[Burichan] [Futaba] [Nice] [Pony]  -  [WT]  [Home] [Manage]
In memory of Flyin' Black Jackson
[Catalog View] :: [Quest Archive] :: [Rules] :: [Quests] :: [Discussions] :: [Wiki]

[Return] [Entire Thread] [Last 50 posts] [Last 100 posts]
Posting mode: Reply
Name (optional)
Email (optional, will be displayed)
Subject    (optional, usually best left blank)
Message
File []
Password  (for deleting posts, automatically generated)
  • How to format text
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 10000 KB.
  • Images greater than 250x250 pixels will be thumbnailed.

File 150756594279.png - (188.64KB , 640x400 , Enduring Titlecard.png )
835349 No. 835349 ID: 0c84a3

The endurance, long believed to be a myth or legend, a ship that legends say 'collects' people. One day you'll just wake up there, and few have escaped to tell the tale...

Well, it's not a myth anymore to you...
98 posts omitted. Last 50 shown. Expand all images
>>
No. 840252 ID: 0c84a3
File 150916006405.png - (102.43KB , 800x600 , 005E.png )
840252

>AI?
"on purpose? You think the ship is being run by an AI?" I asked, the only explanation that had popped into my head so far.

"That or it's haunted, or possessed, or... I don't even know anymore."

>Baracade?
"What about the barricade?" I ask, turning slightly to gesture behind me.

"Dunno. that's been here since before I arrived on board. When I asked Kane about it, he just said 'it was always there'."

[chat] [trade] [box of clothes] [try to help calm Dacon down] [front exit] [side exit]
>>
No. 840253 ID: be0718

Side exit. Time to find us a welder.
>>
No. 840266 ID: 830fb7

>>840250
Say "yes sure ill be your friend, as long as your friend's ok with being my friend too". Then if the kid feels less scared ask if it wants a hug then give it one.
>>
No. 840270 ID: 3abd97

Sit down and talk with them. See how much else we can learn about this place. (It's not like there's a reason to rush).

Like, even a crude map or idea of what's here would be a boon.
>>
No. 840275 ID: ba506f

agree to be friends with the kid, then ask if their's any way you can stay in contact with them or if there's somewhere you could go to find them?

Then let them know you're going to explore a little bit to get a fell for the place and before you go ask what/who you should avoid while you're out explore/scavenging?
>>
No. 840285 ID: 91ee5f

Agree to be the kid's friend, if it'll help him calm down. And since you're in this place, you'll be needing friends of your own to help you out. Which means that you'll also be Jewl's friend.

Quietly ask Jewl if the kid's parents are somewhere around here. And I say "ask quietly" because the kid might get upset and start crying if it turns out his parents aren't here and the Endurance took him from them and being reminded of that would make him sad.
>>
No. 842745 ID: 0c84a3
File 150991948105.png - (132.51KB , 800x600 , 006A.png )
842745

>friends
"Sure, we can be friends, as long as your big friend is ok with being my friend too." I said trying to sound cheerful.

Immediately he turns to Jewel and is giving her the most wide eyed, pleading look I've ever seen. for a moment Jewel looks likeshe has a scowl forming, but it's clear it's not real.

"oh all right. fine." she stated with false indignation, a genuine smile on her face. "Friends."

"YAY!"

>About location
"what do you know about this part of the ship?" I ask, turning my focus back to Jewel again. "do you have a map? what's the layout like?"

"No map, sorry." she shakes her head as she answers, "We're at the front of the ship, in what looks like it used to be quarters for colonists, I think our campsite used to be a cafeteria." Jewel explains, "This deck, as well as the ones above and below it are laid out like a giant apartment building. Assuming your idea of an apartment building includes baracades, traps, and years of damage anyway. I've never been to the other parts of the ship."

>heading out
"I'm going to head out, see if I can find anything useful." I explain, getting up and gesturing to the side entrance. "Any way i can keep in contact with you two?"

Jewel is about to answer when she gets cut off.

"I want to come with you!" Dacon insists, surprising both jewel and I.

"Of course! you're makin sure nothin happens to me, I'm making sure nothin happens to you, but who's doing that for Shasari? We gotta!"

"The kid has a point..." I begrudgingly agree. I have no idea what this place is like...

>parents
"uh, are Dacon's parents nearby?" I ask Jewel in a low tone as Dacon digs through the box a few paces behind us.

"I have no idea, he refuses to talk about that."

by the time we reach the door he's caught up.
>>
No. 842747 ID: 0c84a3
File 150991952979.png - (131.62KB , 800x600 , 006B.png )
842747

There doesn't seem to be any power in the coridor. It's dark.

[left] [right] [corner] [door] [switch safety on (pistol will stop glowing)] [user action]
>>
No. 842751 ID: ba506f

I have a feeling that you'd probably prefer this place with the lights out. but yeah, keep your gun up for now and peak around the nearest corner to make sure it's clear. Be ready to jump back and a moment's notice and make sure you keep an eye out for traps.
>>
No. 842753 ID: be0718

[Corner]
>>
No. 842758 ID: 65dabf

Chek the corner, but put your gun down, or turn it off, it gives you away.
>>
No. 842763 ID: 91ee5f

>>842747
Check the corner.

And don't turn on the safety, that light is the only thing that's letting you see in the hallway. And if you happen to trip and drop the gun, good luck finding it when it's not glowing.
>>
No. 842901 ID: b15da4

Safeties on, tail tucked in, go left.
>>
No. 843891 ID: 0c84a3
File 151027090917.png - (121.37KB , 800x600 , 007.png )
843891

>Safety (tied = do nothing)
>corner
The first thing I do is check around the corner.

Well, i know why the lights aren't working. whats next?

[Lit Door] [Unlit Door] [Broken Door] [Can't fix lights, need tools] [can't go forward, live wires] [go back]
>>
No. 843897 ID: ba506f

peek through the lit door, if nothing else the light spilling from the room will light up the hall a bit more letting you see more.
>>
No. 843899 ID: be0718

Lit door. Barricades were meant to be ignored!
>>
No. 843902 ID: 65dabf

Watch for that electrical wire, keep going forward and watch your step, there are things on the floor.
>>
No. 843910 ID: 3ce125

>>843891
Lit door!
>>
No. 843945 ID: 91ee5f

>>843891
Lit door
>>
No. 844011 ID: 17e0b4

What in the name of fuck is going on with that ceiling.
>>
No. 844882 ID: 0c84a3
File 151062669053.png - (100.43KB , 600x800 , 008A.png )
844882

There's a massive chunk torn out of the ceiling and green stuff dripping from a crawlway that runs between the decks. I wonder if I could get up there if I was better at [climbing]...
>>
No. 844883 ID: 0c84a3
File 151062671571.png - (7.58KB , 600x800 , 008B.png )
844883

Lets see what's behind door number 1...
>>
No. 844884 ID: 0c84a3
File 151062673593.png - (130.00KB , 600x800 , 008C.png )
844884

>>
No. 844885 ID: 0c84a3
File 151062674681.png - (152.20KB , 600x800 , 008D.png )
844885

>>
No. 844887 ID: 0c84a3
File 151062683775.png - (165.32KB , 600x800 , 008E.png )
844887

rolled 1 = 1

-DEET-DEET-DEET-DEET-

OH CRAP!

[rolling dodge, dificulty 5, skill 3]
this is your first trap, so i'll make it an easy one. your skill just needs to be higher that it's roll to get out of the way.
>>
No. 844888 ID: ba506f

so we need to beat a 1?
Also do we roll a 1d20 or...?
>>
No. 844889 ID: 0c84a3
File 151062700624.png - (7.58KB , 600x800 , 008F.png )
844889

[Dodge successful, Dodge increased to 4 from practice.]

Well, I know where some tools are... now I need a way to disable a turret... preferably without getting shot.

what's the plan?
>>
No. 844890 ID: 0c84a3

difficulty is the size of dice i'm going to roll, which is against your skill.
1d5 -> 1.
3 > 1
you succeeded.
>>
No. 844891 ID: 3ce125

>>844888
I think it works like this: difficulty determines what size die is rolled for the opposing roll. In this case, difficulty is 5 so it rolled a 1d5.

If it rolls under our skill (3), the dodge is successful. 1<3 so we dodged.
What would have happened if it rolled a 3?
>>
No. 844892 ID: 33cbe7

Finger was still on the door button I guess.
Pry a long stick from those boards and just try to tip the turret over blindly.
>>
No. 844896 ID: 3ce125

>>844889
The plan is don't go in there again. Only real option is to try to shoot it before it shoots you, and that's not something I want to leave to chance. Though I guess if you had something you could toss around the side of the door without exposing yourself that would work. It'd just have to be heavy enough to knock the turret over.

Check the unlit door next.
>>
No. 844899 ID: 0c84a3

3 or lower, no damage, above 3, you take the difference in damage, and since you only have 2 hp since your defense skill is low, a 5 would have rest you back to the last safe room you left.
>>
No. 844908 ID: 91ee5f

Were Jewel and Dacon following you? If they were, make sure you warn them about that sentry gun in there!
>>
No. 844925 ID: 3ce125

>>844899
We can't die?
>>
No. 844936 ID: adbeaa

Dude, you can't just touch the insulated part of the wires to push them out of the way or walk around them?
>>
No. 845095 ID: 0c84a3

>>844925
You can, and it still has consequences, but it's not the end. Think of it like having a checkpoint system and continues. it's there to avoid the element of random chance involved in challenges/traps feeling unfair (since RNG means that there may be times when you do everything right and still die). that said, if I notice people are abusing it I may cut it off.
>>
No. 846511 ID: 0c84a3
File 151122318589.png - (92.36KB , 600x800 , 009A.png )
846511

"So, uh... there's a turret in there."

"I saw, are you alright?"

"Yeah, it missed me, I got it closed before it could try again."
>>
No. 846512 ID: 0c84a3
File 151122330920.png - (50.33KB , 600x800 , 009B.png )
846512

>move wire
*BZZT* OW!

okay, whatever that gunk is, it's conductive. I'm not trying that again.
>>
No. 846517 ID: 0c84a3
File 151122346037.png - (91.89KB , 800x600 , 009C.png )
846517

>Unlit Door

This room is thankfully, devoid of deadly traps.
it also doesn't have much in it, there's a bed, some books, an empty bottle, a powerpack (that might be useful if i need to reload this thing...) and a wall locker. the other side of the room seems to be a washroom.
>>
No. 846518 ID: 9e4723

Investigate everything. Be careful for traps and try not to miss anything.
>>
No. 846525 ID: ba506f

take power pack, search locker, examine books, and peek in the washroom. It might have something useful in their.

Hell if it wasn't for the deadly turret across the hall I would say you at least found a place to rest.
>>
No. 846528 ID: 91ee5f

>>846517
Take the power pack, open the wall locker, look under the pillow, check if anything useful is hidden in the books and/or pillow case.

Then look in the washroom for anything useful.
>>
No. 846537 ID: 33cbe7

Besides the lack of light, this seems like a much nicer place to stay than a boarded up hallway! After we finish meeting the neighbors, consider moving in here.
>>
No. 846554 ID: 3ce125

>>846517
Can you open the locker?
>>
No. 849124 ID: 0c84a3
File 151217113157.png - (88.39KB , 800x600 , 010A.png )
849124

((sorry this one was slower than normal, lost one of my days off due to a mix up at work))

>through search
The pillow case can come off the pillow,but there's nothing else in or under them.
The wall locker has a flashlight in it, but it feels lighter than it should and won't turn on.

And the only thing in the books is a bunch of tech jargon and old schematics.Might make for some dull reading the next time I'm having trouble sleeping. Heh.

>take powerpack
Now that I have the power pack, my inventory is full. if I want to carry more I need to put something down, find something to wear that has pockets, or find something to put my things in.

"I don't suppose you have extra room in that backpack?"

"Sorry, no. I have my heater, Knife, food, and water in here."

tap...
tap...
tap...
tap...

"Do you hear that?"

"I think someone's coming, they might have heard the turret go off."

[do something with the items in the room (user input)] [leave] [hide] [other]
>>
No. 849126 ID: 33cbe7

Spot them before they spot you. You're armed and dangerous.
>>
No. 849129 ID: ba506f

>I think someone's coming, they might have heard the turret go off
is that good or bad?
Either way you should probably find somewhere to hide. Oh and the flash light needs batteries, that's why it's light and not working.
>>
No. 849133 ID: 315280

Use the pillowcase as a bag
>>
No. 849358 ID: 22faaa

Are they coming from the direction you came from? You should probably get Jewel and Dacon into the empty room so they are out of the way of any potential lines of fire. Maybe the person coming is the one who set up the turret in the first place.
>>
No. 850024 ID: 42bd01

Peek out the door but keep your head as close to the floor as possible.
[Return] [Entire Thread] [Last 50 posts] [Last 100 posts]

Delete post []
Password  
Report post
Reason