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File: 1346822625370.jpg-(8 KB, 188x268, Harryraisedherright.jpg)
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GET OUT OF HERE, TG QUEST!

Last thread: http://suptg.thisisnotatrueending.com/archive/20590239/

On the last episode of TG Quest, Cheryl fought off a pair of would be rapists, got information, new gear, and decided to journey to the Ranger Station in Zaton to attempt to recover stashes the Command Crew claims are there.

You currently have a Makarov with 4 8 round magazines, a tin of food, a bottle of vodka, a medikit, a Veles detector and your hardsuit.

Cheryl steps out into the cold fog clinging to the land since her unfortunate incident, and begins making her way towards the Ranger Station.
>>
>>20603811

Maintain passive psidar and sharp eyes and ears, boars are a big threat, but given the Hardsuits general pluses we should be able to outrun them. Try to note the landmarks like the pipe and cranes.
>>
Okay. Be on the lookout for anything in the fog. Moving cover to cover is a good idea. Remember you've just got a pistol and your psionic powers right now. You can easily get swarmed at this time.

You've faced worse, but who knows what is going the fuck on here now that the fog's rolled in.

Think "Cheryl: Tactical Sneaking Psychic"!
>>
>>20603811
Man, I hope the stash is still there.

Also, we should plan what to say when we meet Shephard, if we meet him.
Hopefully we can just follow in his wake of destruction.
>>
rolled 42 = 42

>>20603849
>>20603858
"Got it," Cheryl says, making sure her Makarov is loaded before skulking across the hills towards the Station.
>>
>>20603928
I hope the bandits aren't there.
>>
>>20603928

There's 3 stashes at the Ranger Station, and approximately 7 more I want to check along Zaton's northern edge, plus incidentals that aren't "big" stashes with loadsaboolits and guns.
>>
>>20603937
As Cheryl makes her way towards the Ranger Station, she feels suddenly tense. She senses... something, but cannot make out what it is, or even where it is. Following the road to the Ranger Station up a hill, she looks around, but fails to see anything beyond the nearby brush. The fog swirls around the area, blocking vision beyond a few yards.
>>
>>20604046

Probably a Controller, their psy emissions can be felt long beyond any distance you can see them. Luckily they also rely on line-of-sight to do their shit.

Or it might be a bloodsucker.

Perhaps we should active psy-scan quickly?
>>
>>20604046
"Steady, Cheryl. Prepare any psionic defenses if you've got them.
"Can you concentrate and feel for the presence again? Find out its direction at least?"
>>
rolled 47 = 47

>>20604127
>>20604066
"I can try," Cheryl says, closing her eyes and focusing.
>>
>>20604156
"I can't get a precise fix... but there is something... over there," Cheryl points towards a particularly shadowy group of bushes.
>>
It might even be a poltergeist, unlikely as it might be out here.
Actually, Zaton does have some of them about...
>>
>>20604164
Keep an eye on it, but try to avoid it. There's likely something dangerous there, and I'd rather not piss it off.

Although, if it's been Silent Hilled, it's already pissed off and knows exactly where we are, so be careful.
>>
>>20604164

Walk around it, get away from it.

Fighting with a Makarov isn't gonna be much fun.
>>
>>20604164
Well, if it's content to stay over there, let it. No need to go hunting for trouble.

If it's in the way, then go around? If not, just keep an eye towards it.
>>
>>20604164
Keep your mind open, and proceed to the ranger station's interior Cheryl, let's aim for that shotgun stash first, it'll be important as a shotgun works well against pretty much all the sneaky psionic foes.

Have you gotten a chance to use one yet? Have you had any other combat training since you got to the ship besides the pulse rifle we leant you before? Damn, this could be a problem...
>>
>>20604164
Avoid that thing while going towards the station.
Keep you eyes and gun trained on it, and be ready to TK push whatever comes out of the bush at you.
>>
>>20604201

The SPAS-12 is a semi-automatic combat shotgun that can also be used in a pump-action mode, it's fed just like any other shotgun via a gate in the bottom and has a standard rightie ejection port. Assuming Cheryl's had even basic weapons training, she knows how to use an AK and a SPAS/Remington 870
>>
>>20604201
It's a shotgun. My brother who's ten can use a shot gun. Point end of barrel at thing to shoot, pull trigger.

If she needs help reloading it, we can walk her through it.
>>
>>20604235

With all of us here, we can just feed her images of the proper methods of cleaning and stripping as well as operating the weapons if we really need to.
>>
>>20603811
Handy resources for players:

http://cop.zsg.dk/Map_Zaton.php

Interactive map of Zaton
>>
Cheryl keeps walking towards the Ranger Station.

"Please, who do you take me for?" she says with a slight smirk. "A good shotgun's saved my life more than once... back in that place."

She walks for a few minutes and frowns.

"It's following us. Me. You know what I mean."
>>
File: 1346826518990.jpg-(8 KB, 259x194, bloodsucker.jpg)
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>>20604486
So it's invisible.
And it follows you.

I think it's probably nothing.
>>
>>20604486

Distance to contact? Is it shadowing or closing? It's probably a bloodsucker, but our only way to kill that ATM is to set it on fire with our brain.

Keep moving, and if necessary light it up like a goddamn christmas tree.
>>
>>20604486
"Can we get to the station before it get too close? Or should we fight it now?
"How's your mind feeling, Cheryl? Think you can stop it in its tracks with TK, and depending on what it is, set it on fire or fill it full of holes?"
>>
>>20604502
You can hear them breathing, and it looks a little blurry when they move. In fact, listening is your best bet when dealing with bloodsuckers as they breathe really loud.
A bloodsucker that has learned to be quiet, and has its invisibility up, still has a shimmer.

If we can get into the building at the ranger station closest to the cranes, it has the shotgun, and it also has a doorway. If the thing wants to walk through the doorway then we'll blast it.
>>
>>20604486
Yeah. Probably a Bloodsucker. +1 to the "BURN IT WITH MENTAL FIRE" plan if it closes distance.

Or use a teeny burst of TK and knock a high-up vertebrae out of place.

If it's holding it's distance it MAY be something the Combine picked up that has stealth. They ARE a Meta-Capable faction and are sure to have come across cloaking tech by now.

But yeah. You're probably gonna have to kill whatever it is. Be ready.
>>
>>20604522

I advocate just killing it now.

We might run into allies or bandits at the station and if we run into bandits, it'll be that more hairy to fight in a 3 way.

We should take it out, now.
>>
>>20604542

Combine are using Overwatch, they don't have cloaking tech to our knowledge.
>>
Bloodsuckers, afaik, have no particular strengths or weaknesses. Fire, bullets, electricity, acid, gravity, etc. all work to put one down.

They have invisibility and a decent amount of HP.
Their weak spots are the head and throat.

Fire + Throat + Bloodsucker = can't breathe, burn its tentacles off, dead bloodsucker.
>>
rolled 61 = 61

>>20604513
"It's slowly closing," Cheryl says, grip tightening on her pistol. "I dunno about the telekinesis, but I'm sure I can set it on fire and pump it full of lead."
>>
>100

>Cheryl gains the Psychometabolism skill. Her powers affect biological processes with greater ease and potence.

Maybe we should let rip with out new power?

Like for example. Stop its blood from circulating oxygen.
>>
>>20604576
Alright then.
Look like you've got yourself a plan. Fire and bullets are on the menu for whatever's chasing you.
>>
>>20604576
Is it possible to do both?
If so, do both. Fire and Lead are good.
>>
>>20604576

A bloodsucker is far too tought for a piddly 9x18 to hurt it, these things can take 5-8 rounds of 3" 00 buck and kepe going. Better to set it on fire with your brain and TK it away.
>>
>>20604576
When this fight is over, I want to see if Cheryl can use telekinesis to influence where her bullets hit - making them slightly more accurate or perhaps slightly faster.
Likely the gain in accuracy/damage won't be worth the mental strain, but it could work.

For now, Cheryl's mindpower goes towards firey flames of burny calorific ignition and flammable napalm-like immolation.
>>
File: 1346827546531.gif-(286 KB, 320x240, animated_Fire.gif)
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And I heard somebody say...
>>
File: 1346827695063.png-(130 KB, 800x838, 1343271251767.png)
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>>20604598
Kill it with fire.
>>
rolled 8, 26, 13 = 47

Absorbing bad dice rolls.
>>
rolled 58 = 58

"Fire? Got it. I can... SHIT!" Cheryl curses as she throws herself to the ground, barely avoiding the charge of a barely visible shimmering form that rushes out from the bush. Reflexively, she rolls into a kneeling position and pops off a trio of shots at the creature that, if they hit, don't seem to help much. Cheryl scowls and lowers the pistol as a loud scream suddenly tears the air, the shimmering form bursting into flame, now fully visible.

It is a bloodsucker, but where its mouth and tentacles where is now a cluster of writhing, snapping, slimy lamprey-like worms. Instead of fingers and claws, each finger has been replaced by a long, fat worm with a sucking mouth ringed with teeth. Cheryl shudders and recoils from the sight of the thing.

"I... HATE... worms..." she mutters.

Even though on fire, the creature staggers towards Cheryl, screeching horrible as it does so.
>>
File: 1346828034161.jpg-(35 KB, 450x337, worms_armageddon_03bg.jpg)
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>>20604726
CHERYL. FOCUS ON THIS IMAGE.
>>
>>20604726

TK throw and MORE FIRE.

Retreat away, keep an eye on your surroundings for other threats.
>>
>>20604726
"If you can do a TK push, now's the time, Cheryl! Throw it back so it can burn some more!"
>>
rolled 51 = 51

>>20604768
Woops, let's throw that 95 back by deleting the post and absorb only the 29.
>>
>>20604726
Back up! Aim for the eyes! Stay mobile. It's slowed down, so keep your distance and let the fire do it's work.

Pep talk! Encouraging words!

Stay on the lookout around you. Buning shrieking Silent Hill'd Bloodsucker might attract more bad shit.
>>
File: 1346828522243.jpg-(29 KB, 164x279, cop_mo_bloodsucker.jpg)
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>>20604745
"You suck!"

>>20604726
The creature pounces at Cheryl, the psychic screaming a protest as she knocks the Leech-sucker away with a telekinetic pulse. Breathing heavily, she takes a step forward and empties the Makarov's magazine into the monster. A few of the shots are aimed for the eyes as instructed, but as the pulpy white organs explode under bullets, the monster seems mostly unaffected. The creature gets up from even this and rushes at Cheryl again, managing to impact and knock the psion back a few feet. Cheryl grunts in pain as the wind is knocked out of her, but her armor shields her from serious injury. Glaring at the monster as it charges again, Cheryl narrows her eyes and the flames around the Leechsucker suddenly flare in intensity.

It collapses with a shrill shriek, and lays still. Cheryl winces and stands, ejecting the spent magazine and loading another.

"Still beats Silent Hill."
>>
>>20604824

Just to be safe, keep it burning for a bit, and then keep heading to the ranger station.
>>
>>20604824
Keep it on fire for a bit, then cut its ... worms? ... off.
Scientists pay for shit like that.
>>
File: 1346828672432.png-(236 KB, 228x795, Cheryl_Heather_Mason.png)
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>>20604824
Could be worse, you could be a burnt out shell of a person clinging to idealized memories of your dead father with no psychic powers and 18 years of track time in therapy.
>>
>>20604852
I dunno, I think the person is pretty cool and I'd be happy to have them with me.
Leechsucker's worse than that imo.
>>
>>20604824
"You okay, Cheryl? The medi-gel should take care of most injuries.
"Once you're ready, let's get going to the Ranger Station."

>>20604847
Yeah, but I don't think she'll be wanting to get too close to it.
Though I suppose if she's feeling adventurous she could. She's got a knife now, after all.
>>
>>20604837
>>20604847
"I like the burning bit... but..." Cheryl winces. "Do I REALLY have to... yeah... no, nevermind, I'll do it."

Cheryl slices off the 'worms' from the creature and stores them in her duffel.

"We should get some plastic bags or something. Everything's covered in monster blood now."

>>20604852
"That's not funny."
>>
>>20604865
Yeah, we'll get some bags.
But first, let's get to the Ranger Station and hopefully some heavier firepower.
>>
>>20604865
Better check out the ranger station. The player in CoP might have looted it clean but you might as well check.
If the player's been the loot everything sort, then at least the Anomalies in the area have artefacts that respawn.
>>
File: 1346828979984.gif-(289 KB, 400x225, 1343606650994.gif)
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Cheryl, it was meant to be calming. That picture is them dying! This picture shall be our standard method of dealing with monsters now.

>>20604852
Dick.
>>
>>20604888

Doubtful, I haven't unlocked the stash locations and they're all hard to find.
>>
Calling it here for the night. I'll pick this up tomorrow.
>>
File: 1346829176511.jpg-(14 KB, 320x240, Silenthill2_large.jpg)
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>>20604865
I know, I feel bad for her. Her timeline split off from the worst path Harry's trip through Silent Hill could take.

Wanna know something trippy? I present to you the person controlling the levers behind Silent Hill.
>>
rolled 49, 91, 2, 26, 82, 81, 34, 44 = 409

>>20604910
Aw. But the next rolls would've been good.

Well never mind. I'm sure we'll get plenty of good rolls tomorrow.
>>
Any ideas on who the woman in black and the guy she was arguing with are?
Also, since Shephard is here, do we make contact or stay the hell away?
>>
quick bump
>>
Man, whoever is deliberately antagonizing Cheryl is gonna get sacked when we get our bodies back.

Hopefully the crew isn't doing horrible things to us. Even more hopefully BLOPS isn't taking this moment to attack.
>>
rolled 83, 30, 23, 61, 31, 87, 18, 76, 15, 65, 99, 78 = 666

Rookie squad Bump!
>>
>>20604865
We should get to the Ranger Station and get the stash. A Makarov is unlikely to be of too much use against Overwatch troopers.
>>
Is it possible we could cut off the hands of that bloodsucker to see if we could get a reward? We did that earlier with the mutant dogs.
>>
>>20606306
We'll probably need to find Vano (if he's still alive) and ask him.
>>
>>20611766
we cut off some worm things already.
>>
Where's that op
>>
File: 1346897460748.jpg-(85 KB, 900x563, Abandoned_Ranger_Station_(...).jpg)
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>>20613147
I am sorry, Frodo. I was delayed.

The Ranger Station is cold, quiet in the fog. The weak light from the sun casts many shadows as Cheryl approaches the outer wall of the small complex. Makarov gripped tight in her hands, she stays low to the ground and dashes across the road to the concrete barrier, taking cover as she peeks around.
>>
>>20614335
>19 medkits
>65 bandages
>15 antirad
Heh.

Anyway, here are some places to check:
1. Back of the truck
2. A furnace in the central red building
3. The attic of the western building
4. Behind some ovens in the western building

This place SHOULD be completely free of anomalies. Have Cheryl give the place an active psychic "ping" before moving in, there could be more Leechsuckers here.
>>
>>20614431
Hang on, I did a not smart.
The central WHITE building, the one cheryl's looking at.
There should be another truck ahead to her left, too.
>>
>>20614335
"Cheryl, see if you can feel any other presences here. This place SHOULD be free of mutants and raiders, but better to be sure."
>>
rolled 23 = 23

>>20614431
>>20614561
"Will do..." Cheryl says as she concentrates.
>>
rolled 79 = 79

>>20614651
"All clear," Cheryl says, peeking around the wall again. "Guess I'll head for the truck first..."
>>
>>20614651
>23
This is not indicative of good.
>79
Hopefully we don't end up running face-first into an Overwatch patrol.
>>
>>20614658

I didn't suggest the truck, myself, it's only some food.

But whatever.

Biggest thing for us is the Attic, it's got the SPAS-12 in it.

I'd get screenshots but I'm not heading back to Zaton from Pripyat.
>>
>>20614808

Also, didn't we all agree to check the attic first for that delicious french 12 gauge goodness?
>>
>>20614831
Blame this guy >>20614431
>>
>>20614431

Hey fuckknuckle, next time read the thread and plan we have before fucking shit up, huh?
>>
rolled 8, 100 = 108

>>20614658
"Oh, sweet," Cheryl murmurs as she moves around refuse on the back of the truck and finds a duffel bag concealing a SPAS-12, a box of 24 shells, and a scrap of paper with scribbles and cyrillic on it.

Taking the shotgun, Cheryl checks it to find that it's fully loaded, and chambers a round with satisfaction.

"Western building next, I guess?"
>>
>>20614896
My feelings are split on these rolls.
>>
>>20614896
Can we check the scrap of paper?
We may not be able to read cyrillic, but maybe there's something like a map written on it?

But yes, the attic of the western building, then its ovens.

And stay sharp, mutants have a tendency to move around.
>>
>>20614912

Well, either way, we're either getting AK-74 with a bunch of ammo, or a bunch of military medkits and gauss batteries.

Then we can do our northern circle and hopefully pick up a bunch of shit.
>>
She will have god knows how many abilities when this adventure is over.
>>
>>20614896
TG dice are strange, indeed.
We just got horrificly molested, didnt we.
>>
>>20614944
Cheryl should totally get a bonus commission for each new psychic power she picks up by herself.
>>
>>20614896
8 and 100? I wonder what she finds.
>>
>>20614965
We owe her another vacation with an American Express Centurion Card and a Coutts and Co. World Card while we get our ships fixed and people rebuilt.
>>
>>20615008
My guess: The UFO ending. Maybe we'll get lucky and she'll pick up a loot-dar or the Sexy Beam.
>>
Cheryl probably got some type of loot finding upgrade or someshit.
>>
rolled 92, 63, 14, 90 = 259

absorbing some bad rolls
>>
Cheryl enters the Western building, opening the door to immediately hear a loud "click". She gets a quick glimpse of a blue laser before the world is lost to a wall of fire, heat, sound, and force. Cheryl is thrown back, a gentle beeping informing her that her shields are drained, as jolts of pain inform her that a few ribs are probably broken and burns coat her body under the armor from intense heat.

The hardsuit has probably saved her life.

Then a long metal spike pulls itself from the pile of rubble created by the blast and hurls itself at Cheryl. The crude missile strikes with enough force that the hardsuit cracks underneath it, allowing the spike to pierce a good few inches into Cheryl's left arm. She lets out a cry of pain and clutches at the wound as her arm falls limp at her side.
(cont.)
>>
>>20615142
Blue laser? What the ef?
>>
>>20615142
Goddammit Shephard! We're on the same fucking team!
>>
>>20615153
Laser tripmine.
http://half-life.wikia.com/wiki/HECU_Laser_Tripmine

Specifically, the ones used by the HECU, Cpl. Shephard's unit.
>>
>>20615142

"WHAT THE FUCK SHEPARD, WE'RE ON THE SAME GODDAMN SIDE YOU FUCKING JARHEAD!"
>>
>>20615142
Letting out an anguished roar, Cheryl makes a flailing gesture with her other arm, sending a wave of flame rolling forward across the building, setting the entire structure on fire. The flame strike yet more hidden explosives and a second explosion rocks the area, several shrill alien screams echoing around the station as spindly humanoid forms throw themselves from the ruined building, burning to death in moments.

Cheryl watches this stonily, grunting as she yanks the spike from her arm and tosses it away. She looks to the side and pauses.

"Oh. I think I see something in that other building."

She slowly makes her way to the non-flaming structure of the station.
>>
>>20615246

Cheryl, please use your biomancy to heal yourself. We can't rely on medigel forever.
>>
>>20615246
Cheryl, apply the medigel, the medkit, and your self-healing biomancy to become further away from dead.
>>
>>20615246
See if you can heal your arm with your new powers. Also, we'll have to see if we can us Trek Tech to remove the scars when we get back unless you want to keep them.

Be careful heading to the other building. There might be more hidden explosives and telekinetic monsters about.
>>
>>20615246
"Okay, Cheryl, might want to find some cover first and give the medi-gel time to heal your burns and seal up that puncture wound.
"Please use your biomancy to heal your ribs and accelerate the healing on your arm.
"Also, I suggest you use your TK powers to open doors from a distance now."
>>
>>20615246
In the other building, Cheryl finds the body of a dead STALKER nailed to the wall by several spikes driven through his body. On his body, Cheryl finds an AC-96/2 Obokan, 2 magazines of ammunition, a pair of grenades, and a PDA.

>Cheryl gains Pyrokinesis, using her powers in a fire-based manner can be done with increased potence and utility, for reduced cost.
>>
>>20615289
Pyrokinesis
+ Biokinesis
= Hey, I heard that the fat in people's bodies is flammable.
>>
>>20615289
"Okay, Cheryl, I know it's kind of creepy to stay in the same room as a dead body, but I'm really worried about your broken ribs, and that puncture on your arm. We need to give the medi-gel time to heal your burns, and for you to heal those ribs.
"Besides, let's check the PDA."
>>
>>20615289
So was your plan to turn Cheryl into a walking psychic powerhouse, or do the dice just love the shit out of her like the rest of us?
>>
rolled 41 = 41

>>20615255
>>20615261
>>20615262
"Yeah, yeah... Give me a second," Cheryl says, activating the medi-gel as she then closes her eyes and attempts to heal her broken bones.
>>
>>20615289
Open that PDA, see if it has any maps.

Spikes? What? I don't recall the combine ever impaling people... Hm. We'll need to check out the building we set on fire, and check the charred remains of the bodies once we're done healing and PDA-ing.
>>
>>20615289

Cheryl, the AK you have there is known everywhere else as the AN-94 'Abakan', it's a unique rifle that uses a unique feed system to allow for a two-round burst where both rounds are fired before you feel the recoil, allowing much, MUCH tighter groups at high RPM. Another thing is it uses a canted magazine, to take note that it's not inserted straight down. There's a few stashes about that also have optics and a grenade launcher for this, if you feel up to finding them.
>>
>>20615341
It's also a hard to maintain piece of ass, but hey. Russia.
>>
>>20615326
She was already pretty powerful, the dice just seem to want her to go deep into Epic levels.

>>20615328
Jolts of pain shoot through you and Cheryl as bones are roughly set into place. Cheryl lets out a slow hiss as she moves them, then the both of you feel the pain slowly fade as cellular growth is greatly accelerated to repair the bulk of the damage.
>>
>>20615360
Neat. Anything in the Medkit that might help?
>>
>>20615334
>>20615320
Cheryl opens the PDA and frowns.

"It's all in Russian again."
>>
>>20615360
"Cheryl, next time shore leave comes up, we'll have Mouse give you an AmEx Black credit card, and a Coutts and Co. card. You'll have a bigger credit limit than the Queen of England."
>>
>>20615379
The Medikit has some painkillers, which Cheryl takes, and some various supplies that combined with her biomancy, makes the healing process go much smoother.
>>
>>20615384
Wait for healing then check out the burning house. We'll have Nimble check the PDA when we're back from our little trip.

Also: In the burning house, before going around any corners or opening any doors, push something ahead of you with TK.
>>
Im worried about the puncture.

That means its no longer environmentally sealled unless we can somehow patch it up.
>>
>>20615384

We'll see if Nimble can translate and/or switch the OS to english.

And yes, the Abakan is a bit more tempermental than an AK, but it's not as bad as any other rifle. And since we know Nimble, we might be able to swing a maintenance manual.
>>
>>20615403
Used 1 medkit. Oh well, I suppose that's what they're there for!

>>20615405
We have bandages. I know it's not much, but it's better than bare skin.
>>
>>20615384

Show it to us. Some of us know russsian.
>>
>>20615403
Alright, so seal up that puncture with some gauze and bandages.

Anyway, have we checked the attic yet?
Cheryl, can you use your TK power to make clothes float?
Like, have them float ahead of you into a room so that if there are any enemies, they shoot the clothes first, and you can throw a grenade in after them?
>>
>>20615422

>puncture

Mean about the hardsuit. Still amazed that bar managed to crack it.
>>
>>20615478

I'm pretty sure it should be physically possible, but it happened, whatever, the medigel also seals the suit when it's applied.

Oh, MetaOP, did the suit come with an omni-tool?
>>
>>20615450
"Yeah... yeah, that's a good idea."

>>20615497
I don't believe it did. Cheryl wouldn't know how to use it anyway.

Cheryl checks the attic and doesn't find anything. Apparently someone beat her to it.
>>
>>20615870
Oh well.

Burned out house to check the bodies using floating clothes trigger test now?
>>
>>20615870
Okay, so take the clothes that you can from the dead Stalker, and we'll use them for the floating-clothes trick.
And let's check out those weird humanoid bodies. The burnt out building is probably a loss.
>>
Maybe check the Alien Corpses that were burned alive and threw themselves out of the burning building?
So we know what we may be dealing with?
Vortigants? Those alien grunt things with the bee guns? Or some other meta universe alien race enslaved by the combine?
>>
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>>20615982
You check the corpses, and they look nothing like Vortigaunts or any other Xen lifeform, or anything you know the Combine has.
>>
>>20616180
That's a poltergeist, a native mutant of the Zone, and of this Canon.
Nothing out of the ordinary, since at least it's not a Combine lifeform.

Okay, I think we've take care of everything here.
Maybe if we could find a stash of gauss batteries, we could charge the kinetic barrier.
Anyone know of where we can get one close by?

Otherwise, we should go to the farmstead and check it for anomalies and artifacts.
>>
>>20616180

Poltergeists can't throw shit that hard...

FUCKING FOG.
>>
>>20616223

There's a stash that contains them at the ranger station, behind a furnace marked with an atom sign, in the same building as the attic stash.
>>
>>20616223
Someone in IRC wanted to go past the north of the zone for guns and stuff. The shield recharges on its own in Mass Effect, doesn't it?
>>
>>20616248
"Cheryl, can you check for a furnace with an atom sign on it? There should be some batteries there. Maybe we can use them to charge the kinetic barriers."
>>
>>20616249

Yes, the plan is, before we check out the shit in the caves below the farmstead, we grab the stashes in the Ranger Station, then circle north along the dredger, then Zaton's edge, and finally end up at the summer camp. There's a few stashes at the Dredge with 9x18, 9x19, and a medkit and radioprotectant. After the dredge, we turn northwest and hit the high ground, grab a stash that contains a GP-25, VOG-25 grenades, a PSO-1, and some other goodies, and continue along said high ground, grabbing 5.45, 5.56, and other crap until we hit the road, then we follow it south, hit the SVD stash along the eastern side of the road, then grab the AK/GP-25 stash west of it near the sawmill. Then we avoid the sawmill due to zombies, and hit the summer camp, hopefully grabbing another AK, a TRS-301, ammo, and other shit.

We should end up with at least 240 extra rounds of 5.56 and 5.45, a bunch 9mm, and 9mm Mak, some extra medical supplies, some food, and some grenades.
>>
>>20616313
Sounds good. We'll be able to carry a Shotgun and a Rifle easily. I'm thinking AK-74 with Scope and Grenade Launcher as the rifle, and the SPAS-12 as the Shotgun.
TRS-301 may be powerful, but not as many people in this zone use NATO ammunition as Soviet ammunition.
>>
>>20616342

We're grabbing the extra for DOSH. I use a TRS-301 in my own playthroughs, but that's only because of the silencer bug. If I could, I'd Abakan all day erryday.

The loadout I'd prefer Cheryl to have is the Abakan with a GP-25 and PSO-1 5.0 or 2.7x optic, and the SPSA-14 as the mutant/close-in weapon, along with grenade and MIND BULLETS. We can trade the AKs and SVDs for dosh with which to buy food and ammunition for the GP-25 and Abakan. We'll need AP ammo.
>>
rolled 8 = 8

>>20616271
Cheryl searches the furnace, but fails to find anything.

"OK... so, time for a hike, then?" Cheryl asks, stretching.
>>
rolled 47 = 47

>>20616392
8

Some cheeki breeki is fucking with our dice.
>>
>>20616392
Stay alert, and use the floating clothes if a place looks suspicious.
>>
>>20616392
If she feels up to it. What with that 8. We probably got TWENTY BLOODSUCKERS or someshit.
>>
>>20616313 here

I'm currently grabbing screens of the stashes we need to get, or at least where some of them are, I've already gotten a good chunk of them in this game. It'll show the general area for those, at least.
>>
>>20616423
Wait.
Every one you DON'T get in your game is good.
Who knows? YOU might be the Degtyarev that ended up in this Canon.
>>
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>>20616433

MetaOP isn't that much of a dick. Besides, it's physically impossible, I already looted the SPSA from the ranger station.

Anyways, here's the 9mm ammo stash at the dredge we need to loot, it's on the southern pontoon closest to the dredge itself.

I'm uploading the rest to imgur, they're all the ones on the northern edge of Zaton. The SVD and AK stash I can't remember exactly where they are, and the TRS stash is easy since it's a building.
>>
>>20616392
"Yes, we're going to hit up the other stashes before going to the farmstead. But be careful, there's like mutants around. Use our floating clothes trick to stay safe."
>>
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Here's the rest of the northern Zaton stashes we need to loot. Some are missing because I already looted them in my game. They go east-west, first one has a GP-25, 3 VOG-25 grenades, and a PSO-1m scope.
>>
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>>
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>>20616602

Forgot to mention, that stash is 180 each of 5.56 and 5.45, 2 medkits, and 2 energy drinks.

This one was a medkit, bandage, and an RGD-5 grenade.
>>
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This last one on the northern edge is 2 Vinca, 2 medkits, 3 energy drinks, and 120 5.45.

After this, we keep heading west until we hit the road, staying on the eastern side, and head south. There should be a pine tree near the road that has an SVD hidden on it, along with a small amount of 7.62x54. Then we turn southwest and find the AK/GP-25 stash a couple hundred meters directly NW of the sawmill under a pine tree.
>>
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Now, the tree with the SVD in it is this pine, right here, it should be resting against the trunk. It's right near the road, you should be able to see a gate and fence north of it.
>>
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The other stash in the area is southwest of it, but if you follow the road near the sawmill, and cut directly west, it shouldn't be TOO hard to find, there's enough distinctive trees nearby to make it easy. This is it.
>>
rolled 12, 64 = 76

>>20616392
You make your way along the north edge of Zaton, but every single stash you check has already been looted by someone else. More than once you encounter packs of mutant dogs led by pseudodogs, but Cheryl is able to dispatch them with ease, mostly using her psychic powers, but burning through two magazines of Makarov ammunition as well.

By the time Cheryl reaches the Summer Camp, the sun is beginning to sink under the horizon as a chorus of howls echoes around the area, led by a particularly loud bellowing roar.
>>
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well fuck.

Here's where the AK is, Cheryl. Too bad someone got everything else.

(Seriously? An 8 for all of the stashes combined?)
>>
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And this is where there should be a TRS-301, 120 rounds of 5.56, and a bandage.
>>
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>>20616729
Not good. That roar kinda worries me.

Some solid, defensible cover might be in order. I don't know much about STALKER, so I'm gonna have to leave it to you guys in the know.

Looks like it's time to show them who the big dog is in these parts, Cheryl.
>>
>>20616392
You make your way along the north edge of Zaton, but every single stash you check has already been looted by someone else. More than once you encounter packs of mutant dogs led by pseudodogs, but Cheryl is able to dispatch them with ease, mostly using her psychic powers, but burning through two magazines of Makarov ammunition as well.

By the time Cheryl reaches the Summer Camp, the sun is beginning to sink under the horizon as a chorus of howls echoes around the area, led by a particularly loud bellowing roar.
>>
>>20616803

Unless we can get into a place a Chimera can't, and which there isn't any in the area, we can only hope TK and MIND BULLETS is enough to kill it. They hit like a truck, but we do have kinetic barriers to stop it.

And regular bullets. Can't forget though.
>>
>>20616805
That loud roar doesn't sound good.
We'd better find some higher ground and a defensible position, Cheryl.
>>
>>20616859
>we do have kinetic barriers
The energy cells for the kinetic barriers got drained by the laser tripmine.
Cheryl, take a look on your left wrist, does the suit's computer say that the kinetic barriers have any charge left?
>>
>>20616930

Kinetic barriers recharge, you derp, there's an Eezo core in every hardsuit. They were DRAINED, not scrapped. They're back up now.
>>
>>20616938
And I said that the power cells were drained. She needs to check that they've recharged sufficiently.
>>
>>20617086

It takes like 10 seconds to rebuilt field coherence in ME, you moron, we've been trekking for a good 4 hours it not longer.
>>
>>20617116
Then why is such valuable information not listed on any of the Mass Effect wiki's?
>>
>>20617149

It doesn't need to be, it happens EVERY TIME YOU'RE SHOT INGAME. Jesus tapdancing christ on a 3 foot horse dildo, use some common fucking sense you retard.
>>
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OK, I think my PC is done derping now.

>>20616729
Cheryl carefully picks her way through the Summer Camp towards the cache with the TRS-301. Carefully searching the brush, she locates the gun and the ammunition. As she begins to bend down to retrieve the valuable weapon, something slams into her with enough force to send her flying across the field. A loud beeping sounds as the kinetic barriers announce they have just been drained. Cheryl gives a pained grunt and rolls on her side to get a look at what just hit her.

Stalking towards her is a massive canine with three heads. One looks almost manlike, but definitely feral, with large fangs and a squashed nose. The second head looks like a man's, but with tentacles around the mouth... a Bloodsucker. The final head is a massive and malformed human head, large tumors bulging from it as sunken, beady eyes watch Cheryl hungrily.
>>
>>20617186
I haven't played the game, just as some people haven't played S.T.A.L.K.E.R. so I'm dependent on using wiki's.
When a situation comes up that uses a technology or setting that you're unfamiliar with, should the rest of us who know it call you a fucking retarded chimp for not knowing it?
>>
>>20617213
"Cheryl, trying using a psi-blast to stun it, then set that thing on fire. Try to get up onto the roof of a building if you can."
>>
>>20617213
Fire! Fire is good! Or TK it's innards into a squished ball, or something!

You should switch to one of your heavier weapons. Either the shotgun, or the rifle. The pistol's not even gonna slow this thing down! Remember to go for the faces!
>>
>>20617213

TK wall to stop it pouncing, you need to keep moving, Cheryl. Light it the fuck up with TK and biomancy. Is possible, start it's fat and muscle to burning or TK it's spine.
>>
rolled 15 = 15

>>20617256
>>20617289
"Got it," Cheryl says, pulling herself to a standing position as the monster begins charging again.
>>
>>20617367
Cheryl brings up a TK wall, but the tumored head utters a low and mournful wail and the monster passes through it without incident, pouncing on Cheryl and pinning her to the ground as the slavering jaws and grasping tentacles lash out at her. In a panic, Cheryl summons a blast of fire that ignites everything for ten feet in all directions, but this doesn't seem to deter the monster as it slams against the hardsuit again and again with supernatural strength. Instead, it only serves to hurt Cheryl more, as she is now pinned by a huge monster that is also on fire.
>>
>>20617496
:|

Try transmuting its heart into fire.

We've got the +Biological, and the +Fire.

Either that, or get our entire stack of guns, use Telekinesis to point them at the beast, and fire.
>>
>>20617213
> large fangs and a squashed nose.
Pseudodog
>Bloodsucker
Bloodsucker
>The final head is a massive and malformed human head
Pseudogiant.

BOSSFIGHT LADS
>>
>>20617496

TK and biomancy yourself, Cheryl, and use both legs to throw the damn thing off, then get out of the flames and use your power to set it's goddamn brains and spinal column on fire.
>>
>>20617496
"Cheryl, try a Mind Blast to stun the chimera, then TK an aneurysm in the turmored head."
>>
>>20617496
TK push it away, getting unpinned and out from under it is priority one.
If the push works, be prepared to push it away again while looking for a better place to get away from it or get cover.
>>
rolled 33 = 33

>>20617514
>>20617535
>>20617545
>>20617553

Through the panic of being mauled and especially being burned alive, Cheryl manages to give a quick mental acknowledgement.
>>
rolled 75, 67, 27, 7, 37 = 213

>>20617716
I swear to god, Azalin's in here somewhere giving us shit rolls.
>>
>>20617716
Welp, was a good run.
gg all
>>
>>20617716
Damn it, we need MSQ to start up again to absorb all the bad rolls.
>>
>>20617727
>>20617733
>>20617738
Don't worry! Cheryl will roll 100 and get a telekinesis boost.
>>
>>20617716
Goddammit. This is turning out like all of our boss fights; just barely coming out alive.
>>
rolled 40 = 40

>>20617716
Cheryl first attempts to telekinetically push the creature back, but the tumored head gives another mournful howl and nothing seems to happen. Cheryl takes a vicious swipe to the abdomen that leaves deep rends in the armor and deeply bruises the flesh beneath. The dog-head clamps its jaws around her shoulder-pad. The squeal of protesting metal and ceramic indicates the creature's jaws are close to wrenching that part of armor off. The bloodsucker head's tentacles suddenly lengthen and lash out, attaching themselves to Cheryl's neck and starting to bore past the skin. Only then does a desperate surge of panicked strength allow Cheryl to Mind Blast the beast. The psionic explosion temporarily stuns the monster while Cheryl slips out from underneath it, in very poor shape.
>>
>>20617784
God damn it.

set all 6 of its eyes on fire and run.
>>
>>20617784
"Get some room between you and the chimera, we've got to kill that turmor-head so that it can't cancel out your powers.
"Concentrate on getting on top of a building, look for a ladder or something you can use to get up onto a roof."
>>
>>20617754

With a big problem.

No way to resupply her or repair her armour.
>>
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rolled 1, 61, 2 = 64

You guys lookin' for these dice?
>>
>>20617784

Start running, head for the Skad. Dump as much buck as you can into the Chimera, aim for the tumorface, it's fucking with your TK.
>>
>>20617820
No. You can keep that shit.
>>
>>20617817

Omni-gel. I know at least one of us knows how to operate an omni-tool, and the damn thing can break for various plastics and ceramics to get the components needed to repair the suit.
>>
>>20617835
MetaOP already said that the suit doesn't have an omni-tool. G-Man probably took it, along with the suit's helmet and Cheryl's pulse rifle.
>>
>>20617822
Isn't there a ladder leading up to a roof on the northern part of the Summer Camp?
According to some game guides, chimeras can be more easily taken out if we get up to a roof.
>>
>>20617874
I don't know. I always fought the chimera with my knife.
I'd sprint to the left or right when it jumped at me
sprint to where it landed
and stab it in the ass before it jumped away
Repeat a few times and whammo, dead chimera.
>>
>>20617889
With all of the damage that Cheryl's already suffered, that strategy isn't going to work.

We could try running, but that thing might catch up to us. Especially in Cheryl's wounded state.
>>
>>20617919

I'm suggesting setting it's spine or muscles on fire and magdumping our SPAS.
>>
rolled 80 = 80

>>20617822
>>20617814
Cheryl unslings the SPAS-12 and fires a fire shots at the tumored head as she backs up, looking for either a clear path to run, or higher ground to fight from. Of three shots, two go just wing the monster, though the third hits its torso. The creature snarls and leaps at Cheryl again, tossing her against a tree with its charge. Cheryl spits out blood as she rolls out of the way before it has a chance to pin her again. You feel a surge of anger from her as the flames around the beasts' eyes intensify. The organs pop with a sickening 'splurt', leaking jelly down the monster's heads. It lets out a roar of pain as Cheryl takes the opportunity to put some more distance between her and it.
>>
>>20617937

BURN THAT MOTHERFUCKER

USE YOUR HATE. SUBLIMATE THAT THINGS BONES INTO PLASMA!
>>
>>20617919
I know. I wouldn't recommend that strat anyway.
But it's amazing just how much you can kill with the knife.

I still haven't managed to defeat a Rat pack, a Psy dog, a SoC Bloodsucker or a CoP Controller without taking damage. The other mutants, yes.
>>
>>20617937
Cheryl, fire the shotgun on the tumorhead, and start a fire in its brain.
>>
>>20617937
Finish it before more bad somethings happen!

+1 to all fire-related death posts on this thing.
>>
>>20617937
My body.
Your body.
My body's burnin' up.

Get behind some cover so it can't jump directly at you, and use FIRE on BOSS.
>>
We're on FIRE tonight!
We're in the ZONE!
Yo! This session was BOSS!
>>
Cheryl lets out a scream of unadulterated rage as she unloads the remaining rounds in the shotgun at the monster, two of them blowing apart the tumored head as the rest bite into the Chimera's body. Her eyes flare as she does this, the fire burning hotter and hotter until the creature lets out a pained whimper and collapses, its limbs already mostly ash.

Breathing hard, Cheryl runs a shaky hand over her face, and stumbles over to a dilapidated shack for support.
>>
>>20618028
Welp. Time for more healin'.

What sort of valuable shit can you loot from a Chim? I imagine leg tendons are valuable.
>its legs are ash
Aw. Well, no loot this time. Guess we just heal.
>>
>>20618036

Take pictures with the PDA if you can figure it out, the scientists near Yanov will pay for shit like this.
>>
>>20618028
Cheryl, I would like you to look on your right and left wrists for something that looks like a button or a small computer. Hopefully, G-man left an omni-tool on your suit so you can effect repairs.
>>
>>20618028
"Okay, Cheryl, once you've caught your breath, let's go into a house where you can lock the doors and heal up.
"There may be another bloodsucker around here, so use your psi-radar to check a house before entering."

She's injured, I don't think we should have her go further until we get some healing done.
>>
>>20618059
>>20618065
>>20618064
"Yeah, there's buttons all over this suit," Cheryl says as she limps over to one of the shacks and enters it, closing the door behind her. Sighing, she reaches into the duffel and pulls out the ration tin she acquired earlier, frowning as she sits in a rickety old chair. "I just realized I have nothing to eat this with. Wish I had a swiss army knife. Oh well."
>>
>>20618303

There should be a blade function if you can find a way to activate your omnitool. Keep your arm pointed well away from your body while activating it.
>>
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>>20618303
Cheryl, it should look something like this. It should be built into the suit somewhere around the left or right wrist.
>>
>>20618303
"This is human-produced armor meant for human use, see if any of the buttons has labels for activating the omni-tool. Everything should be in English.
"If all else fails, I suppose you can look in the drawers for a can opener.
"Anyway, then you'll need to try to heal up."
If there's any painkillers from the medikit, take them to help reduce the pain so that Cheryl can concentrate on her powers better.
>>
>>20618330
Something I never understood about omni tools and that the games never explain, is the glowy thing itself the omni tool or is that just a projection made by the actual tool that is apparently surgically implanted into Shepard's arm. And if the glowy thing is the actual omni tool where does it go when it's not being all glowy? If it's surgically implanted in the arm how does it make shit without like, ripping your arm open every time you use it? They explained pretty much everything else but not this, why!? I NEED TO KNOW DAMN IT!
>>
>>20618394

The omni-tool is part of your armor.

The glowy bit is a hologram so your opposite hand's haptic interface can actually provite tactile feedback.

Bioware being retards about how military works means it has to be BRIGHT FLASHY LIGHT instead of also having a useful stealth function using either a mimic-hologram or shifting the hologram's wavelength to UV or something.
>>
>>20618409
But Shepard and others clearly use one when not wearing armor of any kind.
>>
>>20618394
The Omni-tool is a small personal computer that is built into military hard-suits. They are also changeable and you can take it with you in Civilian clothes. The Glowy thing is just a hologram. To actually interact with it, there is small "haptic sensors" in the fingers of your gloves.

There is also the "Omni-blade" which is basically a superheated chunk of omni-gel shaped like a blade using mass-effect fields.
>>
>>20618420
And look at the picture, it's basically a small device the size of a smartphone.
>>20618330
>>
>>20618422

It's actually minifabbed silica carbide in a mass-effect field.
>>
>>20618430
I know what the pic is from, that's not a pic of the omni tool itself, it's one of the upgrades you can purchase for it in ME2, I forget the technical name but I think it's the one that gives you a bonus to tech damage.
>>
>>20618409
I would say the stealth function is how it only lights up when you are actually using it.
>>
rolled 2 = 2

You know, let's leave it up to fate.
>>
>>20618446
Yeah, because they're upgrading the omni-tool.

>>20618466
TG dice hate us. Roll some real ones.
>>
>>20618466
Looks like the Omni-tool system in the suit is busted, but man oh man aren't you glad that 2 was on a roll that can't be crit failed?
>>
>>20618466

Ok seriously, WHAT THE FUCK /tg/ DICE.

Also, why would G-man leave us no way to fix our armor? That would make absolutely no sense even for his standards.
>>
>>20618466
>>20618475

Can we find a way to reroll that? In any way? Or just WILL it to be fixed?

Cheryl is a godlike psychich, after all.
>>
>>20618475
Well fuck.
Have Cheryl make sure that the shack is secure, put her back to a corner and make sure all doors are barred. If there's a second-floor, preferably go up there and lock the doors.

Then start working on healing the damage to her body.
>>
>>20618495

Or, if we can, start psychically yelling for the G-Man to get off his extradimensional ass and fix the shit he broke so we can do our goddamn jobs, not even Freeman got shafted this bad.
>>
>>20618474
The other upgrade screens show different little doodads, so I don't think that specific thingy is the omni tool itself. I checked the ME wiki but that doesn't make it any clearer, since it's wording is somewhat vague, saying that the omni tool is a handheld device that when activated appears over the user's hand and forearm, or just the hand. They explained the shit out of everything else in the setting, why drop the ball on omni tools?
>>
>>20618510
Because it's a bullshit little piece of Space-magic Deus Ex Machina that does whatever is useful at the time?

I'm still trying to figure out why GETH use omni-tools.
>>
>>20618508
Freeman starts out Half-Life 2 with no weapons and no HEV suit.
Admittedly he gets them pretty quickly, but the G-Man has a tendency to expect his employees to acquire weapons and equipment on-site.
He's probably expecting the same from us.

He'll likely just respond with "Be happy that I let you keep your suit at all".

Besides, a psychic call that strong will probably cause unforeseen consequences with the C-Con.
>>
>>20618495
You guys do realize that Cheryl doesn't know how to use an Omni-Tool, and neither do you, right?

If she had a better idea of how the thing worked, she could probably use her powers to fix it, but...

"Why don't I just try to fix the armor itself, then?" Cheryl asks.

>>20618478
Considering the beating the suit has been taking, it's entirely possible the OT function was damaged while here. Or maybe the G-man had mysterious reasons to not want you to have/rely on omni-gadgets. Regardless the reason, the system is down.
>>
>>20618539
Players are being bitches.
Deliver DM slap to players.
>>
>>20618539
"Using your TK powers, you might be able to force the ceramic and alloys back together.
"But first priority is healing your body. The armor can come second.
"Take what time you need to do it properly. It's already dark and I'd rather not have you go out at night."
>>
>>20618539

It's a tool designed for use by nearly anyone, and we know the basics of most high-tech gadgets. It might take a bit of trial and error, but we could figure it out. As for the damage, we didn't get hit anywhere near the wrist, and that's only where the OT is. I'm calling G-man shenanigans. We need omni-gel damnit!

But yeah, Cheryl, if you can patch yourself AND the armor up, go for it.
>>
>>20618517
Same reason they still use hand held guns instead of integrating them into their mobile platforms.
>>
>>20618553

Bitch please, don't insult Cheryl's ability, I'm sure she can just replace the damage sections with newly created parts from either thin air or by transmuting materials.
>>
>>20618539
I'll blame G-Man being an extradimensional douchebag for this one. Cheryl's taken a horrific beating but she's managing..

This is why I don't like people like the G-Man. He just drops you off somewhere, MAYBE tells you the ultimate goal for the area, and dicks off. No waypoints, no objectives, no prep time, little if any gear; and he expects you to pull off miracles. It's not like G-Man couldn't have just said "Hey guys, I need to borrow Cheryl for a while. I'll even help you guys if you let me do this!" We probably would have said "Sure! Let's get her kitted out and then she can go roflstomp your problem. Easy peasy."

It wouldn't kill him to be direct in stating what he wants and intends for his current victim to go about performing that job. Just saying.

But yeah; enough rant from me. You should rest up and heal.. MAYBE try and fix some of the armor. Healing first!
>>
>>20618539
Considering Shepard's still worked after he was hit so hard his armor was melted, the only way that thing doesn't work is if G-man fucked with it.

So, let's try something different.

~ give item_omni-tool
>>
>>20618608
Console commands? Really?

As if Ctrl + GABBI Ctrl + U would actually work.
Or even ↑↑↓↓←→←→BA
>>
"I'm pretty drained... Give me some time to rest and I'll see about healing up and fixing up," Cheryl says, peeling off the tin can's lid. "Well, I guess I can... Oh."

Cheryl narrows her eyes at the lid and the thin sheet of metal crumples and folds until a crude spoon is shaped from it. Cheryl grins. "There we go!"

Somehow enough time passed that it's 5:30 AM. I collapse now. Seeya all tomorrow.
>>
>>20618641
We need to get Cheryl and Douglas trained on the use of their hard-suits and omni-tools when we get back to the Storm. One of the Salarians should be able to whip together a simple tutorial.

And we should have one of the engineering teams taken aside to incorporate the psi armor technology into current armors rather than having it as a separate set of armor.
But for Cheryl, we should see if we can build a Psi Amplifier directly into her hard-suit.
>>
>>20621269

And we need to modify the omni-tools to have a mimic-mode, where their holographic interface only shows up on the armor's HUD.
>>
Eh, a bump. We can eek out another day out of this thread.
>>
A bump to this thread last.
>>
>>20621269
Speaking of building a psi-amp into Cheryl's hard-suit, we have University of Planet scientists who gave us the Psi Armor schematics. That means they also have the Psi Weapon schematics. We should try to build an enhancement to the Farseers' Wraithbone armor that incorporates this technology to amplify their Mind Bullets, and build some Psi Cannons into the Storm during the repair cycle so that the Psions and Farseers can Mind Cannon our enemies.
>>
I'd say: Heal up, Mind radar to find an empty building, TK some dirt in front of the door, and sleep.
>>
>>20626555
This is supposed to be an empty building, and Cheryl is saying that she's too drained right now to use any more of her psi powers.
The door is supposed to be locked; I'd say to make sure that they're barred, before trying to rest.
>>
About how long do you want to rest for?
>>
>>20626753
I'm thinking until sunrise. No point going out at night in the zone. Make sure the door's barred first of course.
>>
>>20626753
Until sunrise. With Cheryl's condition as it is, it's too dangerous to try to go out into the Zone at night.

Make double sure that the shack's entry points are all barred and that it's completely clear of mutants before resting.
>>
>>20626839
second
>>
rolled 32 = 32

>>20626762
>>20626839
Cheryl finishes her meal, washing it down with very small amount of vodka before laying her head down on the table and falling asleep. Once again, it is a troubled slumber, but the nightmares this time are not of the fog-shrouded streets of Silent Hill, but of a flaming wreck among the stars, and the screaming voices of over eleven thousand crew-members echoing through a psychic network.
>>
>>20627156
=(
>>
>>20627156
>32
And still the diceroller won't give Cheryl a break. Should have laid out the shotgun just in case.
>>
>>20627156
A handful of times during the night, Cheryl is woken from her sleep by the sounds of nearby gunshots, or of hurried footsteps, or hasty attempts to open the barred door ending in Russian cursing and departure. However close these encounters come to breaching the makeshift sanctuary though, not a one succeeds.

A dull light partially pierces the fog as the sun begins to climb into the sky again.

Day 15, start.
>>
>>20627196
1-30 would've given you a HORRIBLE NIGHT TO HAVE A CURSE.

Missed it by 2.
>>
>>20627244
"Okay, Cheryl. If you're feeling up to it, let's get those injuries healed, and your armor repaired.
"Then once you're ready to go, let's grab the TRS-301, and head to the burnt farmstead."
>>
>>20627244
What's our inventory looking like?
We got a Shotgun, a Rifle, and some Food, yes?
Check that our anomaly detector and PDA with map are working, we'll need them for the upcoming area.

Heading to the Burnt farmstead now, I assume.
>>
>>20627250

...Some mercy at least, /tg/ dice.

Give this poor girl a break.
>>
rolled 7 = 7

>>20627272
>>20627285
Cheryl takes an hour to use her powers to regenerate her body fully, then attempts to repair her armor.
>>
rolled 10, 74, 45 = 129

>>20627548
Diiiiiice
>>
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>>20627548
>>
>>20627548
Cheryl attempts to fix the armor by telekinetically pushing the plates together and then rearranging the molecules to rebind the rends. Unfortunately she pushes too hard and a loud snap echoes throughout the shack as a small chunk of her armor plating falls off.

"Aw come on, you've gotta be KIDDING me!!!" Cheryl shouts.

>>20627358
YOUR PLEA WAS UNHEARD.

>Armor damaged.
>>
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>>20627548
>7
Goddammit. Why are our rolls so statistically low? Even if the seed is based on the time, we should eventually hit a patch where the rolls are average.
>>
>>20627594
Bah. At this rate we might have to hand the shit over to Cardan along with a million of roubles in an attempt to have it fixed.
At least we can probably rely on the kinetic barrier.

To the farmstead.
>>
>>20627594
"Fucking hell. Let's just stuff the armor plate in the duffle bag. We'll try to fix it again later. Maybe we'll need to wear Stalker armor over it.
"Now let's get grab the Trs-301 and the ammo, then go to the farmstead."
>>
Washington says there should be an AK-74 in the stage roof.
>>
rolled 30 = 30

Cheryl begins marching for the farmstead, grumbling all the way.
>>
>>20627978
Wait a goddamn minute.
We had at least 2 calls to grab up the TRS-301, and the AK-74.
Why are we going straight to the farmstead?
>>
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316 KB
>>20627978

And 30 was the fucking threshold for BADSHITHAPPENS and Bad dreams...
>>
rolled 10, 75 = 85

>>20627978
Dice.
>>
>>20627285
>>20627610
You fucking shit, there were still stashes here and you ignored them? What the fuck?
>>
>>20628020
>>20627990
Uh-oh! There's fighting in Cheryl's head!
>>
rolled 70 = 70

>>20627978
Not only does Cheryl fail to find the AK in the stage roof, she also gets zapped pretty nicely by an electrical anomaly on the way to the farmstead. Luckily this is the ONLY thing that happens, though she does come across a trio of corpses, stripped bare of all gear and, it appears, partially eaten.

Arriving at the farmstead's perimeter, the anomaly detector is already pinging, Cheryl sighting several of the fire anomalies by sight, hazy air surrounding the ruined building. The fog is much lighter here, clinging to the cold ground, mostly burnt away by the anomalies.
>>
>>20628044
What about the TRS-301 and the ammo, that we know was there, because Cheryl saw it before the Chimera attacked?
>>
>>20627990
You already grabbed the TRS-301 just before fighting the Chimera.
>>
>>20628044
Use detector
Use psionics to see for psychic anomalies, they should overlap with the physical ones.
Use TK to throw bolts into anomalies and verify a safe path.
If no bolts, use rocks or spent ammo casings or something.
We have a Veles so we can see all the artefacts.

Loot the artefacts, check for the SVD in the roof, and move SLOWLY.
>>
>>20628065
What?
But you specifically said that she was knocked away before grabbing it.
>As she begins to bend down to retrieve the valuable weapon, something slams into her with enough force to send her flying across the field.

If she got it, that's fine. But it causes confusion when you do this.
>>
>>20628080
Actually, that should be a VSS Vintorez, known as a Vintar in the game, not an SVD.
>>
>>20628109
My bad.
>>
>>20628044
"Cheryl, throw rocks and clumps of dirt, and any kind of junk you can, ahead of you to chart a safe course through the anomalies. Go slowly, and use your detector to grab the artifacts.
Also, there should be a Vintar BC on top of the roof of the building.
>>
rolled 70 = 70

>>20628095
Whoops, if that's how it came across, my bad. I was picturing the impact happening just as she grabbed it.

Between the detector, Cheryl's mental powers and your strategy, you have to roll really low to muck this up.
>>
>>20628218
The dice are taunting us, trying to get us to let our guard down. Don't trust them.
>>
rolled 76 = 76

>>20628218
Don't worry! I'll roll REALLY LOW!
>>
>>20628218
Cheryl navigates her way through the anomalies, locating and avoiding each and every one with the help of her detector and psychic powers. Managing to maneuver her way to the farmstead, she sees a pair of burnt corpses on the edge of one anomaly, and a pair of shot up corpses in full body armor around a table laden with what looks like radio equipment.

Using her telekinesis, Cheryl is able to snag the Vinter without having to do much climbing.
>>
>>20628281
loot the corpses.
>>
>>20628281
Drag the corpses somewhere away from anomalies, if they aren't already safe.
Loot 'em.
Snag the radio, don't use it yet.

If we can determine whether the corpses look Russian or American, we can determine what to do with the radio. Obviously these guys were talking to someone, but we don't know who.
>>
>>20628281
Full body armor?
Us TK to drag the burnt corpses away from the anomaly and towards us; maybe there's still something usable on them.
As for the shot up bodies, look for any identifying patches, and loot them for anything useful.
>>
>>20628281
Carefully check the corpses, watch out for monsters using them as bait and more boobytraps. Also, how are you feeling Cheryl? You okay? Will you want to sit down and talk about it when we get back?

...Should we get you a Mira plushie?
>>
Check the area around the corpses before looting. Or maybe TK-drag the corpses out before looting?
>>
>>20628281

Stow the VSS, if you can, get to those intact corpses, if not, TK them up and over, burner anomalies only extend 15-20 feet into the air.

Loot any PDAs, gear, ceramic armor plates (The strike plates of the body armor, there should be at least 2), and anything made of high density plastics. You should be able to use those along with your TK and other mental abilities to hillbilly up some omni-gel substitute to aid in the next armor repair attempt.
>>
>>20628322
>>20628468
"What? No... No, I'm fine. Thanks, though."

Cheryl drags the burnt corpses out and examines them, but they appear to be little more than lumps of carbon now. Nothing is useful on them.

The two full body armor soldiers have a pair of SPAS-12 shotguns, but absolutely no ammunition on them, including in the guns. Cheryl takes the weapons and manages to pry some plastics and ceramics out of the armor. She attempts to remove the gas-masks the pair wear, but can't seem to detach them.

The radio is too bulky to carry.
>>
>>20628624
Do the soldiers have any identifying patches?
Are these Duty, Freedom, Spetznaz, or Combine?
>>
>>20628624
>The radio is too bulky to carry.
So it's a big military type radio? Hmm.
Note its location in our PDA.
These guys could be Ukrainian military forces, but the SPAS-12es aren't a weapon you'd find from them.
Could be a pair of Stalkers, but they wouldn't bother with a huge ass radio.
Mercs, perhaps?
Perhaps Combine?

Either way, Loot it and grab any artefacts in the area. We're getting pretty loaded down with gear - so after we check out the caves and grab some artefacts here, we go to Nimble.
>>
>>20628624

Oh well. If they're in good shape, it's still money for selling them.

And the plastics and ceramics will help when you feel up trying to fix your armor again. Nothing on the Veles, huh? We should head to the cave entrances now to try and find that new anomaly and it's artifacts.
>>
>>20628691
They could be Duty or Freedom, too.
Overwatch would have their own weapons, though.

As for the cave, there are two. The caves to the southwest and the cave to the northeast.
Do we know which one Nimble was talking about?
Since he said 'cave', singular, I think he means the one to the northeast. That's a Controller lair, which means that it's a powerful hostile telepath, Cheryl.
Though I doubt it's expecting to tap into the likes of us.
You'll need to be on the lookout for anomalies, though. Could be a Xen portal, which means headcrabs.

OH! And grab the shirts off of these guys; we can use them to keep monster blood away from other things in the duffle bag.
>>
>>20628764
The underground caves without the Controller have anomalies and artefacts in them.

Very dangerous area though. Tons of anomalies.
>>
>>20628672
Cheryl searches the corpses and finds shoulder patches with the insignia she drew before, the Combine emblem.
>>
>>20628818
Hmm.
>>
>>20628764

Oh, good idea with the shirts.

And yeah, I'm also thinking it's the controller cave. Might be dead, might not be. There's also a loaded Chaser 13 just northeast of the cave, in a bush, along with 20 rounds of buck.
>>
>>20628624

Gasmaks that can't be removed. That's probably a sign of the Combine right there. Their masks are actually attached a part of their skulls, if I'm not mistaken. Removing them takes specialized equipment that only the Combine possesses.

The Combine tend to nab locals and turn them into soldiers that are either biologically hard-wired to be loyal to the Combine or have some sort of compulsion going on. If they are only beginning to establish a presence here, they might have let the soldiers keep their own weapons, or just commandeered some local munitions.
>>
>>20628799
And Cheryl doesn't have a helmet or gas mask.
I don't know, seems dangerous when it might not even be the right one.
Also, there's a stash with a Chaser 13 shotgun a little bit away from the Controller Cave. Maybe we should try there first.
If there's no anomaly, we know we need to go to the caves under the farmstead.
>>
>>20628818

Local dupes, maybe? Or non-cyberised combine infiltrators?

For all we know the Combine are simply acting as a new faction in the Zone until they have the ability to force a cascade, using local Stalkers as patsies and future recruits for the Overwatch.
>>
OK, PEOPLE, LISTEN THE FUCK UP.

There are TWO SETS OF CAVES.

The Controller cave has NO ANOMALIES IN CoP, just some stuff to loot and a corpse, and it isn't that large.

And then there's the anomaly caves, beneath the farmstead, which ARE dangerous and filled with gas.
>>
>>20628893
But the problem is, Nimble wants information about a new type of anomaly that just showed up:
>North of here is a burned out farmstead. It is full of anomalies, but I heard during the last emission one of the new ones appeared there, near a cave by it. Check it out and bring me back anything interesting you find and I'll make it worth your while.

We don't know which cave he's talking about.
I think it's safer to try the Controller Cave first, then if that doesn't pan out, do the Farmstead caves.
>>
>>20628929

Cheryl can also TK herself a bubble of air and move through the anomalies, hopefully. Or just tell them to sit the fuck down, we're moving, and they can fuck off back to the Noosphere.
>>
>>20628818

MetaOP, Nimble gave us the freq used by the Skad and other outposts to warn about anomalies, right?
>>
>>20628989
You mean blow-outs? I didn't think of it, but I guess he would've.
>>
>>20629068

Yes, sorry.

we should have asked if he had a private Freq we could use to squawk at him.

Oh well, we'll check the controller cave first. If it's still there, it'll tell us to leave when we enter. Slow and careful, Veles and Mak out once we get there.
>>
Hey guys, read this shit
http://stalker.wikia.com/wiki/Moonlight
It's an Artefact that can amplify psi waves.
We must find them.

Some other useful artefacts:
http://stalker.wikia.com/wiki/Bubble (Damn rare, -4 Radiation)
http://stalker.wikia.com/wiki/Wrenched (Kinda common, -3 Radiation)
http://stalker.wikia.com/wiki/Jellyfish (Very common, -2 Radiation)
http://stalker.wikia.com/wiki/Shell (Kinda rare, +4 Energy, makes the user less tired, and stimulates the nervous system)

When we do that Wild Territory trip to grab Freeman's corpse, be sure to do it between 11pm and 5am. We'll be able to grab tons of Moonlights that way.
>>
>>20629094

That only does that in Clear Sky, we're in CoP, where it PROTECTS against Psi.
>>
>>20629115
It has the same effects in CoP as in CS. Stalkers rig it to resonate out-of-phase with the Zone's wacky bullshit and protect them.
I figure if we can rig it to resonate in-phase with Cheryl, we get a power boost.
>>
rolled 26 = 26

>>20629078
Cheryl slowly makes her way to the Controller cave, Makarov and Veles out.
>>
>>20629196
Didididice.
>>
>>20629196

Di(c)e...
>>
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>>20629196
Goddammit, not again.

Cheryl! Use the floating clothes trick!
>>
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>>20629196
>>
>>20629196

Gotta agree. Don't forget to hug cover.
>>
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>>20629196
>>
rolled 59 = 59

>>20629196
>>20629256
>>20629270
>>20629299
Image of someone looking worried
>>
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>>20629196
@dice
>>
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The reminder to use the floating clothes decoy is timely, as it probably saves Cheryl's life. A grenade sails from the cave mouth right underneath the floating clothes, detonating with enough force to knock Cheryl to her feet and drain half her shields from where she stands.

Out from the cave mouth staggers a pair of soldiers in full body armor, armed with some sort of sub-machine gun. Their movements are slow, staggering as they turn towards Cheryl and open fire. The young psion runs behind a gnarled tree, her kinetic barrier stopping the bullets that do hit, though it takes the rest of the current charge to do so.
>>
>>20629402

Zombines!

Cheryl, TK their shooting arms into immobility, they're zombies who's minds have been destroyed by a controller or an emission. Then put some 5.45 into their heads and they'll drop.
>>
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992 KB
>>20629402
BURN IT QUICK!
>>
rolled 51 = 51

>>20629402
TK their guns away, then use FIRE on MAN.
>>
>>20629402

Light em up, Cheryl. And watch for grenades.

If they toss them at you, just TK a wall to bounce them back. Catching will need too much finesse.
>>
>>20629402
"Cheryl, they might not have enough mind left for a Mind Blast to work. Try to TK their guns out of their hands, and if they try to throw another grenade, just shove it back.
"Now, set them on fire and shoot them with the Abakan!"
>>
rolled 81 = 81

>>20629541
>>20629457
>>20629451
"Got it!" Cheryl says, focusing her powers.
>>
rolled 90 = 90

>>20629669
Cheryl rips the guns away from the zombified soldiers, then ignites both of them with a thought. The fire cooks off the spare ammunition in their belts along with the grenades there, detonating both and bringing them to a very messy end. Cheryl shoulders the Abakan and scans the area, but does not detect any further threats in the immediate vicinity.
>>
rolled 69 = 69

>>20629705
Teleclothes Walkforward Anomalydetector Psiradar Shootthemans Gogogo.
>>
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>>20629669
>>20629705

..../tg/ dice is up to something.

THIS IS WAY TOO GOOD.
>>
>>20629705

Nice, MP7s should fetch a GREAT price from Nimble. Pick those up, Cheryl.
>>
>>20629705
Oh, we should have tried to save that ammo.
But better that than getting shot, I suppose.

Cheryl, stay sharp, throw some rocks around to make sure that there are no anomalies, and pick up those SMG's. We'll want to keep one, and take the ammo from the other. We can sell the spare.

Let's continue using the floating clothes trick, and check out the cave.
>>
Just to let you know, we're in autosage and on page 5.
>>
>>20629811
I'll wrap this encounter up and call it a day. I have to get up early.

Cheryl gathers up the MP-7s and makes her way to the mouth of the cave. A low voice echoes in her mind.

"Goooo baaaack."
>>
rolled 89, 22, 12, 98, 61, 35 = 317

>>20629743
Perils of the zone, my boy.
>>
>>20629949
try to reach out to the voice. "Why?"
>>
>>20629949

I don't suppose that you could tell us why we should specifically not enter the cave without compromising any information that you're not allowed to tell?
>>
>>20629949

Send in a psy-pulse as strong as you can "I'm coming in there and your can't stop me, abomination."

Throw in a mind-blast if you can find the Controller's mind.
>>
>>20630007

It's a Controller inside the cave. In CoP, when you enter the cave, it says in your mind "Leave now, human."

Then you shoot it in the face if you aren't terrible at the game.
>>
>>20629949
We've got a grenade left.
Want to put it in the pocket of the floating clothes, have the clothes go in, and pull the pin when it hits the Controller?

"Well, Cheryl, take a moment to center yourself and prepare your mental defenses; the Controller should not be underestimated.
"But you've received mental training from the Eldar and X-COM veterans; you won't crack easy. And we'll try to have the Controller focus on us; it can't do jack shit to us since we don't have bodies right now.
"Throw a Mind Blast at it, then go in there and introduce it to some Soviet engineering, Cheryl."
>>
Cheryl moves forward, then pauses as conflicting advice is given.

"Wait, am I talking first or shooting?"
>>
>>20630135

You're going to sear the fear of YOU into that Controller's brain, as you shoot it in the face repeatedly. Use both psychic and physical means to kill that mutant fucknozzle DEAD.
>>
>>20629969
>>20630007
Seriously, what the hell, guys? This is the Controller Cave, where there's a Controller. Why are you trying to talk with it?
You don't try to talk with a Snork or a Poltergeist; you don't try to talk with a Controller either.
>>
>>20630170
Talking WHILE shooting.

And if it does try and get in your head, we'll just beam some of our training into his.
>>
>>20630135
Use a Mind Blast and shoot it. Trying to talk with it is a waste of time and effort.
>>
"Well... OK," Cheryl says as she sends her psychic senses down the tunnel, easily locating the psionic mutant dwelling within. Through Cheryl's senses, you feel a shock of surprise, then fear from the creature as Cheryl overwhelms its defenses with brute strength, fillings its mind with inconceivable horrors that cause it to freeze in place as Cheryl rushes inside, closing the distance to point blank and blowing the monster's head off with a single clean shotgun blast.

The creature drops to the ground as Cheryl pumps the shotgun, sparing a moment to look around now that the danger has passed. Inside the cave are a number of wooden tables and lockers, but most notable are a few sheets of sleek, black metal, a very strange looking PDA, and a boxy-looking device with a console and handles built into it.
>>
>>20630441
Check that PDA.
>>
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This is what the mutant looked like, right?

Anyway, let's take a look at that PDA, and that boxy-looking device.
Not sure what the black metal could be.
>>
>>20630511
It did.

The PDA is smooth and silvery, with an electric blue display and touchscreen. It activates accidentally as Cheryl's thumb brushes over it, the screen lightning up with alien characters.
>>
>>20630546

It's all combine gear, dude.

We need to keep this for ourselves, there'll probably be another G-man operative who can use it. Take what we can carry, torch the rest after a thorough search, there should be some decent loot here unless the combine took it.
>>
>>20630546
Oh man, Controllers working with the Combine?
Or did the Controller just zombify an Overwatch patrol and that's why it got all these goodies?

Anybody on the Command Crew recognize the symbols on the PDA?
>>
>>20630546

"Right, which of you multi-verse linguist speaks combine?"
>>
>>20630590
Sorry. I know Elven, Dwarven and Klingon though.
>>
>>20630590
I can speak Moogle!
>>
>>20630588

The Controller zombie'd the Combine, they set up in the cave while the Controller was out doing whatever, then they got mind-raped into zombiehood. We should be able to find some good drugs in here, too, Vinca, Anabiotics, Hercules, and Antirads, and a bit of food.
>>
rolled 85 = 85

>>20630636
Cheryl searches the area.
>>
>>20630590

Hooordor Hodor Hordooor.
>>
Loot everything, check the lockers.
We'll keep the PDA, even if we can't read it.
And what about that boxy console? Maybe it has something written in English, hopefully?
>>
>>20630692
Hidden in the footlockers, Cheryl is able to find a stock of food, anti-rads, two packs of Vinca, and bandages, along with two more boxes of 12-gauge shells, and a small stack of magazines for the MP-7s. There are 120 rounds total for the weapons.
>>
>>20630696
Shouldn't you be carrying little crippled nobles around?
>>
>>20630722

EXCELLENT.

Cheryl, please sort it how you feel best. We can trade off the MP7s to Nimble for cash, I have a feeling 4.7mm isn't that common and we don't need something as finnicky as H&K. Back to the mission, but first, right outside the cave, northeast, there should be a large bush. Please check it for a pump-action shotgun and some ammunition.
>>
>>20630722

Good job, Cheryl.

Guess we can hoof it out of here.

If you're feeling up to it, you can take the controller's head.

Someone will probably want to buy it. Heh.
>>
>>20630797
What's left it you mean?

She killed it with a shotgun blast to the face.
>>
>>20630770
Agreed that we should check that stash.
But first, let's also check the boxy console. It might tell us something useful.
>>
>>20630816

Well then there is a very wearable set of jeans that the controllers wear.

Think it'll fit over the hardsuit? It looks big enough.
>>
>>20630851
The clothes were hit by a grenade, after all.
We may need some more clothes to be able to continue using the trick.
>>
"This job isn't as glamorous as you guys made it out to be," Cheryl gripes as she goes to work taking the dead controller's clothes for the decoy trick. "I can live with ammo-scavenging, but stripping the clothes off dead monster-men is..."

Cheryl falls silent as a memory echoes in her head.

"They look like monsters to you?"

She shudders and gets back to work.

The bush outside holds no shotgun or shells, someone apparently making off with it a while ago.

Stopping to examine the boxy device reveals that one end of it breaks into two halves to reveal a side covered in fine protrusions of varying sizes. The computer screen on the other end responds well enough to the controls, but all are labelled in the same alien script.

And that's where I'll call it tonight.
>>
>>20630925
"Yeah, well, this is a sub-contract for the G-Man. He's not the best of employers. I'm sure you'll have a lot to talk about if you meet Dr. Freeman, Cpl. Shephard, Barney, or Alyx.
"Anyway, we'll just mark this spot on the PDA as a Combine outpost, and leave it at that."

Should we check out the caves under the farmstead, or is this enough for Nimble to be satisfied?
>>
>>20630970
"From what I've heard, that would be a one-sided conversation."
>>
>>20630983
Just with Freeman or Shepard. Alyx talks a lot.
>>
>>20630983
"Haha! True, for Freeman and Shephard at least. Barney and Alyx are actually quite chatty, though."

Okay guys, should we go back to Nimble and offload some of the guns we don't need, or should we check out the caves under the farmstead.

I'm still leery about going there without full environmental protection, and if we don't have to.
We can't quicksave here, after all.
>>
>>20630983

We'll go back and trade for a gas mask, saying we weren't sure which cave. Don't forget to take pics.

As it is, we'll need the time to reseal our armor.
>>
>>20630983
I'd say head back to Nimble and offload some loot.

We should keep one of the SPAS-12s, and the Abakan. Sell the rest of the guns, armor, ammo, artefacts, mutant parts, etc.
Keep the combine PDA with us, it'll probably be useful to us later.

Tell Nimble we checked some of the caves but didn't find an anomaly, we'll go back and check the rest of the caves after we offload some stuff.
Might have Cardan take a look at our gear. Degtyarev probably gave him the tools he needs.

We'll need a few medkits, maybe some bandages, and probably some anti-rad when we get back to camp.
How's our shotgun ammo looking?
I assume we've got enough Food with us now for a while, given that we looted some stashes.

If we have the cash we should probably pick up a Jellyfish artefact purely for anti-radiation.
>>
>>20631519

>cardan
>Fixing an ME Hardusit.

We have the materials we need to have Cheryl Psychic up some omni-gel to fix the suit, we just need time to do it right instead of a quick-fix. We'll offload our intel and confirm our target, get a gas mask and some antirads and antidote drugs, maybe see if Beard can sell us a Jellyfish with the dosh we'll get for those MP7s.
>>
>>20631539
I think we should sell one MP7 but keep the other.
No offense to Cheryl, but in close quarters like in the caves, and just for ease of use, I think the MP7 is better than the Abakan.

Also, are we keeping the Vintorez? It's ammo is scarce, but it's a suppressed sniper rifle; it could be handy later.
>>
>>20631570

It's great against body armor, but 9x39 is heavy as fuck and a very finnicky round ballistics wise, it's a very short ranged round, too, maybe 200m effective range.

It also has a VERY sharp drop, being an extremely heavy subsonic cartridge.

We'd be better off sticking to the SPAS and Abakan, they're not exactly carbines, but they're reliable and not maintenance hogs.
>>
>>20631625
True, but it could be used in full auto in close range against armored targets, which most Overwatch troops will be.
>>
>>20631625

You're forgetting that shes wearing a ME hardsuit.

That thing has strength magnification at least a magnitude above the exoskeleton.


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