War Never Changes - IC

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Re: War Never Changes - IC

Postby Birdofterror » Sun Oct 07, 2012 3:11 pm

Geomancer wrote:ACTIONS:
DOWN
OPEN door

You join Liz and open the door. Cautiously and carefully, you inch it open.

Although what is inside; now illuminated by the green light surprises you and catches you off guard!

A Feral Ghoul! It seems to have notices you slightly, but it is more preoccupied with a dead rat it is eating.

You hastily close the door out of reflex and surprise and place your back to it.

There is a ghoul in there, and you could tell from its face and eyes that it was Feral.

How to deal with it is a large question you have to answer yourself...

Location:

North:
Entrance Room
West: Door (Unspecific) --- (Map: Empty Room)
East: Reactor Room (Has an enemy inside)
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Archrival » Sun Oct 07, 2012 3:25 pm

Having seen the ghoul due to the pair opening the door before he could anything Franky readied him, cracking his knuckles, picking up his bat from the table and getting off the table before giving another few practice swings before walking towards the door they had just opened. Pushing the two clever clogs out the way Franky makes his way into the room, with Liz's light giving him some illumination Franky casually strolls towards the feral creature that was once human before giving a good hard swing right towards the ghoul's head.

Action Taken:
Down
East
Open; Door
Use Skill/Use Item; Melee/Baseball Bat On; Ghoul
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Re: War Never Changes - IC

Postby Birdofterror » Sun Oct 07, 2012 3:44 pm

Archrival wrote:Action Taken:
Down
East
Open; Door
Use Skill/Use Item; Melee/Baseball Bat On; Ghoul

You charge in the door, and it causes the ghoul to jump to a battle ready position! You opt to bring your bat down on the ghoul, but your attack does not land true! He blocks the attack with one arm and swipes at you with the other!

Your high agility and skill at low range allows you to dodge the attack, however the ghoul is much stronger than you anticipated!

"RAHG!" It gurgles out as it barrels down on you! Without thinking you instinctively attempt to bat the ghoul away, but it smacks your bat away and you have just enough time to back up! You quickly exit the room, but the ghoul is almost at the doorway!

EVENT: The ghoul is attacking you!

Goal(s):

1: Kill the ghoul
2: Survive
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Archrival » Sun Oct 07, 2012 3:57 pm

"Wanna play rough do ya? I can play rough." Readying his fists Franky plans to beat the living shit outta this ghoul with his own bare hands, nobody touches his baseball bat but him and now this mook messed with the wrong Italian. Giving his knuckles a good crack he attempts to give a swing towards the ghoul with his left then following with a right, hopefully this will distract the thing so Sid can get a good shot at it. Franky had done a bit of boxing back before the bombs fell so he knew how to duck and weave if the ghoul decides to give him another run for his money.

Action Taken:
Use Skill; Unarmed On Ghoul
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Re: War Never Changes - IC

Postby Birdofterror » Sun Oct 07, 2012 5:37 pm

Archrival wrote:Action Taken:
Use Skill; Unarmed On Ghoul

You rush the ghoul and attempt to settle things with your fists! Your Heavy Handed trait allows you to block heavy attacks with your hands and arms and grit through the pain and keep up constant assault! You land a good hit, then another, then another! Your fists strike like lightning and hit like trucks, but Ghouls are equally known for their dangerousness in close range!

You take a lot of damage, but deal a lot yourself! But the ghoul is really giving you a run for your money! You block the heavier attacks but your fatigue is starting to weigh on you! The ghoul is simply too fast to dodge all of the attacks.

Several seconds pass into the battle and you are severely damaged and the ghoul is damaged slightly, however you both show the same level of Fatigue. Should the fight continue like this, you could really die, or attain serious injury. You need help!
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Re: War Never Changes - IC

Postby Geomancer » Sun Oct 07, 2012 5:43 pm

While Franky had been hammering on the... thing. In the back of his mind, Sid examined it. Humanoid... too humanoid. Previously human? Probably. Sid noted the rotting skin. Radiation sickness? The creature seemed far too strong. Maybe some kind of long-term mutation? The front of his mind focused on the here and now. Sid had been taking his time. Now? No, Franky leaned to the side. Now? No, the creature was about to turn. Now? Yes, now! Right as the creature reared back for another strike, Sid fired his 9 mm, aiming for the creature's head.

ACTIONS:
USE MEDICINE ON Ghoul
AIM
AIM
FIRE AT Ghoul's head
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Re: War Never Changes - IC

Postby Birdofterror » Sun Oct 07, 2012 6:00 pm

Geomancer wrote:ACTIONS:
USE MEDICINE ON Ghoul
AIM
AIM
FIRE AT Ghoul's head

Using 'Medicine' you do indeed see the creature was once human. You have good medical credentials and experience, but you simply don't know enough about such a creature to make any actual assessments. However, there is one thing constantly present in living things.

Aiming for the head and shooting them almost always works.

Taking such a long time- having Franky take a lot of damage in the process, you finally get the 'money shot' and fire a shot right into the side of the head, shattering the temple and lodging tastefully in its brain.

"Hahhhrk, Blehhrgh!" It gurgles as it stumbles backwards and falls into the water. Semi surprised it didn't die instantly, you notice it is breathing rapidly, and its blood is leaking into the water. It will likely be dead very soon.

With the immediate threat out of the way, your medical training- as well as Liz's lead both of you to examine Franky.



Damages:

1: Broken left arm
1: Fractured right wrist

Slight bleeding and skin tears.



Recommended Treatment:

1x Stimpack (Health)
1x Doctor's Tools (Broken limbs and damaged body parts)
1x Med-x (Optional; to dull the pain)



Number of First Aid Kits and Items Inside:


4: First Aid Kits Consisting of:


4: Stimpacks
4: Doctors Tools
8: Med-x
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Re: War Never Changes - IC

Postby Geomancer » Sun Oct 07, 2012 6:54 pm

Sid stares at the creature, then walks closer and puts another bullet in its head. He mutters something along the lines of "Rule #2." He comes back and looks at Franky closely. "We can't have you wandering around down here like that." He pulls out a Med-X and stabs Franky in the arm. "That should do you over for now." He adds a stimpack for good measure and says "I'll see to your arm later. Just try to stay still. We should stay here as little as possible."

ACTIONS:
SHOOT ghoul's head
USE Med-X ON Franky
USE Stimpack ON Franky
TALK TO Franky
Last edited by Geomancer on Sun Oct 07, 2012 8:06 pm, edited 1 time in total.
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Re: War Never Changes - IC

Postby Timer » Sun Oct 07, 2012 7:52 pm

”Poor thing..” Lizz stepped over the ghoul and moved further into the room, she used her torch and began scanning the mechanics, ”We need to find this containment leak and plug it before we can do anything about getting the reactor online again…” She was using her Geiger counter as intended, sweeping to try and find the source of the emissions, noting all the time any problems she found with the reactor as she went.

”And if this is the right room there should be a plasma gun in here.. could you have a look around Franky? It should be around <LOCATION FROM SCHEMATICS>. If you done good doctor two eyes would be better than one up here” She smiled to Drake, pointing to where the plasma rifle should have been.

Actions-
TALK – Generally
MOVE TO reactor
USE SKILL Science/Repair ON reactor WITH Geiger counter – She is trying to locate the source of the radiation leak.
USE SKILL Science/Repair ON reactor – She is also looking for damage to the reactor
TALK Franky and Drake, USE intelligence –To remember the location of the plasma rifle
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Re: War Never Changes - IC

Postby Geomancer » Sun Oct 07, 2012 8:07 pm

Sid replicated the smile, though his eyes didn't smile. ("How much longer is this going to go on?!") He looked where she was pointing and poked around.

ACTION:
FAKE SMILE
SEARCH Room
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Re: War Never Changes - IC

Postby Birdofterror » Sun Oct 07, 2012 9:17 pm

Timer wrote:Actions-
TALK – Generally
MOVE TO reactor
USE SKILL Science/Repair ON reactor WITH Geiger counter – She is trying to locate the source of the radiation leak.
USE SKILL Science/Repair ON reactor – She is also looking for damage to the reactor
TALK Franky and Drake, USE intelligence –To remember the location of the plasma rifle
Geomancer wrote:ACTION:
FAKE SMILE
SEARCH Room
You search the room, and in the center of it (in which you are somewhat surprised you haven't noticed it yet) Is the reactor! It doesn't take a high Perception to find out what is causing the Radiation contamination.

There is a glowing green canister lodged within the Reactor. It seems to have hit is so hard that it knocked all the power out on the lower levels. Without enough power to support the water purification systems, the water holding devices gave out and that's what caused the leak.

The constant water hitting the device caused it to rust and breach, causing it to leak a faint green liquid into the surrounding water. That is what's causing the gradually rising radiation. It is probably dangerous to get too near, then again most of its radioactive elements are in the water you are standing in... so the cons probably won't be too high.

Looking around the room further with your Lamp, you spot a lot of wreckage, as well as a hole in the ceiling. It is really small, and faces due north. About the size of a small dinner plate.

Sid: Perception/Intellect: Judging by the Canister lodged in the reactor, the direction it is facing as well as the dent it made to the Reactor itself, it's logical to assume the hole in the ceiling was caused by this canister. Something from the outside launched the canister with such force as to pierce solid rock and the outside of an iron vault and collide with the Reactor, causing it to lose power.

Liz: Science/Repair: The reactor is in pretty okay shape. Aside from a completely blown lower fuse and a dent so contorted it is pinching the internal wires, it could be fixed in less than a day.

You continue to look around to room for this 'Energy Rifle' and look to the east wall, as the container it was in should be. There is a single locker, but it has fallen into the water and is pinned under many rocks.

Franky: Strength: You have enough upper body strength to Loosen the locker enough to get it out of the irradiated muck, but with your arms the way they are, it's not going to happen any time soon.

Regardless, you have found the cause of the radiation, and except for a single room which 'shouldn't' have anything in it in the first place, the entire level is clear.

Before leaving, you may want to consider something to do with the Reactor, or the canister lodged in it.

West: Door out
North: Hole in the ceiling
East: Locker (Pinned)
Reactor: Broken Machinery and Irradiated Pod
Around You: Dead Ghoul (Unsearched)
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Re: War Never Changes - IC

Postby Archrival » Mon Oct 08, 2012 8:06 am

Franky winced as Sid patched him up. "Damn that bastard ghoul packs a mean one." The Italian gives the now deceased ghoul a good kick and then begins to search the coprse with his right arm to see anything loot wise, using his left in his current state would be just plain dumb at least the Med-X allowed the use of his right with the pain being numbed to minimum. He notices the locker in the muck and grumbles about his current state, he gives it a tap with his baseball bat. Maybe the intellect twins could combines themselves and get it out, perhaps someone above could do it as well.

Action Taken:
Search; Ghoul
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Re: War Never Changes - IC

Postby Timer » Mon Oct 08, 2012 8:35 am

"We need a radsuit or something.. we aren’t gonna be able to fix this in a couple of minutes." If the Canister hadn't have been dangerously radioactive she would have kicked it, instead she climbed higher onto the reactor to get out of the sludge. "I suppose we should get out, nothing we can do here unless we got enough radaway and mixed it into the water OR had proper rad protection.." She climbed until she got to the point where the canister had struck; she began looking at the damage, seeing if maybe she could get the reactor to at least start... If she could do that then she might be able to get the water purifier to start.

Actions
TALK - Franky and Drake
CLIMB ONTO reactor
USE SKILL Repair ON reactor - She is seeing if she can get any life out of the old girl, to at least start the water processor while they work on fully repairing the systems.
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Re: War Never Changes - IC

Postby Birdofterror » Mon Oct 08, 2012 11:34 am

Archrival wrote:Action Taken:
Search; Ghoul
You frisk the ghoul with your good hand, as it seems to still be wearing shorts of some kind. You feel a bulge in the pockets and finger them out.

It seems to be a Vault 122 Membership card, though the identification seems to be long worn away, it is definitely of this Vault. There also seems to be something else, much bigger, holstered on the other side of the ghoul.

A 10mm Pistol! It's in pretty bad shape, but you know these things can pack a punch. It has no ammo, but you are sure you can find some along the way.

Items Found:
1: Vault 122 Membership Card (Ghoul)
1: 10mm Pistol (Almost Broken)
Timer wrote:Actions
TALK - Franky and Drake
CLIMB ONTO reactor
USE SKILL Repair ON reactor - She is seeing if she can get any life out of the old girl, to at least start the water processor while they work on fully repairing the systems.
Climbing onto the reactor, you can see the damage to the reactor is almost completely superficial. The large indentation left by the Canister had blown one of the lower fuses and caused the entire lower level to lose power, but other than that it is working just fine. If the lower fuse were replaced and the Reactor repaired, the Water Purification and Holding systems would be repaired as well.

You opt to repair whatever damage you find, but without a Fuse or any sort of repairing tool, you cannot really do anything. At least you diagnosed the problem, and can fix it whenever you have the proper tools.

Just as well, you need to return to the surface anyway and once there, you need to fix Franky's arm. You take another look at the rubble to the eastern wall. It's really pinned under there, and caked in rust and grime... Getting it out without good upper body strength and/or better leverage would be difficult.

(You all now have the ability to skip moving into other rooms, and instead you can move from anywhere in the lower levels to the surface and back to any other room as well. You still have to individually move while on the surface or while searching other rooms.)

Items In Area:
1: Vault 122 Membership Card (Ghoul)
1: 10mm Pistol (Almost Broken)

West: Door out
North: Hole in the ceiling
East: Locker (Pinned)
Reactor: Broken Machinery (Fixable) and Irradiated Pod
Around You: Dead Ghoul (Searched)
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Re: War Never Changes - IC

Postby Geomancer » Mon Oct 08, 2012 1:13 pm

"Alright, we leave, find something real quick, and come back. Meanwhile, we tell the others to drink as little water as possible. We don't tell them it is irradiated. Just tell them we want to ration it out as much as possible. That should go well... hopefully." He frowns. "Anyway, Franky, let's get out of this muck. I've got an idea on how to get you out. We'll tie the rope around your waist and just pull you up. We'll need to use something smooth up top as a pulley so the rope doesn't fray."

ACTIONS:
GO TO Hole
CLIMB
ENACT PLAN
PULL Franky up
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Re: War Never Changes - IC

Postby Timer » Mon Oct 08, 2012 5:39 pm

Lizz left the reactor room, with nothing else she could do she moved onto objective number two. She made her way back above ground, finding the overseer. ”Wow.. looks like you’ve been busy!” she was referring to the people around moving now with purpose. ”We need a Fuse and the tool to fit said fuse? The Reactor has blown it’s one and I was hoping you’d have an idea of where one was… or any parts I could use to jury rig one?” She hefted her slender frame onto a nearby table, talking to him casually as anyone else would talk to somebody they had known for years.

”Also.. I was wondering if I could borrow some of the more strapping members of the vault dwellers, I need to shift some things around in the vault entrance… I think there might be some stuff in there that can help us but obviously it was buried in the accident.” She smiled her little smile and was already calculating in her mind how quickly she could get that tech uncovered.

<IF THE OVERSEER AGREES>

She took her merry band of helpers to the nearest place she could get to the stash of pipboys. She talked to them all as if they were her best friends, trying to whip them into a fever of activity!
She was trying to get the heavier rocks out the way first then by hand clearing the loose debris to reveal the prize underneath!

<IF THE OVERSEER HAS A PROBLEM>

She looked a little disappointed, ”Its ok hun, I’m sure my spelunking buddies will be able to help me.” She then went to find Franky and Drake.

ACTIONS
INSTAMOVE TO Main room
TALK and USE SKILL Speech ON Overseer – She is trying to find out whether the vault has any spare fuses or tools for fitting them to the reactor
TALK and USE SKILL Speech ON Overseer – Try and get five or so strong men and women to help her excavate the pip boys.

<IF THE OVERSEER AGREES>
USE SKILL Speech ON band of merry miners – Try and get the miners to work as fast as possible!
USE ATTRIBUTE intelligence AND charisma – Direct the miners too the location of the pip boys

<IF THE OVERSEER HAS A PROBLEM>
USE SKILL Speech on Overseer – Make the Overseer feel sorry for her, further cementing her control by making him feel like he owes her.
FIND Franky and Drake!
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Re: War Never Changes - IC

Postby Birdofterror » Tue Oct 09, 2012 11:44 pm

Geomancer wrote:ACTIONS:
GO TO Hole
CLIMB
ENACT PLAN
PULL Franky up
You attempt to find something resembling a Pulley or at least something that could replicate its uses, but fail to do so. There simply isn't anything like that around you.

You painstakingly attempt to Pull Franky up, but he's just a little too heavy, or you are just a little too weak. Other members around you notice your struggles, and others also know what you and your group have been trying to do. Without so much as asking them they lend their aid and help you pull the Makeshift rope!

Within a few moments, Franky reaches the surface. Several of the Vault members assume he is badly injured and try to help, but they are shooed away by the only slightly hurt Franky.

He's fine, just a broken arm and some minor injuries. A few moments later they disperse and everyone is above ground.
Timer wrote:ACTIONS
INSTAMOVE TO Main room
TALK and USE SKILL Speech ON Overseer – She is trying to find out whether the vault has any spare fuses or tools for fitting them to the reactor
The overseer is ecstatic with your progress.

"So there was a Ghoul down there? And a strange Canister? And all you need is a fuse... huh? Sure, we only have a few left over- but I don't see any better use for them than this. Here, this is also a Multi-Tool, you can use it for multiple things- even self defense! But in this case, it would be perfect for fixing the Reactor."

Items Obtained:
1: Fuse
1: Multi-Tool
Timer wrote:TALK and USE SKILL Speech ON Overseer – Try and get five or so strong men and women to help her excavate the pip boys.
"Pip-Boys?"

He pauses for a few moments before asking a question...

"How did you know Pip-Boys were over there? You were recently awakened... I don't recall giving you a map either."

Being put on the spot, you try to think something up. As you are thinking, one of the Vault Members trip on something! "Ah- DAMN!" He lets out as he examines the thing he tripped on. "What the?" He exclaims as he pulls something from the sand.

It's a Pip-Boy! How Lucky!

"Well that just about does it I guess! Such things could be very useful."
Timer wrote:<IF THE OVERSEER AGREES>
USE SKILL Speech ON band of merry miners – Try and get the miners to work as fast as possible!
USE ATTRIBUTE intelligence AND charisma – Direct the miners too the location of the pip boys
"I understand that you want the Pip-Boys, but we simply have to divert our energy to clearing the debris and Burying the dead... We are almost done, we will be done by tomorrow. Didn't you say that you may be able to repair the reactor in about a day? I think everything adds up... we will Excavate for the Pip-boys tomorrow, after you are done with the reactor.

Having reached such a desirable outcome, there are only a few things left to do as you look into the sky. It's almost night, almost time to end this first day.

Objectives:
Fix the Reactor
Examine the Canister
Fix Franky's Arm


Even if you use Doctor's tools on a Broken limb, it will still take a good night's sleep to fully fix itself. Franky cannot head down the hole again with this broken arm.

Liz: Low Endurance: You are more tired than anyone else in your group, you can function for about an hour before needing to sleep.
Franky: Fast Shot: Being left with nothing to do is leaving you stir crazy. You have to find something to do.

North: Out of the Vault.
West: Blocked Stairwell or Hole into the Lower Levels.
South: Pod Chamber and Residential Chambers.
East: Overseer's Chamber.
Around You: There are much fewer people than there were this morning, a lot of people seem to have calmed down. Everything seems a lot more clean now, the frontal opening is now completely cleared.

Items in Area:

1: Discarded Pip-Boy
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Re: War Never Changes - IC

Postby Timer » Wed Oct 10, 2012 5:02 am

Lizz picks up the discarded Pip-boy without a moment’s notice, stowing piece of tech with the fever of a nerd at a star trek convention who had just seen leonard nimoy giving out autographs. She then turned back to the overseer with a ‘oh did I do something wrong’ smile. ”Oh thank you! This fuse will be great.. we can get the reactor running and then the water system will be back up!” She gave him another big hug, both out of excitement and a sense that she needed to smooth over where he got the information about the pip boys from.

She yawned loudly, ”Well its about bed time… I will see you in the morning fearless leader!” she then went to find Franky and Drake. ”Guys look what just fell out of the ground!” she showed them the pip-boy, ”And I got the fuses and the multitool to fix the reactor from the Overseer… we should be able get it working once slugger here is back to full health!” she winked at Franky, ”I was thinking about bed though, another night won’t hurt the reactor and if we are at tip top condition we will be able to fix it faster.”

Actions
GRAB – 1: Pip-Boy
TAKE – 1: Fuse, 1: Multi-Tool
TALK – Overseer
USE ATTRIBUTE – Charisma ON Overseer
FIND – Franky and Drake
TALK – Franky and Drake (a lot)
SHOW – Franky and Drake 1:Pip-Boy, 1: Fuse and 1:Multi-Tool
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Re: War Never Changes - IC

Postby Archrival » Wed Oct 10, 2012 7:26 am

Franky takes the rather broken 10mm pistol with his good arm and follows along with the what the other two are doing. After getting yanked up to the upper level thanks to Sid's pulley his Left arm was killing him, he thought about going back down and just wailing on the dead ghoul but that wouldn't be very productive plus probably make his condition worse. He winced again at another surge of pain from his arm, yes the Med-X helped to lessen the pain but there were still surges that someone with a lesser constitution would probably faint at.

"I don't need no rest, besides I just spent god knows how long in that stupid stasis chamber, perhaps maybe if I had some kinda book or something I could take it a bit easy but definately gonna need some to occupy me or that ghoul down there ain't gonna be the only thing being hostile." Was his response to Miss Liz's diagnosis of them needing sleep.

Action Taken:
Take; 10mm Pistol
Talk to; Liz and Sid
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Re: War Never Changes - IC

Postby Birdofterror » Thu Oct 11, 2012 1:31 am

Timer wrote:Actions
GRAB – 1: Pip-Boy
TAKE – 1: Fuse, 1: Multi-Tool
TALK – Overseer
USE ATTRIBUTE – Charisma ON Overseer
FIND – Franky and Drake
TALK – Franky and Drake (a lot)
SHOW – Franky and Drake 1:Pip-Boy, 1: Fuse and 1:Multi-Tool
Recapping your actions for the day, you are left with a seemingly fully functional- but not yet activated Pip-boy. There is something Off with this pip-boy, but you can't put your finger on it. You show everyone your tools, and assure that by tomorrow everything can be fixed- and who knows? You might leave this dank Vault soon too!

You yawn as the prospect of sleeping rears its comfortable head... a woman of such low constitution wading around in radioactive filth would be expected to be tired by now. To the south in the Pod chambers are also residential chambers... both coincidentally and solemnly, several rooms are now free to be inhabited with the recent tragedy befalling the Vault. Several rooms can be taken.
Archrival wrote:Action Taken:
Take; 10mm Pistol
Talk to; Liz and Sid
With Liz going to bed and Sid off doing his own thing, you seek to find something to occupy your time before you get tired as well, you tell your group that you are going to find something to do.

You wish to find some sort of book to keep you busy, but there isn't anything for entertainment purposes... just manuals and construction booklets. Working out is out of the picture with this broken arm... at least working out conventionally.

The 10mm pistol you have has an entire clip in it, good for 12 shots, but is beaten beyond even half efficiency. Maybe you could fix it tomorrow.

As you are left to the company of yourself, you notice other Vault members are also turning in for the night... all except the Overseer. He seems to be done with his trusty clip-board, but he continues to watch everyone working and going to bed.

He notices you and diverts his eyes several times, before finally making eye contact and walking to you.

"Franky... Spritz, am I right? I didn't get a chance to ask Miss Zuber what went on down there... she seems to go a mile a minute. But you look like you need something to do and I need a rundown... tell me, what did you see down there? Anything... odd?"

He asks, eying your arms, cut and bruised. He seems worried, either about you or something else you can't really tell. But he is sincerely worried.
"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 Musicmac » Thu Oct 11, 2012 8:03 am

Arvel Louis Straham

It was already nearing night when he came to his senses again, the skies outside growing darker through a hole in the aged stone ceilings. He sighed and got off the table, feet gently settling on the cold, dusty floors. The place was in shambles, he noticed, almost as much as his mind had been a few minutes earlier. It had taken a while for him to adjust himself back to reality after his awakening, but it felt as if weeks had already gone by since then. Standing there in the room all alone right now seemed like a dream, funny how it seemed a lot more convincing than the ones he had been having over the years.

...

"Rules, Arvel. Rules are what keeps me alive. Unlike you and our more crazed associate, I happen to abide them without question. The question now however, is whether you make exceptions for yours. Take your time in considerations for the sparing of my last words. Mark me, we will meet again."

...

Rules..., Arvel ran the one word through his mind over and over again. Mordecai's way of saying goodbyes had been more than cheesy, but they were pushing him right now. Pushing him to face facts. Arvel looked at the necklace in his hand, wiping off the dust and grime with his fingers. As he did so, the cover of Arvel's Necklace flipped open and revealed to him a picture. In it was the potrait of a lovely woman, her face surrounded by floral designs and a signature at the bottom. Always yours, Mariam. He closed it shut and put it on, nothing but a grim expression on his face in response to the memories those words were stirring.

How long had it been since he slept? Twenty, fifty years? The harsh reality behind it was something he did not want to face. Everything he once knew was probably gone by now, it had been since his decision to be laid to what once was, hopefully, an eternal rest.

Without hesitation, he began to get dressed in what seemed like blue spandex thrown at a grandmother at a sewing wheel. The Standard issue Vault-122 Jumpsuit's cloth was comfortable at least, but he disliked it nonetheless. The grandmother seemed to have forgotten to add a holster or more pocket space for Arvel, so he made do with what he had left. Grabbing another one of the Standard issue Vault-122 Jumpsuits, Arvel ripped its durable cloth apart and tied its pants legs and put it through its remaining torso's sleeves. He then tightened the bottom with its belt and another one of its remaining legs, fashioning it into some horrible resemblance of what seemed to be a back pack. The remaining items, three Vault-122 Canteens and his very own Vault-122 Membership Card, were stored inside, save for some he deemed as useless junk.

On his way out, the 9mm Pistol was grabbed and holstered in one swift motion.

...

"The only rules I need is to survive, Mordecai. You better not die if I do."

"Heh, impertinent and uncivil as ever I see. Goodbye, my friend."

...

I only need to survive, nothing else matters...

ACTIONS:
WEAR Arvel's Necklace
WEAR Standard Issue Vault-122 Jumpsuit [REPAIR]
USE Standard Issue Vault-122 Jumpsuit(s)
CRAFT 1: Makeshift Vault-122 Jumpsuit Backpack
STORE IN Makeshift Vault-122 Jumpsuit Backpack:
    3: Vault-122 Canteen(s)
    1: Vault-122 Membership Card
QUICK-GRAB & HOLSTER 1: 9mm Pistol [AGILITY]

MOVE North
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Re: War Never Changes - IC

Postby Timer » Thu Oct 11, 2012 8:32 am

Almost zombie like, Lizz floated her way over to an unoccupied room. She made sure the door was locked and bolted before stripping off her water logged clothes and laying them out to dry. She locked the Pip-boy to her wrist (she would have to get used to sleeping with it on when it was active so she might aswell) and hopped into the bed.

Actions
ENTER - bed room
LOCK DOOR
UNEQUIP - Clothing, and lay it out to dry
EQUIP - Unactivated Pip-boy
GO TO SLEEP
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Re: War Never Changes - IC

Postby Birdofterror » Thu Oct 11, 2012 1:44 pm

Musicmac wrote:ACTIONS:
WEAR Arvel's Necklace
WEAR Standard Issue Vault-122 Jumpsuit [REPAIR]
USE Standard Issue Vault-122 Jumpsuit(s)
CRAFT 1: Makeshift Vault-122 Jumpsuit Backpack
STORE IN Makeshift Vault-122 Jumpsuit Backpack:

3: Vault-122 Canteen(s)
1: Vault-122 Membership Card

QUICK-GRAB & HOLSTER 1: 9mm Pistol [AGILITY]

MOVE North
Timer wrote:Actions
ENTER - bed room
LOCK DOOR
UNEQUIP - Clothing, and lay it out to dry
EQUIP - Unactivated Pip-boy
GO TO SLEEP
Arvel seeks to go north, as Liz heads south. As the door opens they nearly brush arms. Liz is far too dozy to make eye contact, and Arvel seems to have more important things on his mind.

Liz reaches her room and locks it down tight, doing all the essentials before finally collapsing into a comfortable heap on the bed. She's out for the night.

Arvel enters the main chamber to the north. The Overseer is in the middle of a conversation with another pod Dweller of which you have not yet had the liberty of meeting yet. You see the sun is fully set and night is enveloping the sky. The people around you are taking a cue from the Sleepy girl you saw earlier and are also heading to bed.

Pity, given you have just woken up. This Vault seems to have been destroyed... even though you have heard those around you babbling about it for the past hour or so, it didn't really hold any merit until you saw it for yourself. Sure, a lot of the rubble has been cleaned up, but it certainly isn't at 'full capacity' or anything even resembling that.

So many questions. So many things left undone. Your past life, nay- all your past lives are gone forever. This is the first day of the rest of your lives... It will be good to pace yourselves.

You stretch, getting the last few knots out of your system before looking upon the world again.


North (Update): Out of the Vault. (The Night watch is in Place.)
West: Blocked Stairwell or Hole into the Lower Levels.
South: Pod Chamber and Residential Chambers.
East: Overseer's Chamber.
Around You: Most of the people are in bed. The other Vault dwellers present as hunched over the walls, still traumatized by the mysterious, yet undeniably real 'thing' that destroyed the Vault less than 12 hours ago. The Overseer is talking with Franky.
"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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