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File 130809410485.png - (34.87KB , 800x600 , June_Quest_ActIII.png )
313266 No. 313266 ID: 3416ec

Wiki: http://quest.lv/wiki/June_Quest
Discussion thread: http://quest.lv/kusaba/questdis/res/333078.html

First thread: http://quest.lv/kusaba/questarch/res/114133.html
Second thread: http://quest.lv/kusaba/questarch/res/280204.html
354 posts omitted. Last 50 shown. Expand all images
>>
No. 563080 ID: 4a75fa

>fast regeneration, telepathy
Congratulations. Put on a fur coat and a flappy eared hat, and you're officially a neumono.

>Sweet mother of mercy, what happened here?!
You could ask.
>>
No. 563082 ID: 53ba34

send wheelbot over to the guy under the table.
>>
No. 563092 ID: 4c8c29

>>563055
Psy-heal the wounded. Throw corpses into corner. Demand an explanation.
>>
No. 563094 ID: 9ddf68

listen in and see if you can't figured out what happened from there bitching, if not try to get there attention and figure out what happened.
>>
No. 563194 ID: 1f8505
File 139268366879.png - (120.85KB , 800x600 , June_204.png )
563194

>>563092
>SARAH cannot heal others... yet. PSY-HEAL only permits self healing.

Wheelbot quietly rolls over to Steven, working diligently under the large console table.

"Sweet mother of mercy, what happened here?!"

No one responds. They are still arguing loudly with each other. From what I can tell from the jumbled argument, it sounds like people are wanting a plan to better protect themselves from the zombies.

If we're gonna get anything from this argument, we need to enter...
>>
No. 563195 ID: 1f8505
File 139268367273.png - (45.37KB , 667x500 , June_205.png )
563195

...SOCIAL COMBAT!
>>
No. 563196 ID: 1f8505
File 139268367654.png - (210.49KB , 1200x600 , June_206.png )
563196

>Social Combat!
>TOPIC SELECT: What just happened.

Seeing little choice, I forcefully interject in the middle of this heated argument.

"HEY!" I shout. "What happened here?"

>Attack damage (Interruption + Sleuthing)
>Defense (??? + ??? - ???): ???
>Damage: 0

Lt. Taylor: "Oh hey, you're awake. Two more zombies got in through the exposed grate in the ceiling here and attacked Elena."

Elena: "Which is WHY WE CAN'T STAY HERE! We're not safe!"

>Challenge! Fear/Inspiration vs. Leadership/Guns: 6 vs. 5
>Lt. Taylor YIELDS the topic!

Lt. Taylor: Yes, this is what we're arguing about when you came in. We aren't safe here, and we're trying to figure out what to do about it."

Elena: "Before we're attacked again! You saw what happened! Your stun gun did fuck-all against those things! They stopped for only a couple seconds!"

Lt. Taylor: "I KNOW, damn it!"

Lt. Taylor turns to me.

>TOPIC SHIFT: How to kill these zombies.

Lt. Taylor: "Rob and I stunned it again, I grabbed a piece of bulkhead, and had to bash its fucking brains in. A second one dropped down and damn near carved me a new one. Rob stunned it from behind and I managed to put it down with the same bulkhead piece."
>>
No. 563200 ID: 9ddf68

well we've been calling them zombies and head shots seem to work, pretty much anything that would kill someone seems to work but non-lethal attacks don't seem very effect.

As for where to go... where else can we go?
>>
No. 563202 ID: b8ceae

>>563196
Lift one of the zombie corpses up, then bash it into a wall. Then bash it into another wall. Repeat until it falls apart.

"Like that."



Alternatively?
Hug Elena.

"It's not safe here, but where is it safe? Calm down, and we'll plan what to do.

Ok, our priorities:
Number one, calling for help. If we don't call for rescue then we'll run out of supplies even if the zombies don't get us. The sooner, the better
Number two, we need to protect vital ship functions. Air, water, heat, stationkeeping, and lighting.
Number three, we need a safe place to stay. Some place with hard walls and few entrances."
>>
No. 563213 ID: d2995c

Stunning them for a few seconds is fairly useful if you have a partner nearby to finish them off while they are stunned.
About zombie killing, does anyone have an estimate of the ship's population? It is a large ship, but that is still a finite potential zombie population, and having a rough idea of how many there are gives some idea of things like how many places they can guard with large forces at once.

(Jukashi is being Lagotrope, and now Anon44 is being Jukashi. Now all we need is for Lagotrope to have a quest about mutant zombie ghosts in space and the circle will be complete :V)
>>
No. 563227 ID: 53ba34

"on the way here i had to hold a few off while the elevator showed up, head shots seemed to put them down for good"
>>
No. 563235 ID: 93bc54

obviously you need to stay in groups since teamwork is a thing that seems to be effective. and also look around for things that can destroy zombie heads, like that bulkhead. maybe even rig something up, like spiked bats. because unlike a reliable and sturdy WEPON, ammo has a tendency to run out.

oh, and it's not the right topic for this yet, but I do agree with elftits. I see at least two unsecured entry points into this room. so unless you have a way of blocking all the vents and doors with something that will stand against a horde of those things, you gotta abandon post.
>>
No. 564087 ID: 1f8505
File 139322922843.png - (213.35KB , 1200x600 , June_207.png )
564087

wait no this is silly let's not turn arguments into RPG encounters
>>
No. 564088 ID: 1f8505
File 139322923132.png - (171.32KB , 958x490 , June_208.png )
564088

I hug Elena, who is shaking in my arms.

Poor thing.

"So... where else can we go?"

Rob: "That's the thing. We have virtually no information on what the situation is like throughout the ship. I really don't like charging out there not knowing what options we have."

Taylor: "We sure as hell can't stay here! I don't think we can survive more than one of those fuckers getting in here."

Devin: "Says who?! I says we tear off any furniture we can find and barricade ourselves in!"

Cherie: "What furniture?! This place has next to nothing! Not only would we need huge sheets of metal for any kind of useful barricade, but we would need a plasma or laser torch! Which we don't have!"

The group descends back into fierce arguing.
>>
No. 564089 ID: 1f8505
File 139322923561.png - (182.27KB , 958x490 , June_209.png )
564089

*BWIP*

Steven: "I fixed it! And I only burned myself nine times!"

The console table suddenly comes alive with technical data and diagnostics, and a holographic model of the UTR June appears.
>>
No. 564090 ID: d2995c

Get a population count. The laws of zombiedynamics state that a population of zombies is infinitely numerous and immune to attrition until measured due to their nature as both dead and alive.

Also we should check what systems are or are not online, and try for data logs from the drive (since we suspect that was involved in the mass zombificaiton).
Out of curiosity, what was wrong with the computer that he had to fix?
>>
No. 564091 ID: a87e3a

>>564089
Thank god! Now we can find where to go next. Look for areas that are still operational. Especially if there's an armory.
>>
No. 564097 ID: 5de84c

>>564089
is Elena kissing you?
>>
No. 564109 ID: a0eb11

you can't bottleneck 'em here. don't stay here. this room is bad news, man.
>>
No. 564120 ID: e9e331

wonderful, lets see what the computer can tell us about the ship and we can make a more informed decision then.
>>
No. 564124 ID: 4a75fa

>>564089
There we go. Information. We can find out what the situation is elsewhere, and make at least a partially educated guess about where we should be.
>>
No. 575289 ID: 1f8505
File 140074014652.png - (152.28KB , 800x600 , June_210.png )
575289

Everyone stares at the display with rampant speculation and discussion in tow. Most of the UTR June's internal sensors are down, denying us the ability to see how many hostiles we might have to deal with.

After what feels like hours of heated discussion, Lt. Taylor and Lt. Cmdr. Jacobe turn to us.

Lt. Taylor: "Okay folks, as you know we've all gone over the schematics. And you know the Secondary Bridge is no longer secure, therefore we cannot remain here for rescue. We've come up with three of the most viable plans for how to escape our current situation."
>>
No. 575290 ID: 1f8505
File 140074015051.png - (46.42KB , 1024x768 , June_211.png )
575290

Lt. Taylor: "Plan One: We make a break for the Communications Array bu going up the elevator and around the hall. Once we get there, we can try to send a long-range wide-band distress signal. Normally, the ship does this automatically in case of a total shipwide malfunction, but it isn't working. I blame the fact that this ship is a giant pile of shit."

Lt. Cmdr. Jacobe: "There's a problem though. See all those red dots? Those are all possible hostiles according to the ship's internal sensor readings. We might have to fight our way through, or possibly find a way to flush out as many enemies as we can, if we are to gain access to the Comm Array."
>>
No. 575291 ID: 1f8505
File 140074015466.png - (39.56KB , 1024x768 , June_212.png )
575291

Lt. Taylor: "Plan Two: we head to the Engine Room through the Personnel Quarters, restart the engines, and fly out of this remote sector. We should be able to route helm control through Engineering so we can make a jump back to friendly space and get help."

Lt. Cmdr. Jacobe: "The drawback for this plan is that we have no idea how many hostiles we might have to deal with on our way there. Sensors aren't working on this deck, so we're going in there blind."
>>
No. 575292 ID: 1f8505
File 140074015726.png - (38.55KB , 1024x768 , June_213.png )
575292

Lt. Taylor: "Plan Three: We make a break for the Shuttle Bay. According to the manifest, there's at least two shuttles available in the bay. One of them is jump capable, so we can leave the ship behind permanently and escape that way. Plus, the Ship's Armory is on the way, meaning we can equip ourselves to better deal with any hostiles we find. Better than these lame stun guns we have, anyways."

Lt. Cmdr. Jacobe: "Again, we have no idea how many hostiles we'll encounter on the way. One other thing: we'll need to find a way to manually open the Shuttle Bay doors. Otherwise, we aren't going anywhere."

Lt. Taylor: "We're going to decide what to do by a vote. There's seven of us, so majority rules. What's it going to be?"
>>
No. 575293 ID: 1f8505
File 140074015951.png - (62.61KB , 800x600 , June_214.png )
575293

Cherie: "I vote we head for the Communications Array. Sending a distress signal sounds like the safest way for us to get out of this mess. Plus, once we're there, we can hunker down and wait for rescue."

Lt. Cmdr. Jacobe: "I vote the Comm Array too. It's probably the shortest route we have planned. More intense, but it's probably our best chance."
>>
No. 575294 ID: 1f8505
File 140074016293.png - (45.21KB , 800x600 , June_215.png )
575294

Steven: "I vote for the Engine room. I've tinkered in there enough to know my way around a U-Drive to get it working again. I think."

Devin: "Aye! As the ship's helmsman, I can fly us out of there no problem! I also vote Engine Room! Hostiles be damned!"
>>
No. 575295 ID: 1f8505
File 140074016627.png - (139.70KB , 800x600 , June_216.png )
575295

Elena: "I vote the shuttles. I just... I just want to get as far away from this ship as I can. I really don't want to be around here as long as those... horrible things can get at me."

Lt. Taylor: "I also vote for getting to the Shuttle Bay, if only for getting access to the Armory. Really sick of using these fucking stun guns. I'll gladly risk getting there if it means getting my hands on something that fires 9mm."
>>
No. 575296 ID: 1f8505
File 140074016968.png - (28.35KB , 492x600 , June_217.png )
575296

"Lt. Cmdr. Jacobe: "Well, that's two votes for all options. Sarah, looks like you're the tie breaker. What do you say?"

Ho boy.

(WARNING: This decision will affect how the rest of the quest plays out! Choose carefully!)
>>
No. 575297 ID: ea7bd3

>>575296
shuttle bay 100%.

the chance to fight and the chance to run, combined into one nice option.
everything else can be solved with violence once we have a nicer loadout. and if we can't solve it with violence, we can leave.
>>
No. 575298 ID: 2bfcdf

The Communications Array is blocked off by too many hostiles- we can't fight through them like we are now, unless Sarah does something crazy or we use the environment against them. If we DID get there we could send out a distress call, but who knows if anyone will hear it? After we send it then we have to wait for rescue, and how long could that take?

Even if we got to the Engine Room and jumped out somewhere, how would we let anyone know we need help without getting to the comms? Most likely, someone will eventually come to investigate the non-responsive ship and find all the zombies, then either get their shit wrecked or start killing everything that moves. Both outcomes are bad for us, and would probably result in us having to relocate to the communications array or shuttle bay.

I say we go to the Shuttle Bay. We need weapons to fight- stun guns don't work, obviously. We can at least try to get to a shuttle, but I doubt we'll be able to. One issue is that the hostiles there might be armed. Thankfully Sarah can disarm them with telekinesis.
>>
No. 575302 ID: 2f4b71

Shuttle Bay via the Armoury seems the best bet.

But if so, Lt Taylor needs to give everyone a basic weapon-handling brief before you leave, so you can run in and out of the armoury as quickly as possible. Last thing we need is for someone to shoot themselves in the foot or need to ask how to reload a gun while zombies are swarming them.
>>
No. 575305 ID: d6c045

If my knowledge of tropes serve me well (which it does) the communication array will result in a BAD END, the shuttle escape has one of our crew nobly sacrificing themselves so the rest of us can escape, and the engine room will lead into a ??? escape in which you APPEAR to get away from the horrors only to have it made less clear int he epilogue.
>>
No. 575308 ID: 497ec2

shuttles away~!
>>
No. 575309 ID: e1609c

>>575302
Voting this, comm. arrays never work.
>>
No. 575328 ID: d315b1

Bringing a spaceship full of monsters into inhabited space is a really fucking bad idea for reasons that should be obvious. Engines are right out, then.

Comms is risky. It's a hard fight, but if we can contact the military we have much better odds of survival. Consider this plan B.

The shuttle is probably the safer route, but it all depends on how many hostiles are on that deck. I say we go as far as the armory, then turn back and hit comms if there's too much resistance.
>>
No. 575435 ID: 6e0170

this!
>>
No. 575443 ID: b8ceae

All these plans are terrible.
The number one reason why they are terrible is because they put the crew's survival over the survival of ALL OTHER SENTIENT LIFE IN THE GALAXY.
The number two reason why they are terrible is because they show poor foresight.
The number three reason why they are terrible is because they assume the enemy is not intelligent.

First: Secure the armory. ALL plans are much more likely to succeed if you can make enemies stop being alive.
Second: Secure the shuttlebay. You are not FLEEING, you are SECURING ESCAPE.
Third: Examine the outside of the ship to determine if the comm array is offline due to damage to its external portion . If it is then there's no point in trying to secure the comms. If the comm array is intact then find a way to void atmo in the comm center, and send in somebody to broadcast a warning demanding a full military blockade and quarantine of the June.
If you can get the signal out you can keep yourselves safe by staying on the shuttle and using the vacuum of space as a barrier between yourselves and the infestation, and keep tabs on the ship to insure that the ship does not take off without you or something.
You should not head for home unless absolutely necessary, as then any support that showed up would be walking into the situation blind. Further, NONE of you should go home until you've been given full medical workups and cleared from quarantine as ANY of you could be carriers.

If you can't get a signal out then you're going to have no choice but to head for home, but immediately warn people of the possible contagion hazard and demand a quarantine.
Fourth: Destroy the June's engines beyond what can be repaired by cannibalizing the rest of the ship. The infection CANNOT be allowed to leave.

Remember your priorities:
1: Alerting the fleet of the contagion.
2: Preventing the contagion from being able to reach the fleet.
3: Survival.
>>
No. 575475 ID: 9a281a

>>575443
That's a pretty solid plan of action.

So, step 1. To the armory.
>>
No. 575490 ID: b8ceae

>>575292
"At least two shuttles" is good. Our survivability goes way up if we have more than one.
Once we secure the shuttlebay we're going to need to program one of the shuttles with an automated flight course - away from the ship for awhile, then turning around and flying into the June's FTL engines with maxed thrusters. This allows us to permanently cripple the June without having to fight our way to the engines.
Ideally this collision would push the June into a HIGHER orbit; destroying the ship via deorbiting would result the destruction of everything that could point to the contagion's origins or how to fight it, and if this is old warware or a hostile alien species then research is absolutely vital. (From a distance. With drones and waldos. And absolutely no people being sent to the June or materials retrieved from it.)
>>
No. 575495 ID: 2bfcdf

>>575443
>>575490
You're assuming the zombification is a disease and not a psychic power used by whatever it is that's trying to kill Sarah.
>>
No. 575506 ID: b8ceae

>>575495
OK. Assume it is psychic. Now what?

We don't know enough about psychic powers to be able to protect against them, but considering the presence of most-assuredly-physical zombies we can operate under the assumption that this behaves like a disease and cover all those bases. Focus on things we can accomplish, and hope the overlap is good enough - I doubt having everybody in a shuttle in high orbit away from the June is going to make them MORE vulnerable to psychic powers, at least.

Or do you have a plan for dealing with psychic powers?
>>
No. 575523 ID: e1609c

>>575443
>>575443
adding another vote for airing out seven's plan. We should at the very least try to run this by people, all of the options given result in the usual horror-movie bad-ends and as superstitious as it might sound it might be worth it to see what the others think of our plan.
Otherwise, yeah, voting shuttles with everyone else.
>>
No. 575549 ID: 2bfcdf

>>575506
If it's psychic then it doesn't spread, there's no outbreak endangering the entire galaxy, stupid. You are severely overestimating the threat.
>>
No. 575551 ID: b8ceae

>>575549
We have a Patient Zero.
The crew succumbing to zombism appear to have done so following individual exposure.
The zombies are physically warped towards some end.

The evidence available strongly suggests a contagion. The contagion could be physical, psychic, or of some other nature alltogether, but the evidence suggests it is one.

Now, what benefit is there to assuming this is NOT a contagion?
>>
No. 575741 ID: 9dd1ee

Shuttle is best plan
>>
No. 576192 ID: 761017

I also vote for Seven's plan.

It insures we fulfill our duty and save our skins.
>>
No. 579269 ID: 1f8505
File 140315289247.png - (26.88KB , 701x686 , June_218.png )
579269

"I feel we should head to the shuttle bay, if only because the armory is on the way."

Lt. Taylor: "Hell yes!"

Cherie: "I think that's fair."

"We should also consider finding a way to get a signal out warning people away from the June, or to destroy it. This whole ship is a total danger zone, and we should do what we can to keep this contamination here."

Jacobe straightens up and addresses everyone.

Lt. Cmdr. Jacobe: "We'll cross that bridge when we get there. For now, we're considering our own safety. Everyone get yourselves ready, take only what you can fit in your pockets..."
>>
No. 579270 ID: 1f8505
File 140315289581.png - (11.72KB , 800x600 , act_3_end.png )
579270

Lt. Cmdr. Jacobe: "...we make for the shuttle bay immediately."
>>
No. 579373 ID: 889404

>>579270
>immediately
Dangit guys, firearms safety first!
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