likely a lot of his thugs at or near the station meant for the mercs. Hell he probably have more people dedicated to tying up the loose end than he got for his own protection
>>
>>1804313
> Head back to engineering

To grab our shit and inconvenience that fat fuck, followed by

> Decouple the Caboose and GTFO
>>
In order to get back to engineering without being manhandled (and guards are liable to be suspicious after our "talk" with Creep we apparently survived) some sort of distraction would be nice. Can we do anything by tapping into the train systems to justify being in a hurry towards engineering? Some other system than emergency brakes, I mean... maybe some sort of warning klaxon terminal is linked to? Or something to cause lights in carriages or something else visible to go haywire?
>>
Sorry about the delay, currently cooking dinner. Will be back in ~ 1 hr
>>
>>1804239

To start with, you should really head back to engineering.

As you leave first-class, you notice both of the guards here give you a double-take as you walk by. Not dwelling on things, you continue on.

> Roll me three 1d100+7's
>>
Rolled 24 + 7 (1d100 + 7)

>>1804766
Here goes something
>>
Rolled 79 + 7 (1d100 + 7)

>>1804766
>>
>>1804766
Oh yeah, we should try to walk funny as we go past them, like we're recovering from sitting on a traffic bollard.
>>
>>1804842

85, Good Success

Writin'
>>
>>1804972
That's an 86, thank you very much!
>>
>>1804766

As you're walking through the car you originally ran into Creep in, you notice that two guards are currently trailing you. They're walking faster than you are, and are going to catch up to you unless you do something.

What now?
> Turn to see what they want
> Get to engineering and lock the door
> Find a corner to ambush both of them
> Other
>>
>>1804978
> Get to engineering and lock the door
>>
>>1804978
> Find a corner to ambush both of them
>>
>>1804978
> Find a corner to ambush both of them

Going loud
>>
Rolled 71, 19 = 90 (2d100)

>>1805109
>>1805127

You've been dancing around with these guys long enough.

> Roll me three 1d100+2's
>>
Rolled 41, 35 + 2 = 78 (2d100 + 2)

>>1805159
>>
Rolled 40 + 2 (1d100 + 2)

>>1805159
>>
>>1805165
>Just realized it's a 1d100

Well, shit.
>>
>>1805182

Do me a favor and roll another 1d100
>>
Rolled 83 + 2 (1d100 + 2)

>>1805159
>>1805186
I suppose if someone had to end this quest series by killing off the main character, it might as well be me...
>>
>>1805215

That's an 85, that beats both the 71 and the 19.

No killing off the MC this time.

Writin'
>>
>>1804978

You're outnumbered, so that means you're going to need to stack the odds in your favor. Following that, just after entering the car that leads to engineering, you dart around a corner and stand stock still.

A few seconds pass, then the two guards burst in at a brisk walk. One of them is completely clueless and is just looking forwards while the other almost looks right at you. Right before he's about to notice you, the clueless one taps him and starts talking.

"Wha...? What the hell?" He looks around futility, "Where did that bastard run off to?"

"Blondie is taller than most of us, so he couldn't have gotten far. Just keep looking".

Neither of them know where you are; you've got the drop on them. You're not confident that your knife is going to be able to beat their armor, even with the drop on them. Odds are that beating them into submission will work better.

What's the plan?
> Focus on one (clueless or perceptive?)
> Try to knock both of them out at once
> Wait and see if they'll leave
> Other
>>
>>1805249
> Focus on one (clueless or perceptive?)
Take out the one who seems to have initiative. Shut the door, if possible, and prevent the other one from garnering attention.
>>
>>1805249
>> Focus on one (clueless or perceptive?)
Open up one of the exit doors to lure the smart one into looking outside, then punt him out the door.

Also, what's our chances that we're traveling along a mountainside or bridge? It'd be good for the dramatic tension and whatnot.
>>
>>1805265
>>1805270

The doors between train cars automatically close behind you because they're open to the outside.

As for scenery, you're currently still in the Badlands running through a relatively flat plain.
>>
>>1805272
Right then, that makes things easier. Trains are loud, it's an isolated compartment. Take out the perceptive one, still.

All else being equal, he seems more competent and so should be our priority.
>>
Rolled 39 - 5 (1d100 - 5)

>>1805265
>>1805270

Hit the more perceptive one first it is.

> Roll me three 1d100+5's
>>
>>1805285
>>1805272
How about we lure him into the bathroom by locking the door while we're outside of it, have him bust down the door, then beat his head in with a fire extinguisher or a toilet tank lid?
>>
Rolled 79 + 5 (1d100 + 5)

>>1805293
>>
Rolled 99 + 5 (1d100 + 5)

>>1805293
>>
>>1805299
ded
>>
Still need one more roll anons
>>
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>>1805299
It's Manhunt now.
>>
>>1805300
Your turn, anon.
>>
Rolled 30 + 5 (1d100 + 5)

>>1805293
We assassins now.
>>
>>1805299

104, not only an Outstanding Success but John has also gotten the drop on the clueless guard beating out a 34 by a mile.

Writin'
>>
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>>1805249

The perceptive one seems to be the competent of the two, so he's the first one to go.

Without a sound, you move out from your hiding spot to directly behind the two. Reaching out, you tap the guard on the shoulder. He reflexively turns his head to look at you, and runs directly into an absolutely savage haymaker with every last bit of your body weight behind it. His helmet is the only thing that keeps his jaw from breaking, but he's out cold with a spray of saliva before he even hits the ground.

The clueless one takes a second to react, and by the time he's raising his rifle to train it on you you've already ripped the weapon out of his hand. There's a split second where shock crosses his face before you wrap him up and lift him off his feet by the waist.

How do you want to do this?
> Slam him against the wall
> Slam him against the floor
> Drop him to the floor and kick him
> Other
>>
>>1805336
>> Other
PILEDRIVE HIM
>>
>>1805336
>> Drop him to the floor and kick him repeatedly
Since we're former mafia, let's go for kicking the shit out of him. Don't forget to aim for the teeth!
>>
>>1805336
> Slam him against the floor

Piledrive

Maybe clock him over the head with the butt of his rifle if he's still conscious afterwards
>>
>>1805350

You beat this guard by 7 degrees of success. He's going to be unconscious with your next attack. You won't even need to roll for it.
>>
>>1805354
John is the danger
>>
>>1805344
>>1805350

Rip Clueless Guard.

Writin'
>>
>>1805336

There's a brief moment where you're looking up at the guard. The moment ends when you tip him backwards. He flails against you, and then you end his struggles when you swing him down and slam him headfirst into the floor.

You feel like there's probably a more 'proper' way of doing what you just did, but a quick kick to the ribs confirms that he's out cold so really you can't complain about your improv.

Now, though, as the rush of combat ends you realize you've now got two unconscious guards on the floor in front of you. No one knows what just happened, but if they get back to their group there's going to be a problem.

What now?
> Leave them there
> Drag them, and their things, into engineering
> Drag them into the nearby maintenance node in the previous car
> Drag them somewhere else (where?)
> Other
>>
>>1805385
> Drag them, and their things, into engineering
Steal their shit and dump them out the exit while the train's moving.
>>
>>1805385
>> Drag them, and their things, into engineering
>Steal their shit and dump them out the exit while the train's moving.
>>
>>1805398
>>1805424

Loot n' Scoot

Writin'
>>
>>1805385

You can leave them, or their valuable goodies, out in the open for long. So, after propping open the door to engineering, you grab them by the feet and drag them in. Dumping them to the side of the workbench, you relieve them of their rifles, pistols, and, with a bit of effort, armor. Turns out that the perceptive one was carrying a heavy taser as well. Strangely enough, neither of them are wearing a headset and they don't have any on their persons either. Huh...

Anyways, that's not what's important here. What's important is that you've got fresh gear to work with.

You have gained!
> (2) Good Quality Clockwork Automatic Rifles
> (2) Simple Quality Pistols
> (2) Good Quality Medium Armor Full-Set
> (1) Heavy Taser

Now, you've got to take care of the guards. Grabbing them by under the armpits this time, you drag them one by one to the space between the engineering car and the first passenger car. Making sure to toss them far enough to avoid them getting caught underneath the wheels, you send the two guards on their way.

That's that.

Now what?
> Mess around with your new gear
> Check in with Naofumi
> Leave the workshop (go where?)
> Other
>>
>>1805459
>> Mess around with your new gear

Taser+Gauntlet=THUNDERPUNCH!

Lets see how tubby likes our handshake now.
>>
>>1805459
After we finish tinkering >>1805470
, take a rifle and a pistol, all of the ammo we can take, grab our stuff and attempt to contact Sierra. Leave the armor, it'll take too long to put on, and the goons might wonder where their friends are sooner or later.
>>
>>1805459
>> Mess around with your new gear
>> Check in with Naofumi
>>
>>1805470
>>1805486
>>1805492

General conscious is to start off with the gear.

Writin'
>>
>>1805486

If you're worried about the guards finding out something happened, maybe rushing out to where they're stationed isn't a good idea.

>>1805459

Now that the guards aren't an issue anymore, your attention is entirely take up by the new equipment you've 'obtained'. Quickly checking your gauntlet, you see that it is now just past 8 pm.

The only question on your mind is what to start with.
> The rifle
> The pistol
> The armor
> The taser
>>
>>1805506
>> The armor
Once we can make sure we don't die to one hit, we can work on multiple offenses.
>>
>>1805506
>maybe rushing out to where they're stationed isn't a good idea.

I thought we had a way to contact her without becoming a rousing game of bullet kerplunk.

> The pistol
>>
>>1805526

You've managed, by semi-successfully tricking the folks watching you into thinking you're in a relationship with Sierra, to meet with her face to face twice now to convey information to her. She's able to contact you via telepathy, but it's one way from her to you and she is pretty much unconscious while sending the message.
>>
>>1805506
>> The taser
>>
>>1805506
> The armor

EXO suit time?
>>
>>1805506
Let's go with armor
>>
Also are we capable of crafting some sort of makeshift flashbang and/or smoke grenade so we could incapacitate guards as we recover our allies?
>>
>>1805506
the armour. HAIL THE EXO, FOR THE GOLEMS
>>
We needed the taser for something didn't we? What was that again?
>>
>>1805913
Adding a taser attack to our gauntlet.
>>
>>1805506
> The armor
>>
>>1805511
>>1805650
>>1805873
>>1805910
>>1806037

Armor first it is.

Writin'

Please keep in mind that there is a rather large difference between Power Armor and Armor. Unless it explicitly says it, it's not Power Armor.
>>
>>1805506

One way or another, you're going to have to fight your way out of this situation. Considering you're currently wearing a loose tunic and trousers, it's about time to get something to protect you.

After a bit of effort, you haul the two sets of armor up onto the table. Regardless of what you do, you're going to need your Multitool so you grab that preemptively.

Now, what to do first.
> Dismantle one set
> Try modifying one set
> Leave both sets alone
>>
>>1806126
> Try modifying one set
Just make it fit
>>
>>1806126
dismantle one set, modify the other.

the dismantle will let us get a better understanding. and then the other will be better for us. also >>1806129 make it fit us if it doesn't already
>>
>>1806126
I'm in favour of dismantling one set and using choice parts to reinforce and modify the second set.

Also, if Rider still has access to the cameras, I hope she saw us go full Solid Snake on those guys and is congratulating herself on a bullet dodged by taking our offer.
>>
>>1806143
also we should take a look in the nodes we can access and record this shit. we are going to need some proof if we talk to our old comrades
>>
>>1806134
>>1806143

Dismantle first it is.

Secondary question: Which part of the armor do you want to Dismantle first?
> The helmat
> The chestpiece
> The gauntlet
> The leggings
> The boots
>>
>>1806149
chest piece.

I'm thinking we go for the chest then the leggings and boots then the gauntlet and helm. we need maximum protection first.
>>
>>1806149
>Leggings
>>
>>1806149
>mfw this task is time critical enough to warrant such a vote
erm, let's do the gauntlet to reinforce what we have.

and if we're in a hurry, we can just put on the remaining pieces as they are.
>>
>>1806149
> The chestpiece
biggest target
>>
>>1806168

Dismantling Armor will always be section by section, since different pieces of armor are made in slightly different ways.
>>
>>1806170
>>1806161

Chestpiece it is.

> Roll me three 1d100+10's
>>
>>1806149
> The leggings

Are we going to have enough time to reasonably do it all?
>>
Rolled 46 + 10 (1d100 + 10)

>>1806175
>>
Rolled 61 + 10 (1d100 + 10)

>>1806175
by the dice gods, we invoke thee, grant us this boon that we may carry your will, praise be
>>
Rolled 80 + 10 (1d100 + 10)

>>1806175
>>
>>1806184

That's a 90

Writin'
>>
>>1806126

Before you do any modifying, you're going to need to get a better look at this armor. So, grabbing the chestpiece first, you light your cutting torch and get to work.

The Multitool proves it's worth here, as even the reinforced metal alloy that composes this chestpiece cleanly parts from the flame.

It takes you a bit longer than 5 minutes to properly Dissemble the piece, but when you're done you now have a nice pile of Armor-Grade Scrap Metal to work with.

What now?
> Continue Dismantling Armor (Which part?)
> Get to modifying
> Work with something else (What exactly?"
> Other
>>
Rolled 81 + 10 (1d100 + 10)

>>1806175
Aight
>>
>>1806190
the boots, these are next. followed by greeves

>>1806195
don't roll yet
>>
>>1806190
> Get to modifying

Upgrade the second set with the pieces. I'm assuming it's a mass production model, so with a little love and custom fitting it could be improved.
>>
>>1806190
> Get to modifying
>>
>>1806200
>>1806201

Time to modify

What do you want to modify?
> The helmat
> The chestpiece
> The gauntlet
> The leggings
> The boots
> Other
>>
>>1806206
>chestpiece
>>
>>1806206
chest piece
>>
>>1806206
>>> The chestpiece
>>
>>1806209
>>1806211
>>1806213

Chestpiece it is

> Roll me three 1d100+30's
>>
Rolled 28 + 30 (1d100 + 30)

>>1806215
>>
Rolled 6 + 30 (1d100 + 30)

>>1806215
>>
Rolled 61, 54, 97 + 30 = 242 (3d100 + 30)

>>1806215
Hell of a modifier
>>
Rolled 14 + 30 (1d100 + 30)

>>1806215
dice gods
>>
>>1806220
Fucked that up, oh well.
>>
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>>1806216
>>1806219
>>1806221
>>
>>1806222
well, we did get 56, its a mediocre pass. but a pass
>>
>>1806220

(+5 from Modifying, +15 from Dismantling, +10 from Multitool)

That's a 91, which means you all get a bit of a bonus to this.

Choose one:
> Make the armor thinner. Makes it easier to move in while not compromising integrity.
> Make the armor thicker. Makes it closer to Heavy Armor, but you don't have the penalties of Heavy Armor.
> Make a pistol holster. Allows you to draw/stow a pistol without requiring an action.
>>
>>1806227
>> Make the armor thinner. Makes it easier to move in while not compromising integrity.
s p e e d
>>
>>1806227
> Make the armor thicker. Makes it closer to Heavy Armor, but you don't have the penalties of Heavy Armor.

How badly is it going to affect mobility, though, and what level of protection would it give? Enough to deflect one of those rifles?
>>
>>1806227
thicker, we will be carrying the pistols in our hand anyway. but yeah lets re upgrade this with pistol next, we don't need to upgrade a helmit
>>
>>1806227
Do we actually have any skills with firearms at all?

> Make the armor thicker. Makes it closer to Heavy Armor, but you don't have the penalties of Heavy Armor.
We're in a train, all we are going to do is move forward and we can always scrap the extra layers later if it becmes burden
>>
>>1806236

You do not.

>>1806230
>>1806234
>>1806236

Make it thicker it is.

Writin'
>>
>>1806227

Grabbing the other chestpiece, you get to work on improving it's protection. You can't do much, but you manage to double up the armor layer on the middle of the chest and you add bits to the side to protect you better there.

It takes you about 10 minutes to get it together, but at the end you've got something that'll fit you and protect you. Unfortunately, you probably won't be able to hide the armor while you're wearing it.

Oh well, the time for subterfuge is almost over anyways.

What next?
> Dismantle something else (more armor, weapons, etc?)
> Modify something else (what exactly?)
> Other
>>
>>1806244
> Modify something else (what exactly?)
Leggings, just so we have most of the main body covered.

Then, taser guantlet.
>>
>>1806244
dismantle, the spare rifle and modify the gauntlet like this>>1806249

do the leggings if we have time
>>
>>1806250
Wait, you make a good point

Rifle gauntlet
>>
>>1806250
this
>>
I had an idea, we have two gauntlets, one is electrified and the other has a frame on the back, we mount a pistol on it and we pull a small cord in our palm to fire it. think like dead shot from suicide squad. >shivers in memory of that flop of a movie
so we don't need to make a holster we have a combat suit. this is very far fetched and might be rejected but its an idea of what to do when we have time
>>
>>1806250
>>1806257
>>1806265
... Gun Fist? That's absolutely retarded, how and what are you going to aim with? If you say "shoot at point blank" then you're already punching the guy, just use a knife.

>>1806244
>Taser Gauntlet
>>
>>1806270
no we mean, scrap the rifle. THEN use those parts to make the gauntlet upgrades
>>
>>1806244
Changing vote to
>taser gauntlet

>>1806276
Why use the rifle parts to modify the second rifle instead?
>>
>>1806276
Oh, alright then. Yeah that's fine if any of the parts are useful for the gauntlet. I forget we're using a Fallout workbench here and use weird clockwork stuff.
>>
>>1806281
why not*
>>
>>1806249
>>1806250
>>1806265
>>1806257
>>1806270

Okay, let's simplify things down. What first?
> Work on one of the gauntlets
> Work on one of the rifles
>>
>>1806281
>>1806284
we are cutting it to scrap so it can work on any metal constructs we need in this situation, not dismantling it.

hmmm, story teller. do cyborgs exist?

>>1806293
tazer gauntlet
>>
>>1806293
>> Work on one of the gauntlets
>>
>>1806296

Aside from blood and healing magic, biotech in this world doesn't really exist. You've heard rumors that the massive Titan-Class Golems that guard the Safe Havens are living things, but that's just a housewife's tale...
>>
>>1806293
> Work on one of the gauntlets
>>
>>1806307
interesting.......

whos up to replace lost limbs and shit of ourselves and allies with machines?
>>
>>1806298
>>1806316
>>1806296

Gauntlet it is.

What first?
> Dissemble one
> Modify one
>>
>>1806322
>> Modify one
>>
>>1806322
disassemble
>>
>>1806322
take apart a spare, then use the parts to reinforce/bolster our machined one

if we have the time
>>
Actually, what time is it right now? And what time do the guards go loud?
>>
>>1806329
>>1806333

Dismantle it is.

> Roll me three 1d100+10's please

>>1806342

Time right now is close to 8:30 pm. The latest that things will go loud will be 9 am tomorrow.
>>
>>1806342
guards were not supposed to go loud and are probably not in on gambino's plot apart from being willing to murder at his behest

it was the mercs that have a schedule to keep (and are presumably watching our progress)
>>
Rolled 72 + 10 (1d100 + 10)

>>1806355
It's gonna blow up as soon as they notice two of their men are missing.

We should consider moving out soon
>>
Rolled 70 + 10 (1d100 + 10)

>>1806355
>>
Oh and in case I'm not around when it happens:

When we go through the dining car, let's make sure to fill a sack or backpack with food. Take all the carrots and potatoes or whatever we can carry
>>
Rolled 6 (1d10)

>>1806355
>>
>>1806359
>>1806366

The guards weren't supposed to go after you yet. Wonder what those two guards were doing then? Guess we'll never know...
>>
>>1806373

1d100 Anon
>>
Rolled 11 + 10 (1d100 + 10)

>>1806373
>>1806383
oops

>>1806376
>we accidentally bishop and dozer or the mafia plants
uhm

we-ell maybe they survived and are merely maimed and stranded in the middle of nowhere...
>>
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>>1806376
>mfw we just murderized two dudes who might've just wanted us to grab them a beer or something
>>
>>1806366

82, Great Success

Writin'

>>1806402

Remember that Dozer is offsite with Rider.
>>
>>1806244

Reaching back into the pile of armor, you pull out a pair of gauntlets.

A minute later, you have a slightly replenished pile of Armor Scrap and a better understanding of how Medium Armor Gauntlets are made.

Now what?
> Modify the gauntlets
> Dismantle something else (what?)
> Modify something else (what?)
> Other
>>
>>1806415
disassemble to learn how to make, TAZERS. we make this as a combat suit, but lets have some non-lethal options
>>
>>1806415
>Taser Gauntlet
>>
>>1806415
Would taking the taser apart enable us to weaponize the magitec gauntlet?
If not, keep it as it is.

Can we make a makeshift smoke grenade from what we have available?
>>
>>1806427

Considering John is not an alchemist or chemist, he wouldn't really be able to build smoke grenades on your own.

>>1806424
>>1806425
>>1806427

Let's take a look at that taser.

Writin'
>>
>>1806415
> Dismantle something else (what?)
t
a
s
e
r
>>
>>1806415

Remembering a previous idea of yours, you reach over and grab the heavy taser out of the pile.

> Warning! You are missing the skill: Exotic Weapon (Electric)!
> Warning! Combat checks with this weapon will have a -10 penalty!

You frown, as it takes you a moment to settle your grip on the heavy taser. You've got no experience using it as it is, but maybe you could figure something out with some work...

What first?
> Dismantle it while attempting to keep it in working order
> Modify it
> Other
>>
>>1806449
>> Dismantle it while attempting to keep it in working order
>>
>>1806449
>Dismantle it while attempting to keep it in working order
Oh well, let's do it.
>>
>>1806449
dismantle but keep working.

we will get the skill the more we use/ practice it

I think, do not take my word for it ask the QM
>>
>>1806449
>> Dismantle it while attempting to keep it in working order
>>
>>1806457
>>1806460
>>1806462
>>1806464

Dismantle it is.

> Roll me three 1d100+7's

>>1806462

There are a few ways of gaining skills. That is one of them.
>>
Rolled 34 + 7 (1d100 + 7)

>>1806467
>>
Rolled 6 + 7 (1d100 + 7)

>>1806467
>>
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Rolled 74 + 7 (1d100 + 7)

>>1806467
>>
>>1806490

81, Good Success DC:75

Writin'
>>
>>1806449

Taking out your screwdriver, you take your time and very carefully pull apart the taser. Making sure to keep the mana conduit and the various conductors intact, you spend the next 10 minutes picking the weapon over.

> Due to your intimate knowledge of Exotic Weapons (Electric), you no longer suffer from the -10 penalty, though you still do not have that skill.

Thankfully, you manage to keep the taser functional, if not entirely together.

Now what?
> Attempt to modify one of your gauntlets with the taser
> Dismantle something else
> Modify something else
> Other
>>
>>1806515
>Attempt to modify one of your gauntlets with the taser
>>
>>1806515
MODIFY WITH THE GAUNTLET, WE MUST HAVE UNLIMITED POWAAAAAAAAAAAAAAAAAAAAA.

>new quest objective added. code name: sidious
>>
>>1806515
> Attempt to modify one of your gauntlets with the taser

It's time!
>>
>>1806524
>>1806527
>>1806538

Let's get to work.

Gotta make one last choice before we roll:
> Modify the taser and gauntlet so it works with your Unarmed Fighting skill.
> Modify the taser and gauntlet so it works with your Grappling skill.
>>
>>1806542
unarmed, we don't want to grapple, we want to hit.

but out of interest, whats the difference?
>>
I wonder what John's moniker during the time he worked with the mafia.

>John "The Nerd"
>"Magic Fingers" John
>John "The Engineer"

>inb4 it was "John Macgyver"
>>
>>1806550
probably whether it will shock through palm or knuckles or something

Let's go with unarmed fighting
>>
>>1806550

Currently, not much crunch-wise since your skill levels are the same. Mostly situation and/or flavor text.

>>1806551

John "You're the guy who fixes shit right?"
>>
>>1806542
>>1806557
Only thing i want it it to be a palm taser So which ever makes us use our palm is a good choice for me.
>>
>>1806567

This guy >>1806556 got it.
Unarmed fighting -> Knuckles
Grappling -> Palm
>>
>>1806542
> Modify the taser and gauntlet so it works with your Grappling skill.
>>
Rolled 1 (1d2)

>>1806550
>>1806556
>>1806567
>>1806581

We're currently tied, so I'm just going to roll to tie break

1. Knuckle
2. Palm
>>
>>1806587

Knuckle it is.

> Roll me three 1d100+30's and three 1d100+22's please
>>
Rolled 25 + 30 (1d100 + 30)

>>1806590
>>
Rolled 61 + 30 (1d100 + 30)

>>1806590
>>
Rolled 51 + 22 (1d100 + 22)

>>1806590
>>
Rolled 72 + 30 (1d100 + 30)

>>1806590
Let's see if we'll have a hand worthy of being talked to
>>
Rolled 32 (1d100)

>>1806587
>>1806590
>>
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Rolled 90 + 22 (1d100 + 22)

>>1806590
Onto the next...
>>
>>1806596
You need to learn patieance padawan.
>>
Rolled 18 + 22 (1d100 + 22)

>>1806590
Next one
>>
>>1806602
I was patient as a rock, I just entered the other dice and let it auto submit after the cooldown.
>>
>>1806597
>>1806601

That's a 102 for the gauntlet, and a 112 for the taser.

Once again, you incredible success grants you additional options that you can pick from.
> Make the gauntlet thinner
> Make the gauntlet thicker
> Completely integrate the taser into the gauntlet, so that attacks made with the gauntlet and attacks that hit the gauntlet do not damage the circuitry.

Also, you rolled high enough that you could armor up your Magitech Gauntlet with the same action.
> Do it
> Leave it as it is
>>
>>1806622
>Completely integrate the taser into the gauntlet, so that attacks made with the gauntlet and attacks that hit the gauntlet do not damage the circuitry.
reliability probably trumps the armor bonuses on this piece...

>Do it
What's the catch? That it's bulkier or locks out other upgrades?
>>
>>1806633

It gives the impression that it's apart of your armor rather than a simple gadget.
>>
>>1806622
complete integration

and DO IT
>>
>>1806633
>>1806645

Integrate and Armor it is.

Writin'
>>
>>1806641
alright, sounds good
>>
>>1806515

Pulling off the Magitech Gauntlet you've been working with this entire time, you lay out it alongside a left-hand gauntlet. The taser is going to take the longest, so you start with that.

You're extremely careful as you run the wiring along the inside of the gauntlet, making sure to secure it by adding a layer of armor to the inside of it. The magic conduit is placed along the inside of your forearm, so that you can simply flip a small switch to turn it on and off. Moving on, you get to the knuckles of the gauntlet, and spend some time carefully adding in the impact portion of the taser. You make sure that it won't restrict your hand's movement.

With the left gauntlet done, you move onto the Magitech Gaunlet. Making sure not to cover the important bits, you simply add some armor to it. You don't trust it to fully take an attack without something breaking, but it's something.

It's not 9 pm.

What's next?
> Dissemble something (what?)
> Modify something (what?)
> Other
>>
>>1806685

*now 9 pm
>>
Each roll makes John scarier to be faced. i Can't imagine Sierra's and Goo Hwi face when they see John arriving with a armor on his chest and a shock gaunlet and just say;

"Yeah i know i have being a little busy."
>>
>>1806685
What did we do with the guys that were chasing us?
>>
>>1806685
disassemble some boots, then we can make grounded boots. or electric kick.

what combat training were we given or picked up in the mafia [desire to call it the hood intensifies]
>>
>>1806705

They were tossed out the side of the train about an hour ago.
>>
>>1806707

You learned how to use a sword back during your time in Westmire. You learned how to use a knife as well as your unarmed combat and grappling while in Airgird. You're pretty rusty on both, since you don't use them very often, but you've been doing extremely well with your unarmed combat so far.
>>
>>1806707

Also, just noticed, but you used the entirety of the taser parts to build the knuckle taser.
>>
>>1806685
> Dissemble something

Leggins so as one anon said some time before. so we can have most of our body parts covered.
>>
>>1806685
>> Dissemble something (what?)
Leggings.
>>
>>1806720
changing to leggings, lets make them heavier but weigh the same like we did with the chest place.

and what would the helm do?
>>
>>1806720
>>1806727
>>1806728

Dismantle the leggings it is.

> Roll me three 1d100+15's
>>
Rolled 69 + 15 (1d100 + 15)

>>1806750
dice god
>>
Rolled 25 + 15 (1d100 + 15)

>>1806750
>>
Rolled 14 + 15 (1d100 + 15)

>>1806750
>>
Rolled 95 + 15 (1d100 + 15)

>>1806750
>>
>>1806757

84 it is.

You succeeded well, but not enough to gain full options.
> Make the leggings thinner
> Make the leggings thicker
>>
>>1806796
thicker
>>
>>1806796
>Thicker
>>
>>1806796
>>> Make the leggings thicker
>>
>>1806799
>>1806800
>>1806805

Actually, I just realized that I gave that option at the wrong point in time. My bad. We'll see how you guys do on the modification roll, and if you get a high enough one I'll just add the thickness automatically.

Writin'
>>
>>1806685

Reaching for the leggings, you bring back out your Multitool and get to work. It takes you maybe 5 minutes before the entire set is scrap.

Moving on to modifying the other set, you get to work.

> Roll me three 1d100+30's please
>>
Rolled 67 + 30 (1d100 + 30)

>>1806816
>>
Rolled 26 + 30 (1d100 + 30)

>>1806816
>murder the scrap

and can we have the other options? just to slake my curiosity if we roll high enough
>>
Rolled 97 + 30 (1d100 + 30)

>>1806816
>>
Rolled 38 + 30 (1d100 + 30)

>>1806816
>>
>>1806828
You fucking saved us anon!
>>
>>1806825

The only other option there would be, based on what you currently have, would be a pistol holster and I guess an ammo pouch.

>>1806828

That's a 127, Outstanding Success.

What would you guys like on your leggings?
> Make them thicker
> Make a pistol holster
> Make an ammo pouch
>>
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>>1806828
>>
>>1806838
> Make them thicker
>>
>>1806838
>> Make a pistol holster
>>
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>>1806838
> Make a pistol holster

>>1806836
>>1806840
aw, shucks
>>
>>1806838
Pistol holster could come in handy, despite our lack of proficiency... it enables quick draw, right?
>>
>>1806852

Yep. You can draw/stow a pistol as a free action.
>>
I'd rather have a knife sheath than a holster for something we're not good at using. Knives are universal
>>
>>1806858

Considering it's never been brought up, I'll say that you already have one that functions as such.
>>
make a gun holder
>>
>>1806845
>>1806852
>>1806847

Unless anyone else would like to vote, pistol holster wins

I'll wait another few minutes than start writing again.
>>
>>1806838
>>1806874
>Holster
>>
Rolled 43 (1d100)

>>1806816

Pulling together some of the armor scrap and the other pair of leggings, you spend the next 15 minutes working on them. It takes some clever working, but eventually you manage to make a holder that fits the pistol in such a way that it is easily drawn and so that it will not fall out while you are running.

With the finished project, you try on the leggings, chest piece, and gauntlets to make sure they all fit properly. It's strange to be wearing armor after so long, but everything works together so you'll just have to get used to it.

Now what?
> Dismantle something (weapon or armor?)
> Modified something (what?)
> Other
>>
>>1806906
>> Dismantle something (Boots)

Then modify the other pair.
>>
>>1806906
Helmet
>>
So, do we gather our things and advance towards the team? Or does anyone have more ideas?

How feasible is leaving the carriage and moving to first class carriage on the outside?

We could talk to Naofumi one last time, advice him to quit if/while he can. For sake of himself and his daughter.

The rifles are probably not practical to lug around unless we break them down for parts.
>>
>>1806918
this
>>
>>1806906
> Dismantle something (weapon or armor?)

Helmets need something to cover our head and we don't get head shotted.
>>
>>1806922
We'll be wearing the armor, so I think we're just going to shoulder tackle our way to the VIP carriage and hope that the carnage is in our favor
>>
>>1806929
Well the guards will be there and potentially any adventurous passengers might feel inclined to get in the way
>>
>>1806922
We can break down the rifles and use the amo to make some kind of frag grenades. Although i don't know if the clock work guns amo use powder or if it's a advanced steam/air compressed system to propel the slug.
>>
>>1806921
>>1806928
>>1806923
>>1806918

Currently tied for either the helmet or boots.

Unless anyone wants to vote, I'll roll for it.

>>1806934

The Clockwork Rifles use smokeless gunpowder in their ammunition; the 'Clockwork' part of it is what makes the action automatic.
>>
>>1806938
helmet
>>
>>1806921
>>1806928
>>1806940

Guess that solves things.

> Roll me three 1d100+15's please
>>
Rolled 32 + 15 (1d100 + 15)

>>1806944
>>
Rolled 6 + 15 (1d100 + 15)

>>1806933
I think we should make our move around midnight so that we don't have to worry about passengers in the way

We should also maybe see if the guards do rotating shifts and try to catch them while they're switching out
>>
Rolled 7 + 15 (1d10 + 15)

>>1806944
>>
>>1806938
So nitrocellulose? Then i say we make explosives rig a car and attract the security and then once they pass it we blow it up. Since it's a clockwork mechanism it migth be feasible to make a timed clock bomb. Or just make a grenade that we can 'cook' before throwing it.
>>
>>1806954
whoops, left the dice in

ignore that pls
>>
Rolled 49 + 15 (1d100 + 15)

>>1806956
oops wrong die
>>
>>1806947

That's a 64, this'll take a bit.

Writin'

>>1806958

John does not have skills in explosives, and considering the dangerously unstable nature of IEDs, I have to rule that building them are beyond us currently.
>>
Rolled 47 - 10 (1d100 - 10)

>>1806906

Considering how many hostiles and how many firearms are involved in this current situation, your next item to reach for is the slightly damaged helmet.

Turns out your punch did more to it than you originally thought, as it takes you some time to work around the cracks in the armor. It's a small miracle you didn't break your hand.

15 minutes later, you're pushing the small bit of armor scrap back into the pile.

Time to modify the other.

> Roll me three 1d100+30's
>>
Rolled 90 + 30 (1d100 + 30)

>>1806987
>>
Rolled 59 (1d100)

>>1806987
>>
Rolled 100 + 30 (1d100 + 30)

>>1806987
>>
>>1807009

Well, that's a nat 100.

Would you guys like to bank that crit? You currently have 1 FATE POINT.
> Y
> N
>>
>>1807017
yes
>>
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>>1806991
>>1807009
best quest

>>1807017
>Y
>>
>>1807017
Unless keeping it gives the helmet laser vision, then yes.
>>
>>1807023
>>1807026
>>1807033

You now have 2 FATE POINTS.

Anyways, that's a 120. Unfortunately, there's really not much you can do with the helmet.

Writin'
>>
>>1807044
And now we came full circle with our FP.
>>
Rolled 57 - 30 (1d100 - 30)

>>1806987

Considering all the time you spent learning how the helmet works, you're able to greatly increase the protection this will give your head.

It takes about 5 minutes to do, and it fits you well enough.

What now?
> Dismantle something (what?)
> Modify something (what?)
> Other
>>
>>1807056
>> Dismantle and modify the boots.
>>
>>1807056
boots
>>
>>1807056
> Dismantle and modify the boots.
>>
Rolled 94 - 50 (1d100 - 50)

>>1807064
>>1807087
>>1807094

Dismantle and Modify it is.

> Roll me three 1d100+15's, and three 1d100+5's please
>>
Rolled 39 + 15 (1d100 + 15)

>>1807099
>>
Rolled 94 + 15 (1d100 + 15)

>>1807099
>>
Rolled 87 + 15 (1d100 + 15)

>>1807099
>>
Rolled 56 + 5 (1d100 + 5)

>>1807099
>>
Rolled 50 + 5 (1d100 + 5)

>>1807099
>>
Rolled 19 + 5 (1d100 + 5)

>>1807099
>>
>>1807105

That's a 109 for the Dismantle.

>>1807116

And a 61 for something else.

> I'm gonna be back later tonight, off to go grab dinner with an old friend. I'll see you all then.
>>
>>1807125
Looking forward to it
>>
Should we be concerned about the how conspicuous we are in the guard armor? Could we paint it or alter it's appearance so the other guards don't recognize it immediately? Even a little paint or something, perhaps?
>>
>>1807376
We could use it as a disguise. Did he ever say if the helmet was closed or not?
>>
>>1807380
Well, judging from what it said up here... >>1805336

>His helmet is the only thing that keeps his jaw from breaking

I'm inclined to say it is.
>>
>>1807421
Perfect. If there aren't any visible tags on the chest piece than we'll be good as long as we don't talk to anyone.
>>
>>1807376
We're not going to use it until it's time to blow cover and start wrecking shit
>>
>>1807056

Reaching over for the last piece of the set, you grab the armor that would go over your boots. You're really not sure what you can do with this, but you pull it over and put the Multitool to it anyways.

Less than three minutes later, you've got it laid bare before you. At this point, you fully dismantled the entire set of Medium Armor.

The understanding of it's craftsmanship comes into you, and you inhale and exhale.

> Congratulations! You have obtained an intimate understanding of the creation of Medium Armor (Helmet, Chestpiece, Gauntlet, Leggings, Boots)!
> You now have a +15 bonus to all Maintenance, Modify, and Build skills while working with any piece of Medium Armor!

You're about to reach for the other set and get to modifying it, but something stops you. Instinctively, you stand up.

...

Your gut clenches, something coiling up in your stomach. There's a chill in the air that wasn't there previously; you have to breathe out to make sure that it's not actually cold in here. Taking off the armor, you walk over to the door and check the hall.

There's no one there. Opening the door to make sure, nothing jumps at you as you take a step out of engineering. The feeling is still with you, however, so you walk over to where the door to the next car is.

Looking outside, your suspicion is confirmed as sometime after the sun went down. The sky above is a solid black, with no sign of the moon.

That old wound on your back burns, and you can almost swear there's Blight clawing its way into your body.

[ARTIFICER QUEST PART 5 END]

> And that's it folks. Had a lot of great rolls today, good on you all. As usual, I'll be around for a bit to answer any questions you might have. Part 6 will start tomorrow. Goodnight Anons.
>>
>>1808104
>That old wound on your back burns, and you can almost swear there's Blight clawing its way into your body.


Sheet...well glad we putted the armor on.
>>
>>1808237

> Armor
> Protecting someone from the Blight and its Monstrocties
> Ha good one anon
>>
>>1808104
A night for grim tidings, then

Let the work begin
>>
>>1808259
Just when I think I've got a handle on things, you throw something else out. You're amazing at your craft. I'm not asking for specifics, but do you think we'll fare well against what's to come or will we have to wade through chest deep amounts of failure?
>>
>>1808335

The Blight is terrifyingly powerful because the setting requires it to be. This single bio weapon has felled empires; if it was a pushover to fight it would not fit with the lore of this story.

As for how you're going to fare? Right now, John's doing pretty good; got a full set of armor and a few weapons. The rest of your party is ready for a fight. As for the future... eh we'll have to see. I have plans for future story arcs, I'll say that much.
>>
>>1808382
Story-T don't tell me that dumping those guys out of the train attracted the blight to the train.
>>
>>1808465
I think he's alluding more to the fact that he's previously been exposed to it a couple times rather than the blight being some small picture karmic force. I could be wrong, but that's the impression I got from reading the other threads.
>>
>>1808382
I'm very excited to see what happens. Thank you so much for the effort you're putting in here.
Captcha: Avenue grant
Maybe we should meet on a road so that I can fund this quest?
>>
>>1808555
Trips confirms it.
>>
>>1808382
So did those guards die, or are they just stranded out in the middle of nowhere with a couple broken bones?

They were unconscious, so they shouldn't have taken too much damage from the ragdoll landing.
>>
>>1809465

The guards lived. You made sure to toss them far enough so they wouldn't get caught underneath the wheels.

>>1808555

John's wound acts up whenever it's raining, or if he's extremely close to Blight. Think of it as a physical symptom of his Danger Sense Skill. Also, no, the Blight is not a karmic force; moreso a force of nature at this point.

>>1808465

Remember that John managed to escape a Blight infested Ruin back in Part 3 unmolested. Unless specifically agitated, it's not going to go out of its way to attack a handful of people.

>>1808560

It's been a hell of a ride so far; I've had a lot of fun with working with what you guys have chosen.
>>
>>1809516
And i being having lot's of fun with what you write.
>>
>>1809516
How does Blight even work? It contaminates area, kills people in it?

How far will it spread? Are there known methods of slowing it down or keeping it away? Does it recede in time?

I wonder how many other people managed to escape the town.
>>
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>>1809562
Maybe there are roaming squads of flamethrower troops dedicated to halting the blight.
>>
>>1809590

You're not entirely wrong there New Fag.

>>1809562

Blight is, at it's core, a plague. How it exactly works is spoiler territory, but you guys figured out a good bit of it already.

As for containment, remember that the party already got word out about the incursion and that there's military action on the way. The best way to contain it is Scorched Earth and containment; while Blight is in it's 'passive' state (like how it was after John waked up) it doesn't do much. At least, that's what is assumed...

As for other survivors, a decent amount of people managed to leave. The town didn't really have an outer perimeter, which means that it was really easy for the Blight to overrun it, but it also didn't trap people inside the town proper.
>>
Anyone alive wanting to start Part 6?
>>
>>1810117
Yeah.
>>
>>1810117
I'm ready to do something other than modding.
>>
>>1808104

[ARTIFICER QUEST PART 6 START]

Making your way back into engineering, you note that the time is now 9:10 pm.

You should have just under 12 hours before everything goes down, but your back burns and you can no longer convince yourself that'll happen.

At some point, you're going to want to get some sleep. Eventually.

What now?
> Go back to working on the workbench
> Talk to Naofumi
> Armor up and get some sleep
> Get some sleep sans the armor
> Other
>>
>>1810205
>Other
Talk to Sierra. Tell her that the blight might show up.
>>
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oh shit, here just in time

>>1810205
> Talk to Naofumi
Wanna tell this bro to stay safe, and maybe say goodbye since we might not ever see him again
>>
>>1810205
Hmm I didn't realize fatigue will become a factor. Personally I'd rather make a move to leave the train now, but if we're exhausted enough for this to cause additional hazard, I guess we could ask Naofumi to wake us up if someone came and take a nap.
>>
>>1810205
> Talk to Naofumi
>>
>>1810205
>Talk to Naofumi, then take a power nap.

Do we know where the other two will be sleeping? We should be together with them so we can rotate a watch while everyone gets an hour of shut eye and then we go bang around 4-5am when the people are sleep drunk
>>
>>1810234
>>1810266
>>1810278

Talk to Naofumi it is.

Writin'

>>1810250

Fatigue becomes relevant when it makes sense. Remember, though, that John 'knows' a basic spell that lets him manually induce adrenaline surges on himself. You can use that to temporally negate fatigue currently.
>>
>>1810278
Sierra and Goo Hwi are presumably enjoying the delightful company of Eggman in his coupe.

By the way, OP, does the armour double as a guard disguise against the passengers? The guards are liable to recognize us quickly enough, but maybe it would be enough to at least traverse the train...
>>
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>>1810309

While wearing everything, you more or less look like a guard. People might question things briefly if you've got your sword strapped to your side or you've got your belongings over your shoulder, but remember that most people tend to be pretty apathetic to those kinds of things.

>>1810205

You should really check on Naofumi. Mostly to make sure that he hasn't broken anything, but partially to make sure he'll be alright in the coming hours... Yeah, that's it.

Regardless, you walk over to where the engine room is and enter.

Naofumi looks like he's taking a break, casually smoking his pipe while looking out a small window just watching the scenery go by.

You're halfway through opening your mouth when the cold and the rain hits you again and the words catch in your throat. The slight wheezing sound you make is enough to draw his attention, though.

"Ah, John, here to s- What's wrong John?"

Confusion breaks through to you, though everything is cleared up when you glance to the side at a reflective surface. Distorted as it maybe, your visage is notably paler than normal, though it was probably your ice-like eyes that really got to him.

You say?
> "Sorry, not a fan of rain"
> "Nothing, just making sure you're alright"
> "..."
> Leave
>>
>>1810365
> "Sorry, not a fan of rain"
>>
>>1810365
>"Sorry, not a fan of rain. An old wound acts up, it can be quite painful sometimes."

>"I came to tell you to stay here and just do your job no matter what happens tonight." Explain the situation.
>>
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>>1810365
> "..."
>>
>>1810365
>1
>>
>>1810395
>>1810433
>>1810459

Polite, but somewhat cold.

Writin'

>>1810451

We aren't quite at Punished John yet.
>>
>>1810365

"Sorry," You start, managing to find your voice, "But I'm not a fan of rainy nights. I've got an old wound that acts up, sometimes a bit painfully".

Locking the door behind you, you walk over and lean against the wall across from him.

Naofumi hasn't said anything, simply raising an eyebrow at your actions and words. He can tell that you have something you want to say so he keeps quiet.

What do you start with?
> Explain the situation at hand as simply as you can.
> Just warn him to stay here if something happens.
> Other
>>
>>1810511
> Just warn him to stay here if something happens
The less he knows, the safer he'll be

i think
>>
>>1810511
>Explain the situation at hand as simply as you can.

>Wish him luck and thank him for being the most respectable employee of these railways.
>>
>>1810511

>>1810560
Supporting
>>
>>1810511
> Explain the situation at hand as simply as you can.

Just tell him that we learned that we are being set up to be framed for a crime, and we're fucking off before his plans come into motion. It can get tumultuous so he can stay safe in here.
>>
>>1810560
>>1810566
>>1810567

Explain things, thank him for not being a dick.

Writin'
>>
>>1810511
> Explain the situation at hand as simply as you can.
>>
>>1810511

How to do this...

"Look, Naofumi... I... Ugh," You sigh at the absurdity of the situation at hand, "By sheer accident, I stumbled upon some kind of pissing contest between the Gambinos and the Genovese Families. I have no idea what's actually going on, and I don't really care. All I know is that the Owner is trying to pull something, and part of the plot involves my companions and I making some very pretty corpses. So, at some point, I'm going to make a break for it and get off this train".

He looks as bewildered as you feel currently, "I know, I know, it sounds stupid. I just wanted to tell you that it would probably be a smart idea to lock yourself in here when everything starts".

You met him with an even gaze, "You've done right by me, Naofumi, and I'd rather you stay here safe and sound so you can see your daughter again".

> Roll me three 1d100+5's please

> Writing will continue later on as I'm off to dinner. See you all in a bit.
>>
Rolled 98 + 5 (1d100 + 5)

>>1810661
>>
Rolled 3 + 5 (1d100 + 5)

>>1810661
>>
Rolled 56 + 5 (1d100 + 5)

>>1810661

Do the Genovese even know they're involved here? (>inb4 the guards we disposed of were genovese plants)
>>
>>1810705

Given the situation, you can assume that the Genovese have no idea what's going on
>>
>>1810676
Dam son.
>>
>>1810676

And that's a 103, Outstanding Success.

Writin'
>>
>>1810661

As your words tapper off, Naofumi's expression twists. It's a strange combination of anger, sadness, and frustration, but you can tell that none of it is directed at you.

The moment passes and his expression returns to normal. He takes a puff of his pipe to buy time.

After a few second of silence, he speaks, "Alright, John, I'll hunker down here. I have to ask, though: just how do you expect to get off this train?"

Your response?
> "Jumping"
> "Hijacking the Caboose"
> "Very carefully"
> Don't say anything
>>
>>1811151
>"Hijacking the Caboose"
>"Suggestions are welcome."
>>
>>1811168
I'll second this.
>>
>>1811168
This. Also, as a farewell gift, show him how to fuck around with Gambino's AC.
>>
>>1811218
i support this.
>>
>>1811168
>>1811172
>>1811218
>>1811265

John's spent all his 'subtle points' for the day.

Writin'
>>
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>>1811151

"We're gonna make our way to the Caboose, decouple it from the rest of the train, and then hit the brakes".

Naofumi is stunned into silence, his pipe nearly falling out of his hand.

"John... You're gonna mess with my train you son of a bitch!" There's a look of faux anger on his face, before it turns into a slight grin. You have a feeling that if he was closer to you, you'd probably be on the receiving end of a punch right now.

"Hey, I can compensate you. I'll show you how to mess with Gambino's AC" You can't help but grin back at him, feeling slightly better.

There's a comfortable silence around the two of you for a few minutes, and Naofumi turns back to look out the window.

What now?
> Ask him about something else (what?)
> Leave
>>
>>1811306
>> Leave
>>
>>1811306
>> Ask him about something else (what?)
He's been working this thing for a while. Maybe he can give us a few tips that could help us during our escape?
>>
>>1811306
I don't know the geography of this place- how do we find our way back to civilization? Not Shirahoro, that place will be too hot for us.
>>
>>1811306
> Ask him about something else (what?)
Hey, you mentioned your daughter is off doing something for Gambino someplace else? If you'd like, I could give her a message from you.

Kinda want to see his daughter sometime...
>>
>>1811331
>>1811347

Talk for a bit more.

Writin'
>>
>>1811306

Thinking about it, it can't hurt to ask him if he knows anything, "Naofumi, you've been working on this train for a while now. You've got any ideas to help during this escape of mine?"

"Unless you're planning on blowing up the steam engine, which I'll find you and kill you if you do, you'd know better than I would at this point".

That's right, Naofumi almost entirely handed the engine room. The one who did the maintenance throughout the rest of the train was...

"You mentioned a daughter, Sarah right?" His attention flicks back to you, "You said she was off doing something near Shirahoro, do you want me to bring a message from her to you?"

"Pff" He almost laughs at you, "She's off working in a Ruin, don't think she's gonna have time to chat. Besides, you don't even know what she looks like, how the hell are you going to be able to tell her anything?"

He does bring up a valid point. You couldn't even get Sierra to send her a message since she doesn't know her either...

"Now scram," Naofumi gives you slightly dismissive gesture, "Try to get some rest, John; you look like shit".

"Thanks," You can't help but drawl, "Stay safe now".

You leave the engine room, and are back in the workshop.

What now?
> Work on something at the workbench
> Try to get some rest
> Other
>>
>>1811563
>> Try to get some rest
>>
> Try to get some rest
>>
>>1811563
>> Try to get some rest
>>
>>1811590
>>1811604
>>1811610

What time is it?

Writin'
>>
>>1811563

It's almost 10 pm at this point, and you're just worn out from the day's events.

So, since you really don't want to push your luck by walking all the way to first class, you make sure all your belongings are in order, deadbolt the door out of engineering, and find an out of the way spot on the floor.

You've done this plenty of times before, and you're briefly reminded of that transport into Bo Shan. Laughing a bit, you relax yourself and begin to nod off.

> Roll me three 1d100-5's please.
>>
Rolled 21 + 5 (1d100 + 5)

>>1811650
>>
Rolled 30 + 5 (1d100 + 5)

>>1811650
>>
Rolled 77 (1d100)

>>1811650
>>
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>>1811693
>>
>>1811693

72, Bare Failure DC:75

Trying to find the right photo, writing will begin after that.
>>
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>>
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>>1811650

You feel the haze of sleep envelop you, stripping away your hold on reality until everything goes black and out focused.

...

Your sense of time fails you as you gently float in the void.

...

Something, barely a whisper, cuts into the void, pulling you further and further down...

...

The sound comes into your hearing: the crash of waves against a shore. Opening your eyes, you find yourself down on the shoreline of Lake Westmire.

It's night, and a faint breeze runs along your face.

"Hey," Turning to the path that leads here, you see a figure your size walking up to you. The face is completely blacked out, but you can make out a coat over tunic and trousers, "I thought I might find you down here".

You just turn back to the water, enjoying the quiet.

I can't last forever, as your friend breaks it once again, "You're always running off to here; why's that?"

Why...?
> "I dunno"
> "It's quiet... usually"
> "It helps me think"
> "..."
>>
>>1811793
>> "It's quiet... usually"
>>
>>1811793
> "I dunno"
>>
>>1811811
>>1811857
>>
Rolled 1 (1d2)

>>1811904

I'm an idiot. Tie-breaking.
>>
>>1811793

"It's quiet... usually," You are here to be alone for a bit, so not having that irritates you a bit.

To (his/her?) credit, your friend just laughs it off, clearly used to you.

The two of you enjoy the calm rhythm of waves breaking for sometime. If you're remembering right, the two of you walked back at this point.

"Hey," You don't remember this, "Have you ever wanted to leave Westmire before? Just, I dunno, go out into the world?"

You think about the question for a second.
> "Yeah, I have"
> "No, I haven't"
> "Maybe, what about you?"
>>
>>1811936
>> "No, I haven't"
>>
>>1811936
>> "No, I haven't"
>>
>>1811943
>>1811986

No it is.

Writin'
>>
>>1811936

"No," You start, "I haven't".

Your friend just hums in acknowledgement, turning back to the water.

"That's real funny, isn't it?" You don't respond.

"After all, you ended up leaving," Huh?

Dark laughter spills out, "You must miss Westmire so very, very much".

Your 'friend' suddenly grabs you by the shoulders, an iron grip digging into you, "You don't have to worry though".

Suddenly, their small body is pulled into the air.

It's there, the demon of your nightmares holding your friend up. You go to reach out, and it's long talons rip straight through the simple clothing.

Blood sprays out, covering your outstretched arm and most of your face.

It's warm, warm blood and there's bits and pieces of internal organs everywhere and your friend is just hanging there with a demented smile on their face and now the thing in your friend's skin is talking.

"̴̷̧̱͚͎̻̫̖̪̹͔͎̩̦͔͎̯Ý̨̖̪̝o̬̜̝͈͙͙͉ṵ͇̤̥̠̀͢'̸͉͎͞l̢̢͇͚͙̪l̬̻̳͔͢ ̡͓͕̞͠͞c͇̯͕̜o̧̤̠͇m̘̗̫̫̪͈e̴͈͖̪̠̝͝ ̸̬̦͟b̡̛̦͙̫̻̫͘a̳͕̙ͅc̙͙͓̰͔̕k̼ ̴̵͔̹̞ó̫͓̞̟͕̩̩͢n͉̳͙͉͜è̡͙̝̺͖̘͜ ̬̫͔͇̘̱d̢̠͙̳̫͇͞a̤͈͟y̸̧̗̩,̬̦̯͍͚͚̙ J̷̖̳̞̩̗̯̪͇̩̟̫͕̼̪ù̸̸͖̠̗̰͖̙̖̻̗͞ͅl̶̛͔̤̹̀ͅi̝̪̙̰̩̕̕̕͞u̷͎̻̦̻̠͍͓̪̙̹̮̬̦̪͉͖̯̬̞s̡͎̺͈͔̕͢͝"


...

You bolt awake, the dark outline of the workshop coming into focus. Letting out a groan, you check the time: 3:30 am.

Your legs are numb and almost unresponsive, but you manage to push yourself onto the workbench. Absentmindedly, you flick on the small desk lamp. Burying your face in your hands, you try to ignore the sensation of your back burning away and the feeling that you didn't sleep at all.

Now what?
> Try to work on something
> Leave the workshop
> Other
>>
>>1812048
>> Try to work on something
Paranoia induced guns are a go!
>>
>>1812059

Let's build some shit Toruc

Writin'
>>
>>1812048
> Try to work on something

See if there's anything we have that can be made into a molotov, in case we're being chased by security.
>>
>>1812121

The only thing you might have around here is a rag. You have no where near the materials you need to make a molotov.

>>1812048

You really need a sense of comfort at this point, and you eye the assortment of weapons you have currently.

They'll have to do.

What do you want to do first?
> Dismantle something (What?)
> Modify something (What?)
> Other
>>
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>>1812130
>> Modify something (What?)
Turn your regular smegular pistol into this.
>>
>>1812153

That would need an Expert level in Gunsmithing to make something like that.
>>
>>1812130
Any modifications we can make to the rifles?

Otherwise, just dismantle both of them to get that sweet, sweet technical knowledge within.
>>
>>1812208

Dismantling one of them would give you all the knowledge you'd be getting from that skill.
>>
>>1812182
Bummer.

>>1812130
> Modify something (What?)
See if we can modify our welder into a sort of makeshift flamethrower, or failing that, draw up plans to make one.
>>
>>1812130
>Dismantle something (What?)
Pistol
>>
>>1812130

Given that you're going to be up against armored guards soon, you grab one of the rifles and your tool set to start pulling it apart.

The thought crosses your mind to mess with your Multitool, but you remember that the tool in question is some Ancient Relic well outside your skill level to understand nevermind modify. However, you also remember that the Cutting Torch feature of it went straight through the armor while you were working through it. If you were to try to use it as a weapon, it would probably work well enough without modification.

> Roll me three 1d100+7's
>>
Rolled 75 + 7 (1d100 + 7)

>>1812277
>>
Rolled 48 + 7 (1d100 + 7)

>>1812277
>>
Rolled 69 + 7 (1d100 + 7)

>>1812277
>>
>>1812280

That's a 82.

Writin'
>>
>>1812277

This is your first time working with a full fledged Clockwork weapon before. That desire, that hunger for new knowledge within you pushes the last remnants of your nightmare from your mind as you get to work.

As sturdy as the rifle is built to be, the mechanism that works as the action is fairly delicate and so you take your time while dismantling it.

15 minutes later, you've got the pieces of the weapon next to you and the new knowledge is in your head.

> You now have an intimate knowledge of Exotic Weapons (Clockwork)!
> All rolls made while working on Exotic Weapons (Clockwork) using the Maintenance, Modify, and Build Skills has a +15 bonus modifier!

What now?
> Dismantle something
> Modify something
> Other
>>
>>1812225
Oh. Well, I don't really have any ideas as to how we could improve it, then. There's no magitech involved in them, right?

Could we make the rifle compact and run it along the side of the armour's wrist? Telescoping barrel or something so that it doesn't get in the way when it's not in use. Maybe both of them for higher rate of fire, even if the accuracy and range gets nuked.
>>
>>1812311
>> Modify something
Again, modify the intact rifle with the parts from this one.
>>
>>1812314

No, no magitech, though I guess clockwork tech would kinda fit underneath it? It's a bit more on the steampunk side of things, but it's still well within John's realm of expertise.

As for what can you do with it, some things you won't be able to do since you don't have the materials, but you'll just have to roll and see what you might be able to get as a bonus.
>>
>>1812323
this
>>
>>1812311
> Modify something
Make a colapsable or folding stock for the clockwork rifle, and alter the grip so it can fit better in your hand with wood putty.
>>
>>1812328
Right, well, I'd opt for an extendable rifle on the arm, then. Twin linked, if possible. Really go all out on that armour, Tony Stark style.
>>
>>1812323
>>1812336
>>1812338

Modify the rifle it is.

> Roll me three 1d100+22's please
>>
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Rolled 80 + 22 (1d100 + 22)

>>1812346
>>
Rolled 95 + 22 (1d100 + 22)

>>1812346
Here goes nothing
>>
Rolled 81 + 22 (1d100 + 22)

>>1812346
>>
Rolled 86 + 22 (1d100 + 22)

>>1812346
>>
>all our rolls are 80+
I wonder if we're just hoarding all of /qst/'s dice god favor or something
I wouldn't be surprised if the players in the other quests were just getting shat on non-stop every time Artificer was running
>>
>>1812355

Alright, well that's a 117.

And
>>1812351
>>1812357
>>1812358
these are some ridiculous rolls.

Anyways, you all get the choice for a bonus modification to your weapon with a little extra because you guys did so well.

Choose two:
> Improved Optics (+5 to aim)
> Folding Stock (improves use in close range)
> Knife Mount (lets you use your Concealed Knife as a Short Bayonet)
> Improved Action (prevents jamming)
>>
>>1812376

We've had some pretty ridiculous rolls on here. Hell, you only have the Dismantle spell because you beat a DC 90 luck roll to find a piece of crap magitech gauntlet to break down.
>>
>>1812378
> Folding Stock (improves use in close range)
>>
>>1812378
>> Folding Stock (improves use in close range)
>> Improved Action (prevents jamming)
>>
>>1812382

*skill, not spell. I'm an idiot.
>>
oh, choose two
I'll just add
> Improved Action (prevents jamming)
to
>>1812388
>>
>>1812378
>> Folding Stock (improves use in close range)
>> Improved Action (prevents jamming)
>>
>>1812378
>> Folding Stock (improves use in close range)
>>
>>1812388
>>1812389
>>1812394
>>1812395
>>1812397

Folding Stock and Improved Action it is.

> I'm gonna end things here, as I really need to get to sleep. Just as a heads up, I'm gonna be back in class on the 28th for college, though I should be able to keep things running as is for now.
> Anyways, as always, I'll be around for a bit to answer any questions. Goodnight Anons.
>>
>>1812378
> Improved Action (prevents jamming)

We have good close range options as-is, and I figure we only want it for covering fire.
>>
>>1812412
So what are we actually doing with the rifles, then?
>>
>>1812311

With that new knowledge still fresh in your mind, you pull out the other rifle and get to work on it.

You've got a few ideas on how to improve the relatively fragile action, adjusting the delicate clockwork machinery so that you can simply pull the entire contraption back to clear a jam.

Moving onto the stock of the rifle, a few cleverly carved ridges and you're able to adjust it to the point that using it up close will be far easier than before.

> Thanks to your intimate knowledge and modifications, you do not suffer from the -10 penalty while using this Clockwork Rifle!

That should help you immensely when it comes to fighting against the guards.

What now
> Dismantle something
> Modify something
> Other
>>
>>1815571
we havent touched the pistols yet, right?
> Dismantle something(pistol)
>>
>>1815571
>we havent touched the pistols yet, right?
>> Dismantle something(pistol)
>>
>>1815662
>>1815764

Pistol it is.

> Roll me three 1d100+7's please
>>
Rolled 99 + 7 (1d100 + 7)

>>1815765
>>
Rolled 43 + 7 (1d100 + 7)

>>1815769
>>
>>1815769
Holy shit...
I'm on a roll today, and right before I go to bed too.
>>
Rolled 6 + 7 (1d100 + 7)

>>1815765
>>
>>1815769

Well, that's a 106. You definitely succeeded.

Writin'
>>
>>1815571

You've got the rifle squared away, but just for the sake of security you move onto the pistol.

It's a pretty simple thing, more used as a cheap sidearm than a serious weapon. But, you don't treat it any worse for that.

> You have gained intimate knowledge over Basic Firearms!
> All Maintenance, Modify, and Build skill rolls involving Basic Firearms now have a +15 bonus to them!

Despite the intricacies of it, you've got it figured out in no time at all. Making a new pile of Gunmetal Scrap, you move onto the next part:: modifying the other pistol.

Pulling it out from the holster you left it in, you get to work.

> Roll me three 1d100+22's
>>
Rolled 93 + 22 (1d100 + 22)

>>1815828
>>
Rolled 19 + 22 (1d100 + 22)

>>1815828
>>
Rolled 94 + 22 (1d100 + 22)

>>1815828
>>
>>1815858

And that's a 114.

Additional options time; choose one:
> Improved Sights (+5 to aim)
> Improved Action (prevents jamming)
>>
>>1815884
> Improved Sights (+5 to aim)
>>
>>1815884
>> Improved Action (prevents jamming)
>>
>>1815884
> Improved Sights (+5 to aim)
>>
>>1815893
>>1815949

Better Sights it is.

Writin'
>>
>>1815828

Considering the simplicity and small size, there's really not much you can do with the pistol.

You do thoroughly clean it, reassembling it afterwards.

A brief burst of inspiration causes you to adjust the iron sights to better accommodate you.

> Thanks to your intimate knowledge and modifications of this Pistol you no longer suffer from the -10 penalty while using it!

Placing the pistol back into the holster, you take a deep breath and check the time.

It's now 3:45 am.

Now what?
> Work on something else
> Leave the workshop (Go where?)
> Other
>>
>>1815987
> Other
Can we do a quick inventory check?
How much ammunition do we have?
>>
>>1815987
Is there a way to dismantle the taser and modify our gauntlets with its component, or is it too advanced for our current knowledge?
>>
>>1816082

Sure we can, Inventory check coming up.

Writin'

>>1816084

The taser has already been dismantled and integrated into the knuckles of your left gauntlet.
>>
>>1815987

At this point, you really should go over your belongings.

INVENTORY:
> 1 Heavy Cloak with Hood
> 1 Concealed Dagger
> 1 Change of Clothing
> 15 Silver Coins
> 39 Copper Coins
> 7 Ration Packs
> 10 bandages
> 2 canteens
> 1 Good Quality Broadsword
> 1 Artifact Tool Box
> 1 Ancient Grade Welder/Cutting Torch Multitool
> 6 Custom-made Datalinks
> Magitech Gauntlet, Integrated Datalink and Armor
> 1 Good Quality Modified Clockwork Automatic Rifle (Improved Action, Folding Stock)
> 10 Magazines of Clockwork Rifle Ammo (8 Rounds per Mag)
> 1 Simple Quality Modified Pistol (Improved Sight)
> 6 Magazines of Pistol Ammo (10 Rounds per Mag)
> 1 Good Quality Modified Medium Armor Full-Set
> 1 Good Quality Gauntlet Integrated Knuckle Taser (Left hand)


What now?
> Work on something else
> Leave the workshop (Go where?)
> Armor up and Prepare your Weapons
> Other
>>
>>1816139
> Armor up and Prepare your Weapons
https://www.youtube.com/watch?v=ffl4HDp-_S4
>>
>>1816164

Lock and Load.

Writin'
>>
>>1816139

You've done everything you could to prepare. You've schemed and lied and modified and now it's all coming down to this. Do or die.

All your armor goes one, though its after you're done securing your chestpiece and gauntlets that you come to the helmet.

You know that it will definitely offer you additional protection, but given how you don't use helmets ever it'll cut down on your perception while you're wearing it.

You'll also look extremely similar to the other guards, for better or worse.

Wear the helmet?
> Yes
> No
>>
>>1816201
>Yes
>>
>>1816201
> Yes
>>
>>1816201

You don't want to take any chances. You pull the helmet over your head and strap it on.

Looking over the rest of your belongings, and pushing your pistol into the holster on your leg, you have a few choices to make.

1. Wear your Heavy Cloak?
> Y
> N

2. Strap your sword to your side?
> Y
> N

3. Strap your dagger to your chestpiece?
> Y
> N

4. Use the rifle as your primary?
> Y
> N
>>
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>>1816272
>yes
>YES
>Y E S
>no

oh my god we're going to look so fucking cool
>>
>>1816272
Yes to all, we going balls deep after all.
>>
I've got class in the morning, so I need to put things on pause here. I'll leave voting open overnight, and I'll pick things up when I wake up.
>>
Stay fresh OP
>>
>>1816272
>y
>y
>y
>n
>>
>>1816272
Y
Y
Y
Y

I'm sad that we didn't get an underslung rifle mount on the arm, but I'll live.
>>
>>1816272
Yes
Yes
Yes
Yea
Yes
Yes
Yes for everyone
>>
>>1816272
>Y
>Y
>Y

>Rifle
Carry the rifle like the guards do. If that constitutes using it as primary, then >y, otherwise >n
>>
>>1816522
>>1816318
>>1817014
>>1817035

Yes for everything it is.

Writin'

(Since you don't have a sling or something of the like to throw it over your shoulder, not holding the rifle means that you'll have to leave it behind or put it in your bag)
>>
>>1816272

Packing away most of your things, you leave out your old Heavy Cloak, Broadsword, Dagger, and the Clockwork Rifle.

You strap your sword to your belt, securing it in two places to make sure that it won't flail around too much.

Next is the dagger, which you unclip from the small of your back. Finding a place to secure it on your chestpiece handle down, you make sure you can draw it in an instant.

The cloak comes next, pulling it over yourself and your gear. You flip the hood up on habit.

Checking the rifle one last time, you go over your arsenal.

> Clockwork Modified Automatic Rifle: 1d100 to hit, jams cleared as free action, no penalty for use at close range
> Pistol: 1d100+5 to hit, can be drawn/stowed as a free action
> Broadsword: 1d100+2 to hit
> Dagger: 1d100+2 to hit, can be drawn/stowed as a free action
> Unarmed Strike: 1d100+2 to hit, attacks made with left fist can incapacitate target while taser is live
> Grapple: 1d100+2 to hit

What now?
> Head out
> Do something else in the workshop
> Other
>>
>>1817067
>Head out
I think we've done everything that needs to be done here.

Maybe we can get an early breakfast? Can't fight on an empty stomach.
>>1817067
>>
>>1817093

You have rations, but aside from the night shift no one else is awake right now; it's a bit before 4 am after all.
>>
>>1817097
Damn. Usually when I work the kitchen I have to get there 3 hours earlier.

I guess we can munch on rations.
>>
>>1817067
Let's head out before we get cold feet.

God knows what our friends had to endure in eggman's office.
>>
>>1817093
>>1817120

Grab our things, and get going.

Writin'
>>
>>1817067

You're ready to go, though you don't want to fight on an empty stomach. Grabbing a ration, you manage to get down about a third of it. Seems you're still under affliction.

Standing up, you make sure to secure you rutsack under your cloak, but not before taking as much scrap as you can.

> You have obtained 8 lbs of Scrap Metal!

Walking over to the door leading out of engineering, you make sure that there's no one nearby. You note that it's still dark and raining out.

You remember that your room assignments were all the way at the end of the train; the second to last car. The question is how you're going to get there.

If you walk through the cars, you won't have to worry about the elements. But any guards you run into are going to know you're not with them, considering your gear. You'll also have to go right past Gambino's quarters, which you know will be heavily guarded

The roof is an option, as the train is traveling at a constant speed in a straight line. The rain will mess with your vision and footing, but you know there won't be any guards up there and they definitely won't expect you to come from above.

How are you doing this?
> Through the cars
> On the roof
> Other
>>
>>1817156
If I'm reading it right, going by the roof will enable us to bypass the office and its guard entirely?

That's damn tempting, even though we'd have to be very careful not to slip off the train.
>>
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>>1817156
> Through the cars
I wanna rip and fucking tear
>>
>>1817156
> Through the cars
We're not spiderman
>>
>>1817200

You'll need to go low and slow, but yeah you could potentially do just that. This choice really boils down to a series of combat rolls or a series of athletics checks
>>
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I take a gauntlet with enemies over the risk of falling off or falling below a moving train any day of the week. Maybe if we were Rail Tracer...
>>
>>1817156
> Through the cars

It's time. When we do get to Gambino's office, I'd like to try to shoot his face off if possible.
>>
>>1817288
I'm pretty sure premeditated murder does not fall under self-defence. It would make our recordings much less valuable and land us in an inordinate amount of problems with his family.
>>
>>1817300
In fact we should do our damned best to not kill anyone at all. We stand out too much, there's no way we can get away with any high profile crimes. We're going to have it tough enough even without the police trying to catch us for murder.
>>
>>1817300
The guy literally put a hit out on us because we offered to shake his hand. He wanted us to die painfully, and we have evidence of all of that.

It's still self defense.
>>
>>1817341
calm your tits, let the mob sort him out. they'll do far worse than us.
>>
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>>1817220
>>1817242
>>1817276
>>1817288

Setting Firing Mode to 'Rock and Roll'

Writin'
>>
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>>1817345
My tits are perfectly calm, I'm just not certain that it's a good idea to foil the plans of somebody who is petty enough to want somebody tortured for shaking his hand, and then leave him alive to seek revenge with his connections.
>>
Rolled 44 (1d100)

>>1817156

No, there's no other way around this. Dying because you tried to climb on top of a train in movement in the rain would just be a stupid way to go at this point.

Making sure you have everything, you set off.

The first few cars are silent, with the passengers fast asleep and no guards in sight.

As you continue on your way...
> Roll me three 1d100+3's
>>
>>1817362

Gambino 'hired' you three on to make very convincing corpses. He wanted you all dead before he met you; your disposition just upgraded you from 'kill him' to 'fuck this guy in particular'.
>>
Rolled 15, 28 = 43 (2d100)

>>1817370

...
>>
Rolled 60 + 3 (1d100 + 3)

>>1817370

I think it will be a while before we board another train if we can help it.
>>
>>1817362
If we kill him, we're likely to have his family on our toes, and a law enforcement agency for good measure if local jurisdiction cares enough.

If we merely get lost we might get a nemesis with a grudge, true, but with material we have he'll be hard pressed to bring his family on us after we get the recordings to interested parties.
>>
Rolled 67 + 3 (1d100 + 3)

>>1817370
>>
>>1817388
Law enforcement wouldn't be too much of an issue because he specifically advertised that he would be in danger.

Though that does also cast us in the role of a rival mafia family, I suppose, which would lead to some very awkward questions if any of our old contacts hear about it.

I'll acquiesce, for now. I still don't think it's a good option to leave him alive, but I don't think there is a good option at this stage.
>>
One last roll Anons
>>
Rolled 71 + 3 (1d100 + 3)

>>1817409
>>
>>1817411

74, beats out a 15 and a 28. Great Success.

Writin'
>>
Rolled 76 + 3 (1d100 + 3)

>>1817370
>>
>>1817402
I see your point but the real problem is that we're stuck on a moving fucking train, we're in such an awful situation only a string of macGuyver stunts has gotten us this far. Let's count our blessings
>>
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>>1817370

Approaching the next car, you spot two guards; night shift, but awake and alert surprisingly enough.

Thankfully, you spot them well before they spot you. Dunking low and out of sight, you slide up to the door. The two of them are a bit more than 5 feet from the door, being smart enough to not stand right next to it.

If you move fast enough, you'll have the drop on them. The question is what to do, and with what?
> Incapacitate them (Taser + Unarmed/Grapple)
> Kill them (Sword, Knife, Rifle, or Gun?)
> Try to bluff them
> Other
>>
>>1817429
Are they (and us) in visual range of passengers?
If yes,
>Bluff
(something along the lines "boss asked to see blondie's stuff" perhaps)

Otherwise
>Incapacitate

How many charges does the taser have?
>>
>>1817433

You're far enough from the other passengers that they wouldn't get caught in a crossfire.

As for the taser, unless you leave it on and have it constantly discharging into something you don't have to worry about running out of juice.
>>
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>>1817429
> Incapacitate them (Taser + Unarmed/Grapple)

THE FUN STARTS HERE
>>
>>1817429
>>1817437
They are on the OTHER side of the car, correct?
>>
Okay I have an idea. >>1817437 can the taser be used to short out the lights in the car? If there is any exposed wiring we'll yank it and give it a bit of a jolt, and as soon as the lights go out we bum rush them
>>
>>1817429
> Incapacitate them (Taser + Unarmed/Grapple)

Try to get them touched together so that the taser current just flows through them both. It probably won't be enough to take out the second guy, but it might cause him to seize up a little.
>>
>>1817443

Should have really made these in advance.

You've got two closed doors between the two groups.
>>
>>1817455
Facing left or right? Are the door automatic? Double doors or sliding doors? At this distance and having the drop on them it looks like we can just smash into them and start a brawl.
>>
>>1817458

They're facing you, but haven't seen you yet. The doors are sliding automatic, though you can force them open to break through faster.
>>
Rolled 63, 12 = 75 (2d100)

>>1817433
>>1817439
>>1817447

It begins.

> Roll me three 1d100+13's please
>>
Rolled 59 + 13 (1d100 + 13)

>>1817468
Solid Snake all up in this bitch

Are there any cameras? Give Rider a wave and show her that she made the right call.
>>
Rolled 27 + 13 (1d100 + 13)

>>1817468
>>
Rolled 27 + 13 (1d100 + 13)

>>1817468
>>
>>1817470

That's a 72, which beats out both a 63 and a 12.

Writin'

[spoilers]poor guards getting shit on[/spoiler]
>>
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>>1817429

As you're considering your options, you hear the barest hint of conversation from the two guards.

Well, they were probably less attentive than you thought.

Waiting for one to speak up, you prepare yourself, making sure to arm the taser and going over the plan one more time.

Then you bust down the door and rush the guards.

The one whose turned towards his partner has no idea you're coming, so you prep the taser on him. The listener is paying a bit more attention, so you take a gamble and toss your rifle straight into his arms.

The speaker turns around just in time for your left hook to connect with his neck, sparks discharging into his skin as he collapses with a gurgle.

Turning to the other guard, his reflexes betrayed him as he's now attempting to juggle the two guns. He drops both of them when you punch him in the face, though he stumbles he manages to catch himself and doesn't fall.

What now?
> Continue the assault unarmed
> Draw your knife and attack
> Draw your pistol and shoot him
> Other
>>
>>1817486
> Continue the assault unarmed

Remember the basics of CQC
>>
>>1817486
>Continue the assault unarmed

Just make sure he stays down for a while.
>>
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>>1817486
> Continue the assault unarmed
>>
Rolled 42 (1d100)

>>1817490
>>1817492
>>1817497

Keep it clean boys.

> Roll me three 1d100+2's
>>
Rolled 54 + 2 (1d100 + 2)

>>1817504
>>
Rolled 23 + 2 (1d100 + 2)

>>1817504
>>
Rolled 17 + 2 (1d100 + 2)

>>1817504
>>
>>1817506

56 versus 42, Success

Writin'
>>
well just got caught up. and remember guys EXO plans are here somewhere. if we kill the fat fuck do it with our knife and search his office.

now how do we want to look as we do it
>>
>>1817537
We're not killing him, at this point. We're just grabbing our guys and getting out of dodge.

Though since we seem to be favouring the subtle approach, I'm considering a lighter style of exoskeleton, at this point.
>>
>>1817486

The guard's pushing himself onto his feet and is in the middle of turning himself to face you when your boot slams into his head.

He rag dolls for a moment, before his limp body comes to a halt just against the far wall.

The entire exchange took maybe 6 seconds, but you still exhale to relax. As you do, you take a look around for those pesky cameras.

You don't see any, but you still let out a jaunty wave to the empty room while you reach down and grab your rifle.

Those guards were wearing earpieces, so someone's gonna realize something's wrong soon.

Pushing forwards, you need to decide on how you're going to proceed.
> Low and slow, try to get there with as little attention as possible
> Fast and loud, it's only a matter of time before shit hits the fan might as well get moving before that happens
> Other
>>
>>1817546
>Take one of their earpieces, intelligence is key
>Low and slow
>>
>>1817537

To prevent infighting and a potentially stupid death, you've got everything you're going to get for the EXO already. Your chance to get one may or may not be coming up depending on how things proceed
>>
>>1817537
>EXO plans are here somewhere.
They are not

>Maybe I wasn't clear enough, but you're not going to find an EXO or a schematic for one on the train.

what we have is proof of a plot against Genovese and juicy evidence against Eggman
>>
>>1817546

>other?
we move like we walk normaly but stop by the doors to cheak for live people.

and throw these guards off the train aswell minus their pistols.

>>1817545
your SURE we cant kill him? at least take a hand or such

>>1817553
>>1817554
I apologise I missed two days of the threads. sorry for being stupid
>>
>>1817546

This >>1817552
>>
>>1817557

All good man. Feel free to ask for clarification if you feel uncertain about the situation.
>>
>>1817557
I'm against throwing them off the train, they are already incapacitated and it will take extra time that we don't have. We are on a strict clock right now
>>
>>1817552
>>1817560

Grab an earpiece, keep quiet.
>>
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>>1817546
>> Fast and loud, it's only a matter of time before shit hits the fan might as well get moving before that happens
>take one of their earpieces

V I O L E N C E
>>
>>1817546
Do >>1817552 since that's a fantastic idea. It won't take them long to realise we're on the comms, but it gives us extra initiative.

Grab the pistols from the guards holsters before we leave, toss the rifles out the window.

> Low and slow, try to get there with as little attention as possible
>>
Rolled 82 (1d100)

>>1817546

Snagging one of the earpieces, you fit it into your ear and wait.

There's no chatter on it currently, and you sigh to yourself in relief. It seems your cover isn't blown yet.

You decide to try and keep it that way.

Moving quietly, you push the two unconscious guards out of sight as best you can before moving further into the carriage.

No one seems to have awoken, which is good.

You make your way to the meal car without a problem and, after checking to make sure that there's no one inside, silently step inside.

Making sure to keep out of sight of the other doorway, since you know that there's going to be other guards right at the beginning of first class.

Sliding up to the door, you contemplate your actions.
> Try to get a peak inside
> Breach assuming there's guards
> Just walk in
> Other
>>
>>1817572
> Breach assuming there's guards
>>
>>1817572
>look through the key holes, failing that breech
>>
>>1817572
>Try to get a peek
>Take off the cloak and hold it in our hand. If there are guards near throw it at them to obscure their vision.
>>
>>1817572
> Try to get a peak inside

could we use a reflective surface for that, maybe the glove display?
>>
>>1817572
> Breach assuming there's guards
>>
Rolled 48, 88 + 5 = 141 (2d100 + 5)

>>1817575
>>1817579
>>1817581
>>1817582
>>1817583

Take a peak, than breach.

> Roll me three 1d100+13's please
>>
Rolled 87 + 13 (1d100 + 13)

>>1817594
prey dice gods, we seek to end the blight with your writ. alleviate our burdens to achieve this in your name
>>
>>1817598

The dice gods are amused, for now. Still need two more.
>>
Rolled 100 + 13 (1d100 + 13)

>>1817594
>>
>>1817606
I live only to serve whatever the mighty divine deem worthy of my humble stature as a mere quester

>>1817608
PRAISE THE DICE GODS, HAHAHAHAHAHA
>>
Rolled 31 + 13 (1d100 + 13)

>>1817594
>>
Rolled 24 + 13 (1d100 + 13)

>>1817594

>>1817608
saving
>>
File deleted.
Rolled 34 + 13 (1d100 + 13)

>>1817594

>>1817608
>>
>>1817608

It's that time of day here at Artificer Quest; you all know the drill.

Bank this crit? you currently have 2 FATE POINTS:
> Y
> N
>>
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>>1817608
we just can't be stopped
>>
>>1817614
N

Having 2 in the bank is enough insurance for my mind.
>>
>>1817614
How many can we store?

>y
Gotta prepare for that blight...
>>
>>1817619

3 max
>>
>>1817614
N
>>
>>1817614
>N
If we keep going at this pace there won't even be a challenge
>>
>>1817614
yes, we still pass if we bank.so lets fill up
>>
>>1817614
Y
>>
>>1817625
I don't really consider RNG induced train wrecks to be "challenge". Fate points forestall critfails, not regular fails, or?
>>
>>1817655
IIRC they cancel out crit fails but don't affect the result of the other dice, and they can upgrade a fail into a success.
>>
>>1817653
>>1817629
>>1817619
>>1817611

That's 4 for Y

>>1817617
>>1817623
>>1817625

and 3 for N

You now have 3 FATE POINTS!

And that's a Success.

Writin'

>>1817625

I said way back in thread 1 that smart decision making would be rewarded not punished. So, considering the fact that you've mostly defanged the security team as the mercs were going to be the real challenge here, things are easier on you because you did that and also it's not quite 4 am yet.

However, the situation can change...

>>1817659

I know about the negating crit fails, but I'm not too sure on the upgrading regular failures into successes that's just seems a bit much.

We can discuss it I suppose.
>>
>>1817671
I guess I remembered wrong. Storing crits seem meaningless if their only purpose is to negate 1's, in that case it's better to just ignore both and scrap the extra mechanic as far as I'm concerned.
>>
>>1817671
no, back in the other threads it WAS negate a crit, or upgrade a regular roll to a auto success
>>
I'm personally against being able to change a regular fail to an auto success on a whim, especially with all the points we have stored up so far.

I'm honestly with >>1817679
I'd rather have crits be a transient moment of unprecedented badassery than an insurance policy
>>
>>1817695
Really, I'm reading what he said as dispensing with crits altogether.

Then again moments of badassery can be just succeeding on a roll with a rule-of-cool write-in, or even just the write in itself. In any case I'll defer to OP for mechanics.
>>
>>1817572

It's hard to see through the doors from the angle you're at now. If you wanted to get a good enough view, you'd be exposing yourself to the guards right there.

Deciding against it, you grip the door and prepare yourself.

A split second after the door opens you're there, exploding into action with one hand crackling from the live taser.

Your left hand comes down, aiming right for the gap between chestpiece and helmet when it passes straight through empty air.

Blinking quickly, you realize that there's no guards around. Even at an awkward angle, you somehow manage to land without a sound and only minimal flailing.

This was... weird. Where were there two guards? Why wouldn't they have a post here during the evening?

Your internal musings are cut off suddenly by the relatively loud 'bum-bump' of the automatic door behind you closing shut. The sound, normally barely noticeable, sounds like a thunderclap in the early morning silence.

You freeze as you hear chatter over the security channel.

"-ard that?"

"Heard what?"

"Something, sounded like a 'bum-bump'"

"Chris..."

"What?"

"You're fucking retarded. We're on a goddamn train right now; every other thing on this godforsaken scrap pile goes 'bum-bump' every time the wheels go around"

Using their voices as cover, you slowly move down the hall until you can hear their voices in the air.

They're coming from around the corner, only a few dozen feet from the doorway you just came through.

Now what?
> Incapacitate same as before
> Go for the kill
> Other

>>1817679

We've been extremely lucky in this quest thus far, with 4 100's to 1 1. Please keep in mind that this can drastically change at the flip of a dice. I'd rather have banked crits cancel out crit fails so that way you guys have a way of not being completely fucked over by RNG.

>>1817695

Well, since you guys are now full on FP, you're going to get those badass moments should you roll anymore 100's.
>>
>>1817711
> Incapacitate same as before
>>
>>1817711
> Go for the kill
>>
>>1817711
same as before. blood is for when our life is about to end
>>
>>1817711
> Incapacitate same as before
>>
>>1817711
> Incapacitate same as before
we got this lads
>>
Rolled 42, 42 = 84 (2d100)

>>1817713
>>1817716
>>1817718
>>1817720

Clean and, mostly, bloodless. Watch your teeth.

> Roll me three 1d100+13's
>>
Rolled 32 + 13 (1d100 + 13)

>>1817722
>>
Rolled 46 + 13 (1d100 + 13)

>>1817722
>>
Rolled 44 + 13 (1d100 + 13)

>>1817722
>>
Yeah, by the skin of our teeth here
>>
>>1817725

59 against two 42's, Bare Success but still a Success.

Writin'
>>
Rolled 75 (1d100)

>>1817711

It sounds like one guy here is far more competent than the other.

So, waiting for him to speak up again, you whip around the corner and catch him right above the collar bone.

His body convulses and slumps right onto you. You have to take a split second to shove him off you, but in that moment the other guard has his rifle butt coming straight for your face.

He's a lot faster than you assumed, but your reflexes kick in just in time and aside from knocking your hood off and glancing off the top of your helmet it misses you.

Thanks to that all it takes is a strong hit to the arm to knock the rifle away.

Unfortunately, he's ready for you now.

> Roll me three 1d100+2's
>>
Rolled 46 + 2 (1d100 + 2)

>>1817767
https://www.youtube.com/watch?v=z9nkzaOPP6g
>>
Rolled 76 + 2 (1d100 + 2)

>>1817767
>>
Rolled 34 + 2 (1d100 + 2)

>>1817767
>>
>>1817770

78 versus 75, another Bare Success.

Writin'
>>
Rolled 63 + 2 (1d100 + 2)

>>1817767
Well, six guards in and this is the first one who's even got a partial hit on us, so I'd consider this to be going pretty well.
>>
>>1817767

He lashes out at you with a straight punch, you barely managed to block it with your left hand.

The impact is far less than you were expecting, and when you realize what's happening he's already stepped back while reaching up to his earpiece.

Lunging forwards, you manage to knock the comm right out of his head. It's mostly secondary, as you did so by slugging him on the otherside.

Either way, the guard crumples without a word.

That was far closer than you wanted, though. If you'd been any slower he'd have gotten word out and the-

"Checkpoint 1, check in"

Shit... shit, that's a problem.

What now?
> Book it as fast as you can to get to the others. You're going to need them when the cat comes out of the bag in a few seconds.
> Respond, try to trick the Operator into thinking everything's fine.
> Ignore it, stay silent. If or when they send out a team to investigate, you can try to sneak past them.
> Other
>>
>>1817824
book it. try not to use our loud weapons until we must.

and I'm turning in for the night. have fun don't kill us.

>in B4 the fate points save us
>>
>>1817824
> "This is checkpoint 1, All clear, over."
>Keep moving
>>
>>1817824
How far are we from the assigned rooms?
Maybe we could rush forward... although suppose it's worth a shot to try

>Respond, try to trick the Operator
"Checkpoint 1, All clear"

luckily we heard their voices so we got a sense what to imitate
>>
>>1817834

You're in the first first-class car. The next one has Gambino's Office. The last one has 'your' quarters so that's where your team is.
>>
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>>1817824
> Book it as fast as you can to get to the others. You're going to need them when the cat comes out of the bag in a few seconds.
>>
>>1817835
Alright, that's good.

Still, let's try to keep it quiet so we don't have to evac and decouple the car under fire.
>>
>>1817824

We're currently at:

>>1817831
>>1817836

2 votes for GTFO'ing and

>>1817833
>>1817834

2 for Charisma Bluffing

Cast your votes Anons
>>
>>1817824
>> Respond, try to trick the Operator into thinking everything's fine.
>>
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Rolled 56, 67 + 5 = 128 (2d100 + 5)

>>1817878
>>1817834
>>1817833

Nothing to see here Operator.

> Roll me three 1d100+2's please
>>
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Rolled 85 + 2 (1d100 + 2)

>>1817885
>>
Rolled 48 + 2 (1d100 + 2)

>>1817885
>>
Rolled 86 + 2 (1d100 + 2)

>>1817885
>>
>>1817924

88 versus 72, Good Success.

Writin'
>>
>>1817824

"Checkpoint 1 here, all clear. Nothing to report"

You were in the middle of considering bolting for the hills when the words spilled out of your mouth.

Shocked by your own actions, you can barely breath as there's silence over the line. Thinking that you're probably screwed, you start making your way towards the end of the car.

"Alright, you're good. Next Check In is in 15 mins"

You breath a massive sigh of relief. Shattering your good mood is the operator speaking up again before you can take another step.

"Checkpoint 2, check in"

Shiiiiiitttt
> Book it
> Respond again
> Ignore it
> Other
>>
>>1817948
>> Book it
>>
>>1817948
> Respond again
:^)
>>
>>1817948
actually no wait, changing >>1817958 to
>respond again while booking it
>>
>>1817948
Start creeping forward while
>Responding again with changed voice
>>
Rolled 38, 38 + 10 = 86 (2d100 + 10)

>>1817962
>>1817963

Hello, it is I. Guard #2. Guard #1 can't come to the phone right now.

> Roll me three 1d100+2's please
>>
Rolled 7 + 2 (1d100 + 2)

>>1817982
>>
Rolled 54 + 2 (1d100 + 2)

>>1817982
>>
Rolled 12 + 2 (1d100 + 2)

>>1817982
>>
>>1817988

That's a 56 versus 48, Bare Success.

Writin'

these fucking guards I swear
>>
>>1817948

"Checkpoint 2 here. Sorry 'bout that, Chris was being an asshole again" You do your best impression of that guard.

You don't even bother waiting for a response, power walking as fast as you can because you know there's no way in hell that anyone with half a brain is going to accept this amount of hor-

"Alright, you check out. Try not to kill Chris now"

"I'll try"

You resist the urge to smack yourself; this is just surreal.

Making your way into the car with Gambino's Office, you take a look around. Doesn't seem like there's any guards at the entrance to the carriage, nor are there any guards outside his office.

What now?
> Sneak ahead
> Check the Office to see if anyone is around
> Other
>>
>>1818003
> Sneak ahead
Go go go
>>
>>1818003
>Sneak ahead

Let's pick up Sierra and Goo Hwi and get the hell out already.

Tempting as it is to loot eggman's office, I'd rather not be stranded between rock and hard place.
>>
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>>1818003
> Check the Office to see if anyone is around
>>
Rolled 44, 19 = 63 (2d100)

>>1818008
>>1818015

Go go go!

> Roll me three 1d100+5's please
>>
Rolled 16 + 5 (1d100 + 5)

>>1818050
>>
Rolled 2 + 5 (1d100 + 5)

>>1818050
>>
>>1818003
> Sneak ahead

Sticking to the plan. We bought ourselves a lot of time with that bullshit wizardry, but I don't want to deviate if we don't have to.
>>
Rolled 58 + 5 (1d100 + 5)

>>1818050
Eh
>>
>>1818062

63 versus 44, Good Success. Kinda.

Writin'
>>
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>>1818062
>>
>>1818065
Nailed it
>>
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Rolled 59, 41 + 10 = 110 (2d100 + 10)

>>1818003

The entire car is eerily quiet. Somehow, you manage to keep that intact as you move down the halls.

You're past Gambino's Office at this point, slowly making your way forward.

It's at this point that a door you've never really looked into opens up right next to you. There's a guard, just staring at you in blatant confusion.

"What the f-"

He's in the middle of raising his rifle when you manage to knock the barrel to the side. The rapport rings out right next to you, the round embedding itself into the wall behind you.

The guard himself flinches back, and you can hear several voices exclaim behind him.

There's no time to waste now; by the time anyone in that room are up and moving you're already sprinting down the rest of the hall.

> Roll me three 1d100+5's
>>
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Rolled 33 + 5 (1d100 + 5)

>>1818106
>>
>>1818050
Okay, where did Gambino hire these guys? Mooks Inc.?
>>
Rolled 65 + 5 (1d100 + 5)

>>1818106
>>
Rolled 77 + 5 (1d100 + 5)

>>1818106
Wakey wakey, next stop is on request...
>>
>>1818111

Those CHA rolls were such bullshit...

>>1818114

82 versus 69, Success

I bet someone saved that photo

Writin'
>>
>>1818118
hm? what photo?
>>
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:^)
>>
>>1818111
John is apparently a very good infiltrator
>>
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>>1818106

Sprinting for all that you're worth, you manage to make it around the corner. A split second after you do, multiple round slam into the walls around you.

You can hear multiple sets of boots chasing you down, someone shouting orders out over the comms.

Ignoring that for now, you push your way into the third and last first-class car. Thankfully, it's empty of guards; at least for now.

You've got seconds until that kill team hits, only one chance to do something before you start taking fire.
> Try to barricade the door behind you
> Try to wake Sierra
> Try to wake Goo Hwi
> Other
>>
>>1818118
Oh, hey, actually, there's a point

Can we lock the door as we leave? Or use the taser to fry the mechanism that opens it?
>>
>>1818144
>Try to barricade the door behind you

>>1818147 neat idea

how loud was that shot? It might've woken up the entire train, our friends included.
>>
>>1818144
>> Try to barricade the door behind you
>>
>>1818155

Everyone in that specific carriage is now on high alert. The entire train on the other hand... No, considering each car is separated and with how much noise a train in motion makes.

Thank you, however, for reminding me to roll for Sierra and Goo Hwi.
>>
Rolled 24, 64, 61 + 2 = 151 (3d100 + 2)

>>1818144

[ELF ACTIVITY]
>>
>>1818144
> Try to barricade the door behind you
>>
Rolled 12, 75, 9 + 10 = 106 (3d100 + 10)

>>1818144

[OLD MAN ACTIVITY]
>>
>>1818166
>>1818172
Distinctly mediocre
>>
>>1818155
>>1818163
>>1818167

Attempt to barricade it is. Applying taser to the problem.

> Roll me three 1d100+5's please
>>
Rolled 21 + 5 (1d100 + 5)

>>1818197
Alrighty
>>
Rolled 72 + 5 (1d100 + 5)

>>1818197
>>
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>>1818166
>>1818172
Finally some friendly faces (hopefully)

>inb4 they mistake us for a hit man and rek us
>>
Rolled 48 + 5 (1d100 + 5)

>>1818197
>>
>>1818206

77, Success. DC:70

Writin'

>>1818209
"You'll also look extremely similar to the other guards, for better or worse."
- >>1816201
>>
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>>1818144

There's no way of barricading this door with something like a plank of wood; that's just not how sliding doors work.

Then it hits you. Sliding door. ELECTRIC Sliding door.

The stupidity of the idea clashes with your desperation, the result being that you punch the control panel.

You jump back as sparks fly in every direction, silently whispering an apology to Sarah. To your horror, the door sputters and creaks before the fried circuitry halts the door with barely an inch opening.

You've bought yourself some time; not much, but at least it's something.

Turning around, you see a very familiar stepping out of his room in confusion.

> pic related

"Goo Hwi"

"...John?"

> "I don't have much time to explain, we need to go"
> "We're leaving, try not to kill anyone"
> "Thank fuck you're awake"
> Other
>>
>>1818274
Heyo, daddy-o
I'd say it's high time we skedaddle!
> "Thank fuck you're awake"
>>
>>1818274
>> "Thank fuck you're awake"
>>
>>1818274
> "Thank fuck you're awake"
> "I don't have much time to explain, we need to go"
>"Maiming people is still fair game, though"
>>
>>1818274
> "Thank fuck you're awake"

We're blowing this joint
>>
>>1818274
>boy am I glad to see you up,
>We're leaving, try not to kill anyone
>>
>>1818300
>>1818305
>>1818313
>>1818335
>>1818344

We're blowing this Popsicle stand boys. Keep casualties to a minimum.

Writin'
>>
>>1818274

"Thank fuck you're awake" You can help the relief that pours into your voice.

"John? What's going on?"

"Long story, I'll tell you it all later. As for now, we're getting the hell out of dodge".

A loud slam against the door draws your attention neatly.

"I do ask, however, that you try to keep our enemies in mostly one piece. Maiming is allowed, but make sure they're still breathing"

"I understand. Now what?"

Now what indeed?
> Tell Goo Hwi to go wake Sierra up
> Tell Goo Hwi to hold the guards off while you wake Sierra
>>
>>1818393
> Tell Goo Hwi to go wake Sierra up
>>
>>1818393
>Tell Goo Hwi to hold the guards off while you wake Sierra
>>
>>1818393
> Tell Goo Hwi to hold the guards off while you wake Sierra

John has done real well, but the old dude is bulletproof monk
>>
>>1818393
> Tell Goo Hwi to go wake Sierra up
I've been waiting for this moment.
Besides Sierra is gonna freak out if the first thing she sees when she wakes up is a guy in guard armor
>>
>>1818397
>>1818398
>>1818402
>>1818412

Currently tied 2 to 2 here.

If any other Anons are around this here is your chance to vote.
>>
>>1818433
>> Tell Goo Hwi to go wake Sierra up
>>
>>1818434
>>1818412
>>1818397

That settles things.

Writin'
>>
>>1818393

"Go wake Sierra; once you get her awake start running to the Caboose at the end of the train and don't stop until you're there"

He nods and simply breaks down the door to the elf's room. Taking a few more steps towards the end of the hall, you pull your rifle back up and aim it towards where the remaining security guards are in the process of breaking down the door.

Despite your earlier words, you know that this isn't going to be easy. There's no cover between here and the door to the Caboose. Even from there, most of the Caboose's walls are windows, cutting down what little usable cover would be in there.

If you don't incapacitate some of the guards here, this could easily turn into a slaughter.

Know that, you prep your rifle and take careful aim...
> Aim for center mass. Their armor should protect them enough that the round should simply knock them off their feet.
> Aim for their rifles. A hard shot, but if you succeed you'll cut down on their killing potential.
> Aim for their legs. Disabling their legs means that they won't be able to chase you, and someone's going to have to give them medical attention.
>>
>>1818452
> Aim for their legs. Disabling their legs means that they won't be able to chase you, and someone's going to have to give them medical attention.

Kneecap some fuckers
>>
>>1818452
> Aim for their legs. Disabling their legs means that they won't be able to chase you, and someone's going to have to give them medical attention.
>>
Rolled 8, 46, 51, 16 + 2 = 123 (4d100 + 2)

>>1818459
>>1818469

Aim low, Score high.

> Roll me three 1d100+5's
>>
Rolled 14 + 5 (1d100 + 5)

>>1818485
>>
Rolled 11 + 5 (1d100 + 5)

>>1818485
Lock and load
>>
Rolled 64 + 5 (1d100 + 5)

>>1818485
>>
>>1818508

That's a 69 versus 53, Success.

Thank you, Anon, for saving us from a Stormtroopers vs XCOM Rookies fight.

Writin'
>>
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>>1818452

You make sure to even out your breathing, watching the door as it is slowly pulled open.

After a moment, three security guards burst through the opening. One of which is clearly the leader of the team.

The Security Captain has enough time to yell "OPEN F-" before your rounds find the first grunt's leg. He goes down hard, thankfully without his finger on the trigger, before he manages to get a round off.

To the Captain's credit, he doesn't waste a second before putting a burst straight into your chest. Or rather, where your chest was a split second ago as you dunk down just in time.

Another volley of rounds, none of which manage to severely wound, and the security guards fall back behind the door while the Captain provides suppressing fire.

You're forced to dart to the side as his burst tears holes in the end of your cloak, though you give them one last burst to keep them in cover before your rifle clicks empty.

Halfway through loading the next clip, Sierra and Goo Hwi run out of her room belongings in tow.

"GO GO GO!" You yell at the two of them, making sure that you're pulling up the rear.

> Roll me three 1d100+7's
>>
Rolled 42 + 7 (1d100 + 7)

>>1818540
>>
File: PreparetoFire.png (742 KB, 1920x1200)
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Rolled 87, 50 = 137 (2d100)

>>1818540

[ENEMY ACTIVITY]
>>
Rolled 35 + 7 (1d100 + 7)

>>1818540
>>
Rolled 80 (1d100)

>>1818540
>>
>>
>>1818563

87 versus 87, we have a tie.

This'll be interesting. Writin'
>>
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>>1818540

It's a good thing that you do, because just before you're able to make it to the door, you hear someone scream out.

"STOP RIGHT THERE!"

Time seems to slow down as you spin around to find one of the guards already has his rifle raised.

You know that Sierra is right behind you. The choice is simple.

Lunging back, you know the elf down and forwards, bringing your rifle up in the process. The guard takes a moment to readjust his aim and, almost as one, the two of you fire.

You take the burst straight to the chest, while you manage to hit his right arm with one of your shots.

You can feel the pain explode across your chest as the guard collapses on his side. That work you put into the chestpiece paid off in spades, apparently. It'll leave a nasty bruise on you, but its better than having holes in your lungs.

Sierra is on the ground, staring at you in shock. You don't waste the second to ponder if she's wondering how you're alive or if she's wondering how she's alive as you pull her to her feet and push her out into the elements.

You just manage to make it through the door and slam it closed behind you before the next volley impacts.

Now, though, you need to hurry.

> Roll me three 1d100+15's
>>
Rolled 92 + 15 (1d100 + 15)

>>1818596
>>
Rolled 14 + 15 (1d100 + 15)

>>1818596
>>
Rolled 12 + 15 (1d100 + 15)

>>1818596
>>
>>1818613

That's a 107, Outstanding Success

Writin'
>>
>>1818596

You step out into the rain behind Sierra. The cold and the rain bite into your skin, the darkness of the surrounding area setting your back alight with pain once more. Gritting your teeth through it, you walk forwards.

"Alright, John, what the hell is going on here!?"

Sierra is evidently pissed, though considering it's currently just after 4 am and it's freezing out you can understand why she'd be angry at having to get out of bed in a hurry.

Walking over to where there's the manual lever to decouple the Caboose, you wrap your hands around it before talking. "Getting us off," You pull level down hard, struggling with the resistance from the metal for but a moment before it gives, "This train".

The entire Caboose shudders as it suddenly begins decelerating, free from the pull of the rest of the train.

You need to hit the breaks if you want to get out of range anytime soon, but you can see the guards coming up for one last volley.

"Both of you, GET DOWN!" You yell at the two of your companions as you brace your rifle with one hand and hook up your Magitech Gauntlet to the access node.

> Last rolls of the arc, three more 1d100+15's
>>
Rolled 48 + 15 (1d100 + 15)

>>1818684
Damn, I kinda wanted to loot more, oh well.
>>
Rolled 69 + 15 (1d100 + 15)

>>1818684
>>
Rolled 75 + 15 (1d100 + 15)

>>1818684
git sum
>>
>>1818694

That's a 90. End of the Line.

Writin'

We'll finish part 6 just in time to max out this thread too nice.
>>
>>1818694
That'll do it

...And then we're stuck in the middle of bloody nowhere with only the clothes on our backs.
>>
>>1818715
We could try calling up Rider and her team for an assist...
>>
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>>1818684

The door opens, and you waste no time just emptying your clip into the last of your attackers. Aiming for just the center mass, it's a mostly bloodless slaughter as the natural choke point of the doorway makes it impossible for your shots to miss.

Before they can retaliate, you've gotten into the Emergency Braking System.

"HOLD ONTO SOMETHING" You give Sierra and Goo Hwi as long as it takes for you drop into cover with your back against the forward wall before you activate the brakes.

The screech of the breaks fills the air, deafening all of you as you feel yourself being pressed into the wall behind you.

Looking over, Sierra and Goo Hwi are both firmly in place, looking at you in horror and confusion respectively.

Another volley flies overhead, but you've already created enough of a gap to severely dampen their accuracy.

It takes almost an entire minute for the brakes to finally rid the Caboose of it's unwanted velocity.

But then it stops and it hits you that it's over. You've done it. You managed to escape an absolute deathtrap mostly unscathed.

You can't help yourself; you leave your rifle and your belongings underneath the canopy of the carriage and jump onto the tracks.

The feeling of being overtakes you, and you let out a scream of pure joy. The rain nor the cold bother you at the moment.

"So," Sierra, however doesn't seem to share your excitement, "What do you have to say for yourself?"

You just grin back at her, "I fucking hate trains"

[ARTIFICER QUEST PART 6 END]
>>
>>1818740

That's it for Part 6. Congratulations on completely circumventing about half of what I had planned out ahead of time. I like how it all worked out, so good work on escaping this death trap of mine. Since this thread is literally 8 posts away from being full, I've started up the next one here: >>1818809

Feel free to use that to talk about this Arc that just finished, how things will go moving forwards, and anything else you want to talk about.

Part 7 will begin tomorrow. Goodnight to those who are logging off for now, we will see you all again in the morning.




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