War Never Changes - IC

As the title suggests, feel free to RP it up.

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Re: War Never Changes - IC

Postby Timer » Sun Sep 30, 2012 5:08 pm

Lizz is still looking around the west room and she comes up with an idea. She tries to get up towards one of the lights, meaning to pull the protective case around the bulb to get to the vital light source.
If should get get that (and some of the wiring with it) she could wire the battery to the bulb, using the scrap as a makeshift case.

Actions
Look for Light (wall fitting)
Use Skill Repair/Science, Remove Casing, Remove Bulb and wire
Make Makeshift Lamp - Combine - Bulb/Wire/battery/scrap (Repair)
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 5:14 pm

Timer wrote:Actions
Look for Light (wall fitting)
Use Skill Repair/Science, Remove Casing, Remove Bulb and wire
Make Makeshift Lamp - Combine - Bulb/Wire/battery/scrap (Repair)
Even in the dark, you manage to find what you are looking for and pry the casing from the wall as well as the bulb too.

Hotwiring everything together, you try to attach the battery to the lamp... with little success. By your calculations the Battery should be giving electricity to the makeshift lamp.

This battery must not emit electricity, or perhaps it is empty. You simply can't get a good enough look at the battery in this darkness.

Item Added:
1: Makeshift Lamp (Unpowered)

Item Lost:
1: Scrap Metal

Items in Area:
1: Irradiated Rat Meat
"It's such a fine line between clever and stupid."

The Chronometal Wars, a fan-fiction taking place in the PPGD Universe. Catastrophe is the only certainty.
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Re: War Never Changes - IC

Postby Geomancer » Sun Sep 30, 2012 5:19 pm

Sid began to make the climb back up. "Let's go guys, we'll just have to come back quickly with the appropriate tools. We'll warn them and go."

ACTIONS:
TALK TO Lizz and Franky
CLIMB ROPE
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Re: War Never Changes - IC

Postby Archrival » Sun Sep 30, 2012 5:28 pm

Franky nods in approval of the plan, it was an annoyance that the pair could not get one simple door open but these things were meant to withstand the blow of a nuclear bomb. Climbing back up the jumpsuit rope, he waits for Lizz as best he can before the three decide on what to do next. "Well what now? Go to the outside world and see about getting summat that we can use to come back?"

Action(s) Taken:
Climb Rope
Talk To; Lizz and Sid.
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 5:32 pm

Geomancer wrote:ACTIONS:
TALK TO Lizz and Franky
CLIMB ROPE
Archrival wrote:Action(s) Taken:
Climb Rope
Talk To; Lizz and Sid.
Climbing the rope up, you both emerge at the surface. Still sunny as ever. You look around, the area is actually a little cleaned up. There is still rubble, sure, but everything seems to be in relative order now. You spot the Overseer as you emerge. He notices the hole you crawled out of.

"Is it really so bad you have to spelunk into a dark hole? Lord have mercy..."

He says under his breath as he writes things down on a clip-board. People are working around you, and most of the smaller rubble is now gone, but other people are using larger tools to move larger debris.

Sid and Franky's Area:

To the North: Caved in entrance to Vault 122. Moving in this direction will allow you to leave the Vault and explore the wastes.
To the West: A hole that leads to the reactor room. It is only large enough to fit one person at a time, but the fall is too great. You need something to safely lower you down.
To the South: Pod Chamber. Moving in this direction will allow you to return to where you awoke, perhaps to gather more supplies, although it doesn't seem like there are any left.
To the East: Overseer's Chamber. Moving in this direction will lead you into the Overseer's Chamber. Knowledge is power, and the Overseer seems to know much. Though he is not in his room right now, and is in fact right in front of you.
Around You: People are working feverishly around you.

Sid: Perception: You notice several of the tools being used would be perfect for your door.
Franky: Melee Weapons: The tools they are using could also make very good weapons, and your experience with large blunt objects and tools would be accented greatly, especially for uncooperative doors.

Liz's Area:

North: Room to Stairwell.
South: Door (No Power, Very Jammed, Slightly Open)
East: Dead Rat.

Items in Area:
1: Irradiated Rat Meat
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Timer » Sun Sep 30, 2012 5:34 pm

Lizz quickly follows, stowing the makeshift lamp carfully in her bag before climbing out into the vault.
"Well i managed to make this while we were down there.. i just need to get it powered..." In the relitive light she now checks the batteries she got in the haul while passing her torch to Drake, moving nearer to the vaults main room untill she can see them clearly. "Preahpse we should check the overseers office for tech supplies?" she quietly says to her 'Spelunking' buddies.

Actions
GTFO
Talk - Franky and Drake
Pass DIY Torch(Unpowered) to Drake
Examine batteries
Talk.. again. (quietly)
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Re: War Never Changes - IC

Postby Geomancer » Sun Sep 30, 2012 5:41 pm

Sid sighs, ignores the offered not-light, and grabs one of the tools. He gives one of them to Franky and points at the hole. "This should work. Let's go. Dr. Lizz, keep working on that light." He climbs back down the rope, this time falling as his arms give out at the bottom. He curses quietly.

ACTIONS:
GET lever
GIVE lever TO Franky
CLIMB DOWN Rope
Last edited by Geomancer on Sun Sep 30, 2012 5:43 pm, edited 1 time in total.
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 5:43 pm

Timer wrote:Actions
GTFO
Talk - Franky and Drake
Pass DIY Torch(Unpowered) to Drake
Examine batteries
Talk.. again. (quietly)

Getting the fuck out of the hole, you look at the Battery in broad daylight, and realize why It didn't work.

They are Microfusion Cells. They emit powerful lasers or plasma based on which weapon access which part of the energy, with careful hands it could be converted to let off conventional electricity and power something as small as a lamp.
Geomancer wrote:ACTIONS:
GET lever
GIVE lever TO Franky
CLIMB DOWN Rope
Not so quietly, he heads back down into the hole, after giving the lever to Franky.
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Archrival » Sun Sep 30, 2012 5:52 pm

Franky takes the tool, following along as any 'Lackey' would. He didn't care much for leadership right now, it just felt good to be outta that damn pod and experiencing the world as it should be. He follows Sid down the hole, climbing down with more grace due to his more physical exterior than Sid. He then uses the newly acquired tool to try and pry the door open once more.

Action Taken:
Recieve; Tool
Climb; Down Rope
Use; Tool on Door
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 5:57 pm

Archrival wrote:Action Taken:
Recieve; Tool
Climb; Down Rope
Use; Tool on Door
With a satisfying *Gashunk* the door flies open. A little bit of water comes out from the differences in water height, but it isn't much.

You aren't sure why... but something about this next room feels off. And it somehow seems even darker than usual.

Franky and Sid's Area:

North: Room to Stairwell.
South: Room (Unspecific)
East: Dead Rat.

Items in Area:
1: Irradiated Rat Meat
Last edited by Birdofterror on Sun Sep 30, 2012 6:00 pm, edited 1 time in total.
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Re: War Never Changes - IC

Postby Timer » Sun Sep 30, 2012 5:59 pm

"Okie dokie.. dont go tooo far though" wandered over to the overseer and tapped him on the shoulder "Hey there.. err mr Overseer.. two things. I was hoping i could use your office to work on my torch.. Working on MF cell is difficult at the best of times and a quiet enviorment would certianly help! Annnnnd i was wondering if you had a layout of schematic for the reactor and water treatment plant?" Lets just say 'the guns were out' the full charm offensive was enabled and working on all cylinders.

Cause whats better at making sure you get your way than making them think they will get something out of it too?

Actions
Talk Drake & Franky
Talk Overseer
USE SKILL Speech ON Overseer
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 6:04 pm

Timer wrote:Actions
Talk Drake & Franky
Talk Overseer
USE SKILL Speech ON Overseer

"Oh, Alright, that seems fine. I'll be out here, you know... 'rallying the troops' as some people are calling it. I have a workbench in my office, use it to your heart's content."

He turns his back to you and continues his work as you enter his room.

Liz's Location:

North: Workbench. 2 Lockers.
West: Door Out.
South: Footlocker.
East: Overseer's Bed, Desk with Computer, One Locker.
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Timer » Sun Sep 30, 2012 6:22 pm

"thhhannnkkk yoou, Your doing a brillant job" She gave him a hug probably a little longer than she should, but the pressure on his back couldn't have hurt (if you know what i mean). She quickly got to work, laying out the parts on the workbench as if she was working. She then went to the door and tried to use some scrap to trap the mechinism slightly, not so much to perminantly lock the door but enough that it would need try to open two or three times before the metal came loose.

She then moved to the computer, Using her natural skill she tried to call up the information on the layout of the area downstairs, wether there were any pipboys in the vault (and their locations) and the content of the north room she had been earlier.

Actions
Hug - Overseer
Talk - Overseer
Enter Office
Move North
Place on the Workbench - 1: DIY Torch(Unpowered), 1: MF Cell
Arrange Workbench AS IF in mid work
Move west
USE SKILL Repair + 1: Scrap Metal to Block door
Move East
USE SKILL Science ON computer


((Phew))
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 6:31 pm

Timer wrote:Actions
Hug - Overseer
Talk - Overseer
Enter Office
Move North
Place on the Workbench - 1: DIY Torch(Unpowered), 1: MF Cell
Arrange Workbench AS IF in mid work
Move west
USE SKILL Repair + 1: Scrap Metal to Block door
Move East
USE SKILL Science ON computer

You lock the door down, in the pre-emptive attempt to stop nosy visitors from her sleuthing. Calling up the map of the former Vault 122, and whatever Pip-boy storages there may have been, you see that there were several near the Entrance of the Vault.

This disheartens you because the Entrance of the Vault is nothing but rubble at this point, but now that you know what you are looking for you may be able to find some buried in the sands and rubble.

You also call up a map of the Reactor Chamber. The North room served little more use than a means to an end, and did little else but store some Microfusion Cells, wrenches and repairing materials. You find the reactor, in the southeast part of the Vault. Just east of the southern room recently discovered. The water purification chamber is also in the same room. It would be safe to assume whatever is contaminating the water is in the Reactor Chamber.

You also notice that the Reactor chamber is used to store an Energy Rifle, which uses Microfusion Cells.

Liz's Location:

North: Workbench. 2 Lockers.
West: Door Out.
South: Footlocker.
East: Overseer's Bed, Desk with Computer, One Locker.
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Geomancer » Sun Sep 30, 2012 10:19 pm

"Alright, let's go check this place out. You know, I was surprised the Overseer didn't offer us schematics or something. You'd think a man in his position would have access to such things." Sid led the way, his pistol at his side. He doubted something was going to attack them down here. He waited for his eyes to get used to the gloom as he looked around.

ACTIONS:
SOUTH
TALK TO Franky
LOOK
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Re: War Never Changes - IC

Postby Timer » Mon Oct 01, 2012 9:22 am

”ooohhh…. Could be useful” She made a mental note of where the pipboys had been, she knew the little machines were more than rugged enough to survive at least mostly intact and were worth their weight in gold. She also tried to remember the layout of downstairs before switching the computer back to how it looked before. She Checked the locker next to the bed (Couldn’t hurt) and then moved to the workbench.

She checked the two lockers next to it as well (because… why not?) and then started work on the MF cell to adapt it for use on the torch, carefully prying the beautifully constructed device to be the heart for her Frankenstein-esk like creation.

ACTIONS
USE INTELLEGENCE – Memorise PIPBOY locations and apply them to the layout of the room they are in.
USE INTELLEGENCE – Memorise a basic layout of the sublevels.
USE SCIENCE ON COMPUTER - Erase her digital presence, making the computer look as if it had not been touched.
CHECK – LOCKER EAST
MOVE – NORTH
CHECK – 2 X LOCKER’s
USE – WORKBENCH + REPAIR – Modify the MF cell to output electricity

((And if possible))
USE – MF CELL (MODIFED) ON DIY TORCH (UNPOWERED)
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Re: War Never Changes - IC

Postby Archrival » Mon Oct 01, 2012 9:39 am

Franky nodded at Sid's hypothesis. "Perhaps it was a need to know thing? We didn't need to know so he didn't tell us. Perhaps if asked he'd share such a thing, I mean it's not exactly a well guarded secret ya know?" He pondered, would everyone be like that? Hoarde info and sell bits for the right price? Cus that could be quite a lucrative business, those in the know would be paid to know such things. Franky liked that idea, perhaps he'd set something like that up once he'd found his feet in this new world.

Action Taken:
SOUTH
Talk To; Sid
Search; Room
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Re: War Never Changes - IC

Postby Birdofterror » Mon Oct 01, 2012 2:26 pm

Franky and Drake:
Archrival wrote:SOUTH
Talk To; Sid
Search; Room
Geomancer wrote:ACTIONS:
SOUTH
TALK TO Franky
LOOK
You enter the dangerously dark room. It is wet, and you know it is Irradiated even without the Geiger Counter. You ponder the prospects of traveling in here with neither a Flashlight nor a Geiger counter, but moving on, you manage to feel around the room without so much as a hitch.

Franky and Drake's Location:

North: Entrance Room
West: Door (Unspecific)
East: Door (Unspecific)

Liz:
Timer wrote:ACTIONS
USE INTELLEGENCE – Memorise PIPBOY locations and apply them to the layout of the room they are in.
USE INTELLEGENCE – Memorise a basic layout of the sublevels.
USE SCIENCE ON COMPUTER - Erase her digital presence, making the computer look as if it had not been touched.
CHECK – LOCKER EAST
MOVE – NORTH
CHECK – 2 X LOCKER’s
USE – WORKBENCH + REPAIR – Modify the MF cell to output electricity
((And if possible))
USE – MF CELL (MODIFED) ON DIY TORCH (UNPOWERED)
Using your magical powers to hyper-memorize the vague locations of possibly buried Pip-boys that may or may not exist, you do just that.

You also make a mental image of the lower levels of the vault. The south door from the entrance room leads to a cross-road where if you go east, you end up at the reactor. If you head west, you end up in a strangely barren room that doesn't seem to have any immediate use.

You use your above average science skills to delete the traces of you being on the computer. It's been a while since you had to delete such things, but your natural talent with all things technological comes in handy. Now: It's time to smash and grab.

You quickly move to all of the lockers and check them. The first locker by the bed has nothing but clothing in it. You spot 'something' of value and swipe it.

Item Gained:
1: Unidentified Ring

You move north to the two other lockers. They seem to have repairing and building materials, as well as tools to alter hardware. You aren't sure if you should take them right away.

Items Found:
1: Weapon Repair Kit
5: Scrap Metal
5: Spare Wiring

You head to the Workbench and modify the Microfusion Battery. What you end up with is a slightly lesser version of the same battery, but with the altered voltage to be used on much smaller appliances.

Items Modified:
-1: Microfusion Battery
+1: Microfusion Battery (Low Voltage)

You use the battery with your makeshift lamp, and it lightens your heart to see it glow a healthy ray.

Sure, it's glowing GREEN but it's better than nothing. With the odd ring safely tucked in your pocket, the memories of the layout of the vault and Pip-boys in mind, you may loot the rest of the items before heading out.

Item Added:
1: Makeshift Lamp (Powered)

Liz's Location:

North: Workbench. 2 Lockers. (Searched)
West: Door Out.
South: Footlocker.
East: Overseer's Bed, Desk with Computer, One Locker. (Searched)



Arvel:



"Almost... Got it... THERE!" A machinesmith exclaims as he manages to fix this pod. "One small step for Dave, one huge leap for... uh... eh- fuck it. I'm opening it."

He punches in a code and the pod begins to open. The being in stasis now coming into sync with the rest of the world. As was the case for the rest of the Pod Dwellers, this so called 'Dave' takes Arvel and places him on the bench in the west side of the room. He slowly comes into focus, and begins to open his eyes to view the world around him.

"Yeah, sorry to wake you up like this... but there are a few things you... kind of have to know."

He spends the next several minutes explaining what happened around you. The thing that destroyed the vault, the broken pod, the people in the other pods as well as what the Overseer expects from all Pod Dwellers.

"What's on this table is what most people found that belonged to the other Pod Dwellers... but it seems not a lot of your stuff survived." He says, almost somberly. "All of your possessions were valuable and were likely stolen by... you know, miscreants. But... I did manage to find this."

He puts a necklace on the table in front of you, and backs away as if expecting recoil.

"I'm uh... I'm gonna go now. My job here's done, and the Overseer likely wants to see me. So, see ya Arvel."

You shake the sleep out of your head and look at the items in front of you.

Item(s) remaining in the area:
9+: Standard issue Vault-122 Jumpsuit(s)
9+: Vault-122 Membership Card(s)
1: 9mm Pistol(s)
3: Vault 122 Canteen(s)
1: Unidentified Necklace

Arvel's Location:

North: Door to Central Vault
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Timer » Mon Oct 01, 2012 3:30 pm

”oooh... shiny” She looked the ring carefully over before stowing it away, ”It’s alive!” she did a little victory dance to herself before getting out the Geiger counter and waving it over the Lamps lit beam. Putting the counter and lamp away she closed all the lockers (deciding to leave the expensive looking equipment in the two lockers by the workbench) before undoing the door.

She exits and goes to find the overseer, she tapping him on the shoulder ”Thanks for that, the workbench made things soooo much easier. I’m heading back down, if you think anyone else can help us down there don’t hesitate to send them. Just make sure they shout ahead and Ask for doctor lizz.” She smiled at the man before leaving to catch up with the guys.

ACTIONS
EXAMINE Unidentified Ring
USE Geiger counter ON Makeshift Lamp (Powered)
CLOSE 3 X lockers
USE SKILL repair ON door.
MOVE West
TALK Overseer
MOVE West(down)
EQUIP Makeshift Lamp (Powered) AND Geiger counter

((From now on I will allow you to move me Birdot, just inform me when I have caught up.))
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Re: War Never Changes - IC

Postby Geomancer » Tue Oct 02, 2012 2:53 pm

Sid shakes his head. "Why did we come in here without a flashlight?" He mumbles to himself. He looks at his arms, then the rope. There's no way he can climb back up. "Franky, get dry for a little. We'll wait for the good doctor." Sid finds a desk or something to get out of the irradiated water.

ACTIONS:
TALK TO Franky
SOUTH
GET ON Desk
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Re: War Never Changes - IC

Postby Archrival » Tue Oct 02, 2012 3:56 pm

Franky too felt this room is pointless unless a lightsource is usable, he ran his tongue along his teeth. There was a metallic tang in the air, this did not feel right. "Better get outta here indeed" He followed his associate out the room and onto the desk as to get outta the problematic water.

Action Taken:
South
Get On; Desk
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Re: War Never Changes - IC

Postby Birdofterror » Wed Oct 03, 2012 7:40 pm

(Sorry for the no shows. I have been barred from the computer the last 48 hours.)
Timer wrote:ACTIONS
EXAMINE Unidentified Ring
USE Geiger counter ON Makeshift Lamp (Powered)
CLOSE 3 X lockers
USE SKILL repair ON door.
MOVE West
TALK Overseer
MOVE West(down)
EQUIP Makeshift Lamp (Powered) AND Geiger counter
Timer wrote:((From now on I will allow you to move me Birdot, just inform me when I have caught up.))
Having gotten what you came for- and then some, you head out of the office. On your way out, you make flirtatious eye contact with the Overseer. He notices and responds, but he returns to his work after a few moments. It seems you may have him in the palm of your hand should the need arise.

You Crawl down the hole, but you weren't expecting and audience.

It seems your partners in crime were waiting for you. You climb to the bottom and rejoin the group.

Geiger counter and Flashlight in hand, you seek to finally find out what is contaminating the water!

You turn on the flashlight... still green. But it will undoubtedly get the job done.

Drake: Perception: You notice the green light fluctuates slightly.
Liz: Science: Noticing what Drake has said, you realize that even though the Microfusion Battery is re-purposed for light-generating, it is still letting off a small Plasma charge. Should the need arise, you could throw and break the lamp to release the energy with the power of a small Plasma Grenade. By itself however, the fluctuations do not Generate Rads nor do they cause any harmful effects so it's safe to use.
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Timer » Thu Oct 04, 2012 6:29 am

"Hey there boys, having fun on your table?" She chuckled to herself, moving further into the room "I managed to get the schematics for this sublevel while i was fixing the lamp, i ALSO managed to find out there were pipboys in the vault! How exciting is that!?" She carried on towards the door out towards the plant/Reactor working from memory. ”Apparently there’s a plasma rifle down here as well, will have to keep an eye out for it.”

ACTIONS
TALK to franky and drake (the table twins)
MOVE to door (the direction of the reactor, working by her schematics.)
WAIT for franky or drake to open said door.
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Re: War Never Changes - IC

Postby Birdofterror » Thu Oct 04, 2012 9:21 am

Timer wrote:ACTIONS
TALK to franky and drake (the table twins)
MOVE to door (the direction of the reactor, working by her schematics.)
WAIT for franky or drake to open said door.
You head to the east door and hold position, waiting for someone to have your back.

Your makeshift plasma-torch flash-light thing still letting off a cool green glow.

Your Geiger counter clicks a little louder. It is not at two yet, but it is nearing it. You need to find what is causing this and fast!
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Geomancer » Sun Oct 07, 2012 2:09 pm

Sid gets down off the table and opens the door.

ACTIONS:
DOWN
OPEN door
Final Fantasy IX was the best Final Fantasy game ever and if you think otherwise you are WRONG!

My fanfiction account. Comments and criticisms are very welcome.
GMancer
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