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It was somewhat telling of the sort of life Scout Commander Scott Yellowman led that waking up in a ventilation shaft to the sounds of distant explosions wasn't the strangest way he'd ever woken up. The two sets of memories that vied with each other for dominance of his mind upon waking however, THAT was what took the cake. In one set, the multiversal traveler remembered clearly a dire catastrophe threatening all realities that he was sent to gather information on. This disaster was ultimately averted by the actions of a Transpace Guard emergency task force put together by his boss and sporadically aided by himself. Averted by a machine that... altered history and reality itself? A high powered wish-granter to undo all the damage wrought?

The second set of memories came more readily to his mind, seemed fresher. He'd found out about the dire plans of his organization's Black Operations wing, which had been corrupted by a reprogrammed and repaired S.H.O.D.A.N. Using technologies and techniques looted from a hundred different worlds, SHODAN intended to recreate the reality-warping device she crafted aboard the Von Braun on a trans-dimensional scale. Alerted to the threat, the Transpace Guard attacked their rogue elements, causing the rampant AI and her handlers to flee to a remote asteroid base... this asteroid base. Sending most of his team to take his findings to High Command, Yellowman had opted to take a one Eyepod scout vessel and attempt to infiltrate the base and deal with the threat for good.
>>
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>>24060234
Details in either set were still fuzzy, but Scott never remembered being that heroic. He didn't remember being that COMPETENT. But one thing he DID remember in the older set of memories caused a tired sigh to escape the Scout Commander's lips. He remembered the words he'd said as the world-altering device had started to activate.

“I'll take care of SHODAN,” he grumbled. “Stupid, STUPID, Yellowman. ALWAYS watch your words around anything remotely to do with wishes. God DAMN it!”

Scott Yellowman, thanks to a very poor choice of words in the presence of god-like power, is now the only one that can stop an insane AI from twisting everything you know into a computer program gone terribly wrong.

Outgunned, undergeared, and almost out of smokes, Yellowman has one unlikely ally.

You.

Can you guide Yellowman through the base and destroy SHODAN? Or will this quest be filled with the laughter of the dice gods?
>>
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>>24060273

The vent shaft's cover hit the ground with a lot more clanging than Yellowman had intended as he jumped down from the low-hanging ceiling duct. Landing in a crouch, the Scout Commander immediately rolls to the side and draws a gun. The precaution turns out to be unnecessary, as there is no one else in this room.

Yellowman sighs as he scans the chamber with his eyes. Metal walls and doors that looked more like ship hatches than anything else. Workstations, computers, cabinets, and clusters of monitors hanging from the ceiling.

“Must've been a data-processing center. Guess keeping it staffed in the middle of an attack wasn't high on their priorities,” Yellowman comments to himself. “Wait... who the hell is attacking?”

The answer isn't within either set of memories.

There are three doors to the north and another door to the south.

“That'd be my exit plan,” the scout murmurs as he looks at the south door. “If I remember right, taking that door leads to a chain of corridors ending with the hangars. I can call for my ship there. Why the hell am I talking to myself? Bah. I need a vacation.”

What does Yellowman do?
>>
>>24060273
>Can you guide Yellowman through the base and destroy SHODAN?
Honestly?
Probably not.
>>
>>24060314

Double check our gear, first, and make sure whatever we use for ammunition is topped off.

Then pray to Desna for luck.
>>
>>24060314
Investigate workstations and cabinets for any important documents, or anything remotely useful.
Then investigate computers.
>>
>>24060314
Hit 'M' and pull up the area map.
Then check his inventory, make sure his skill points are set up correctly, and his gear is in the correct equipment slots.
>>
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>>24060273
>and almost out of smokes

Well, i know what we are getting Yellowman once we done with this, lots of cigars.

It will most likely be filled with he laughter of the dice gods, BUT we can't let that stop us from doing this!

>>24060314
Yellow man, sup, you brain now got extra voices! Now listen. Check your gear, and look for clues.
>>
>>24060390
>Yellow man, sup, you brain now got extra voices!
AND THEY ALL HATE EACH OTHER!
>>
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>>24060314
Yellowman Quest System Overview:
Any action's success or failure is determined by the roll of a d100. High is good. Low is bad.

These rolls are modified by bonuses gained from skills, talents, and gear. Here is Yellowman's Stat Sheet.

Yellowman Stats:

Strength: 2
Health: 2
Dexterity: 2
Intelligence: 3
Willpower: 2
Perception: 4
Charisma: 2
Leadership: 1

Wounds/HP: 2(4) (Number of injuries Yellowman can sustain without being incapacitated.)
Survivor Points: 4 (Spendable points that allow a reroll with a bonus equal to Willpower on failed rolls that endanger Yellowman or an ally.)
Dumb Luck Points: 2(Spendable points that allow a reroll on anything.)
Skills:
Starship Pilot: 2
Computers/Hacking: 2
Stealth: 5
Investigation: 5
Pistols/Sidearms: 5
Rifles/Longarms: 2
Heavy Weapons: 1
Throw: 3
Hand to Hand: 2
Melee: 2
Bluff: 2
Repair/Engineering: 2
Comm/Scan: 2
Lore: 3
(Cont.)
>>
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>>24060465


Traits:
Unnatural Survivor: Allows accumulation and spending of Survivor Points.
Stubborn: Grants +10 bonus to rolls made to resist mental influence of any kind.
Tactical Redeployment: Grants a +20 bonus to rolls made to escape or flee from combat. Grants +10 bonus to rolls made to move around in combat.

Gear:
'Statler': A gauss pistol modified to accept enchanted rounds. Good at penetrating armor, with magic bullets offering additional effects. Twelve round magazine. “It's an old gun that likes to tear into things. Seemed appropriate.”

'Waldorf': A light plasma pistol modified to work with a power-recharger. Deals heavy damage to soft targets and things vulnerable to fire. Forty-shot battery. “Sick burn.”

Scout Combat Suit: An armored jumpsuit that can accept add-ons and modifications. Currently has reactive force-shields installed. Grants extra Wounds.

Power Recharger: A conversion device capable of hooking into any power outlet with sufficient energy to provide recharging to shields or certain energy weapons.

Gummer-Brand Survival Kit: A top of the line survival kit with most of the supplies you'd need to survive for a period of time in the wilderness. Comes with a supply of MREs. “It tastes like toilet paper.” “That IS the toilet paper.”

Reality Emitter Mk.3: Reliable protection from all sorts of things that just don't make sense. Modified to also emit a Gellar Field and protective wards, providing additional defenses against demonic entities.

Ammunition:
2 Magazines of normal Gauss Ammunition.
1 Magazine of Shocking Gauss Ammunition. (Doubles damage against shielded targets)

At the conclusion of each session, Yellowman and any active Sidekicks receive points to improve their statistics. You can get bonus points for things like outstanding performance, extra objectives, and clear-time.
>>
>>24060465
Now with these stats, is 5 the highest, and 2 representing a normal, healthy adult?
>>
>>24060515
Fair enough. Now, listen to your brain, us, Yellowman! Look for clues man!
>>
Rolled 65

>>24060330
A shiver of doubt runs through Yellowman.

>>24060350
Yellowman looks over his gear.

"As good as I can manage. Might want to pull a Snake and do some on-site procurement, though."

>>24060364
Investigation 5 + Perception 4= +9 to this roll.

>>24060365
"A map! Why didn't I think to bring a map!" Yellowman curses. "If I could find one..."

>>24060390
Yellowman looks around, nervously. "No one there... but I could've sworn I heard someone talk to me..."
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>>24060576
Hey, we're over here!
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>>24060576
Okay, Yellow, listen, listen very well to what we say/suggest.

Look for a map. Gather any pass/keys/etc that looks like would let us walk trough like nothing on this place.

If the map fails, try the door on the left.
>>
Rolled 7

>>24060543
For skills, 2 is a normal adult with minimal training. 5 is with training. Attributes are 2 being normal, with 5 being above average, and scaling up from there.

A thought registers in Yellowman's mind. While not the cream of the crop, he doesn't remember in either set of memories being quite this incompetent.

>>24060576
Yellowman rummages around the workstations and locates a flash drive that someone forgot to lock up in their haste to evacuate. He can try to hack a computer, but it will take additional time. Nothing else of use is found.

>Got "Fireman Flash Drive."
>>
>>24060576
So wait, wasn't SHODAN planning on using that Super-STOB?
How can she have the resources to do much but sulk?
>>
>>24060765
New reality.

Attempt to get into a computer. Based on standard operating procedure. Try these combo.

User: Administrator
Password: Password
>>
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Rolled 71

>>24060628
>>24060757
Yellowman looks around. "I KNOW I heard something... oh well, no matter. Maybe I'll try that door on the left..."

Forced Roll: Stealth 5 + Dexterity 2 = + 7 to this roll.

Yellowman carefully opens the left door and steps through to find a long corridor with a pair of security cameras on either end!
>>
Rolled 22

>>24060881
Huh. Maybe we should turn around.
>>
>>24060881
...Lets try a different door for now.
>>
>>24060881
Yellowman manages to roll underneath one of the cameras, and into a blind spot for the other. He exhales a sigh of relief as he takes a closer look at the hall. Midway down the hall to the right is a door marked 'Security'. The door to the left is unmarked. There is another unmarked door at the end of the hall.

>>24060875
"If I end up back in that room, I'll try one of those computers..." Yellowman thinks.
>>
>>24060945
Security seems like a good choice. Let's take it a bit more slowly this time, though, in case of any fun surprises.
>>
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>>24060881
Ah..ha..haha, no. turn around, and don't forget to close the door. NOW to door number three (door on the right). And Yellowman, we are INSIDE you!. here, let me picture myself to you.
>>
>>24060945
Are the cameras the remotely movable type?
He could readjust them to make moving around in this hallway easier if they aren't.
>>
>>24060945
Ah, never mind then.
Wait, where's Yellowman in relation to the map?
>>
>>24060990
They are slowly moving from side to side, so it would appear so. Yellowman could at least tamper with the one he's underneath, if you wanted to try something.
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>>24060974
Scratch that. Didn't realize we were still in the same hall.
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>>24060996
To the left and under the left-bottom camera.

>>24060974
>>24060985
"Keep it together, Yellowman, there's no one there. Don't let the stress nail you," Yellowman murmurs. "...but why penguins?"

Yellowman is currently deciding between trying to fool with the camera or going straight to the Security door.
>>
>>24061111
I'd say fool with the camera. There might be someone in the security room. If they come out to check on the camera for a malfunction, Yellowman has the first shot.

I also may be attempting to get the "Ghost" achievement for not being detected.
>>
>>24061111
Okay, you win Yellowman, fool with the camera maybe you can get it to work on our favor (or get it out of commission).

Penguins? I'm a Prinny, PRINNY MASK! to be precise.
>>
Rolled 83

>>24061142
Repair 2 + Intelligence 3=+5 to this roll.

Yellowman reaches up and attempts to muck around with the camera.
>>
>>24061142
Yeah that sounds good.
Unless Yellowman's the only person alive on this rock, you'd think there'd be people in the security room.
>>
>>24061227
What the hell is going on here? The dice gods are actually in our favor today.
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>>24061227
Yellowman uses skill he didn't even know he had, and despite having no tools and little knowledge, manages to disconnect the camera without activating an alarm.

The Stealth DC for this hallway is now halved.
>>
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>>24061266
False sense of security.

We haven't entered combat yet.
>>
>>24061274
Right, so can Yellowman stealth roll to the security door, and just kind of... press his ear against the door to see if anyone's on the other side?
>>
>>24061274
Good job! Now, lets get the other one. That way we, that being you and us, won't have to worry about pesky cameras later.
>>
>>24061282
I mean, but we've passed both security camera rolls. That has to count for something, considering getting spotted has high chances of either being shot to death by automated turrets from the walls/ceiling or an alarm.
>>
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Rolled 9, 42 = 51

>>24061302
>>24061304
Yellowman attempts to sneak over to the other camera and disable it before checking out the Security door.
>>
>>24061305
Well, the way our rolls work in this quest is if it's before combat or after combat, we constantly get high rolls.

As soon as we start rolling to fight, Yellowman's shields are going to be destroyed by a giant Strider-Hill monster so that he can do the rest of the quest in his skivvies.
>>
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>>24061352
Oops! Looks like Yellowman is about to trip onto his face! Do you want to burn a DUMB LUCK point to reroll?
>>
>>24061377
How many "Thanks Dice Gods" points do we have?
>>
>>24061377
Uhh... Don't REALLY think its worth it, better put those hands on the way Yellowman!
>>
>>24061392
You have 2 Dumb Luck points which you can use to reroll anything, and 4 Unnatural Survivor points which automatically get used when failing a roll would endanger Yellowman's life or the life of an ally.
>>
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Save the Dumb luck rolls for something better.
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>>24061398
>>24061460
Yellowman trips on a slightly raised floor panel and faceplants in front of the active camera. A whooping alarm begins to blast from a nearby speaker as Yellowman utters a stream of curses and scrambles to his feet.

What now?!
>>
>>24061519
Yellowman can barely hear the shuffling of feet and shouts of men running from both the left and right doors in this hall.
>>
>>24061460
Yeah, I reluctantly agree.
>>
>>24061519
Jump into the conveniently placed ventilation duct!
>>
>>24061519
You see the ALERT timer? Yes? Good! Now look for a place to hide, maybe on the previous room?

>>24061534
Well, blaze of glory time buddy. Wip out Statler!

>>24061547
Or this
>>
>>24061519
>>24061534
Hm.
Return to original chamber, and then hide either under a table or inside the cabinet.
Given that the cover from the ceiling vent is just on the ground, in theory they'll assume Yellowman used that to escape.
>>
>>24061519

Vents and/or hide in previous room.
>>
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Rolled 3

>>24061568
Yellowman whips out Statler and attempts to make a tactical retreat to the next room.

Strength 2 + Tactical Redeployment 20= +22 to this roll.
>>
>>24061618
Well, good going, fatass. I hope Statler isn't prone to jamming.
>>
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>>24061618

POP GOLD NITRO, DUDE!
>>
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>>24061618
Despite holding a Master's in 'Running the Fuck Away', Yellowman only manages to make it a little past each door when both open to admit a pair of soldiers in body armor and masked helmets to the hall. Both carry rifles of some kind, and begin to aim at the same time Yellowman raises his pistol...

COMBAT!

Foes:
Fireman Grunt 1
Fireman Grunt 2

What does Yellowman do?
>>
>>24061722
Lay down suppressive fire and continue retreat?
>>
>>24061722

Get hard cover and pop them in the groin, there's no armor there and a LOT of arteries.
>>
>>24061722
Crimson Lances huh? I would've thought they'd be Kerberos Panzer-type troopers wielding MG-42's in each arm or something...
>>
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>>24061722
PEW PEW of course you silly! get em like a pro gunslinger!
>>
>>24061722
A quick weapons tutorial. When firing a weapon, a roll to hit is made with the usual modifiers. Certain weapons have bonuses to damage or combat roll. For every 20 points above the target number to hit, another wound is inflicted. When a target is out of wounds, they are dead, dying, or incapacitated.
>>
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Rolled 16, 66 = 82

>>24061774
>>24061766
>>24061764
>>24061759
Yellowman shoots at one of the soldiers' groins as he attempts to whip around the open doorway for cover.
>>
Rolled 31, 38 = 69

>>24061852
The shot goes wide, but Yellowman manages to make it to the doorway before the soldier can open fire.
>>
>>24061882
Alright, go throw doorway and attempt to block door?
>>
>>24061882
Between the cover and the soldier's own hasty aim, Yellowman is unscathed after a barrage of plasma bolts rakes the hall.

"Alert status orange, one infiltrator in core, no support witnessed. Suppressing now," one of the soldiers murmurs into his radio.

What now?
>>
>>24061927
We make sure they get "suppressed", duh. shoot! shoot em!
>>
>>24061927
Flip them the bird and shoot them with your gun held sideways, "gangsta" style.
>>
>>24061927
Borderlands characters. Hope they drop an Eridian Weapon.

If I remember right, CLs have shields so the Shocking shots should be effective.
>>
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Rolled 39, 29, 14 = 82

>>24061996
>>24061980
>>24061927
"They put the sights on top for a reason!" Yellowman gripes as he fires from cover. The two soldiers opposing him return the favor in kind, plasma bolts spattering the walls.
>>
>>24062071
Plasma rains around Yellowman, but nothing hits him.

"You'd think better soldiers would be guarding the leader of a multiversal conspiracy..." Yellowman mutters as he takes aim.

It's a close thing, but Yellowman's shot with Statler manages to hit one of the soldiers. The bullet deflects off of a shimmering blue transparent field around the soldier, which then sparks and fades.

"Shield down!" the soldier says, turning and dashing for the Security station. Yellowman flips him the bird with one hand as he retreats.

>>24062052
Reloading to Shocking rounds takes an action. Do you wish to change ammo?
>>
>>24062141
No, let's just finish off the remaining guy first.
>>
>>24062141
Fair enough. they getting thunderstruck!
>>
>>24062141
DAKKDAKKDAKKADAKKADAKKDAKKADAKKDA
>>
>>24062179
Okay, i take it back, finish the retreating guy first.
>>
Rolled 9, 25 = 34

>>24062159
"Sorry asshole, no witnesses," Yellowman mutters as he takes a shot at the fleeing soldier.
>>
Rolled 77, 13 = 90

>>24062195
"God-DAMN it!" Yellowman roars as the soldier makes it to the Security station, Yellowman's shot going wide. A small consolation is the other soldier's continued inability to hit a target less than twenty feet away. Yellowman growls as he takes cover for a moment before lining up his next shot.

"Who the hell made that man a gunner?"
>>
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>>24062253
Yellowman's second shot rings true, knocking out the other soldier's shields as he continues to fail at his chosen profession. The soldier pauses for a moment to talk into his radio.

"Falling back, shields down! Request reinforcement at corridor 9-A!"
>>
>>24062253
I did Yellowman, he is our cousin. And he is an asshole.

That said, no one will miss the poor sod.

>>24062308
FINISH EM!
>>
>>24062308
Finish them off before those reinforcements arrive.
>>
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Come on, Scott.

The Firemen need a punch in the metaphorical face!
>>
Rolled 7, 62 = 69

>>24062336
"What an asshole," Yellowman murmurs, firing while the other soldier continues to talk into his radio.

"Command? Anyone? Hello?!" the soldier shouts.
>>
Rolled 73, 62, 49, 79 = 263

>>24062431
Yellowman's shot goes wide as the soldier brings up his rifle and fires a shot that catches the scout commander in the chest. The energy shielding installed in Yellowman's scout armor absorbs the hit, however. A roar of frustration rips from Yellowman's mouth.

"WHY WON'T YOU DIE?!" he howls, firing again and again at the trooper.

>Lose one Wound from Shields.
>>
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>>24062493
Yellowman's frustrated fusillade is enough to overwhelm the soldier, who collapses on his back in a pool of his own blood.

"Where... is everyone?" he mumbles, then dies.

The door to the Security Station opens, admitting the other soldier that retreated. A snap shot by Yellowman blows through both the soldier's shields and armor, leaving a messy hole in the center of his chest.

"I just... recharged the damn thing," he mutters, collapsing.

Yellowman breathes heavily, ejecting the magazine from Statler with shaking hands. The alarm continues to blare in the background.

>Combat ended.
>Statler needs to be reloaded. Reload with normal or Shocking?
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>>24062493
Man, everytime I see "howl", I keep remembering Tex Avery's wolf character.
>>
>>24062583
Shock and awe bud, shock and awe.
>>
>>24062583
Reload with Shocking.
Also check the soldiers for card keys, ammo, and take their plasma rifles.
Then go into the Security room.
>>
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>>24062657
Yelloman reloads with Shocking ammunition, then checks the bodies of the soldiers. One has a blue-bordered passkey on him, and both have the lower power Reppconn RR-1 model of Plasma Rifle, along with 24 Microfusion Cells. Yellowman takes the ammunition, key, and one of the rifles, then steps over to the open Security door.

>Gain 48 MFC
>Gain 1 RR-1 Plasma Rifle
>Gain Blue Passkey.
>>
>>24062758
Ah plasma, time to make stuff turn into green goo.

Lets go down back to the left door, actually, past the first room with the cameras.
>>
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>>24062758
The doors opens, predictably, enough, into a Security station. There are consoles and monitors lining two of the four walls here, with a power recharge station in the corner, along with four lockers. Air hisses from a large ventilation duct next to the lockers.
>>
>>24062825
Can we recharge our shield?
>>
>>24062825
Can the recharge station be used on the shield that got drained? If so, let's use it. Check the monitors to see if there are more guards on their way.
Then check the lockers.
>>
>>24062825
Yellowman loot the lockers!

OH, I don't see you questioning our presence now though, good! that means you finally come to terms that your brain is no longer only yours.

anyways, if the lockers are closed, use the blue passkey.

>>24062851
Ah yes, recharge the shield.
>>
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>>24062851
>>24062857
>>24062869
The monitors show two guards at their station in another part of the base, and one with his rifle trained at an unopened door, with two people in labcoats huddling behind him.

After a moment of examination, Yellowman grins as he hooks up the station's recharge cable to his scout armor.

"Full up again. Looks like it can be used one more time after this, too," Yellowman mutters to himself. "Now, let's see what's on five-finger discount..."

Besides some personal effects and empty ammunition boxes, Yellowman finds a Medkit good for healing 2 Wounds.

>Gain Medkit.
>>
>>24062971
...forgetful OP.

>Shields recharged to full.
>>
>>24062971
>>24062986

Good, good!. proceed to the next room, CAREFULLY.
>>
Check the consoles for a map of the facilities.
>>
>>24062971
See if we can find a map of the facility here in this Security station.
>>
>>24062971

Check for maps, and anything we can use to check corners without actually looking over them.
>>
>>24063012
>>24063006

"Think I'll have a look at the left door, but before I do that..." Yellowman cracks his knuckles and starts typing at the console.

Hack 2+ Intelligence 3 = +5 to roll.
>>
Rolled 33

>>24063129
I said, +5 to ROLL!
>>
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>>24063142
"Crap-crap-crap-crap GOT IT!" Yellowman shouts, clapping his hands together and grinning as he manages to worm his way into the system, even if barely. With a few deft keystrokes, he manages to pull up a basic map of the facility.

>You are in room 3.
>>
>>24063181
Yellow, I can't quite remember the room the guards and labcoats were in, do you recognize which is it?
>>
Can we attempt to shut down the security cameras.
>>
>>24063212
"Can't tell from the ma-" Yellowman says, then stops in mid sentence and looks around. "No one there... All right, well messing with the fabric of reality is bound to have some side-effects... Getting checked out by the base doc as soon as I get out of here."
>>
Rolled 43

>>24063253
"Voices aside, I should shut down the other cameras," Yellowman says, fingers flying over the keyboard again.
>>
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>>24063285
"Aaaaand done," Yellowman says, disabling the rest of the security cameras with a keystroke.

>All cameras in this sector shut down. Alarm disabled.
>>
>>24063274
like-i-said. I (we) are inside YOUR BRAIN. how hard is that?

Anyways, lets see ourselves to room 6, yes?
>>
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>>24063336
Not only are we in your head, but we enjoy pizza.

While you're in the computer, you should check the USB stick.
>>
>>24063310
See what's on the USB drive we snagged.
>>
>>24063404
>>24063369
"Room 6 looks important, maybe I'll head there next... but while I'm here, might as well have a look at these files."

The flash drive contains station statistics and general operations information. It'd take time to fully analyze, but from what Yellowman can tell by a quick overview, it seems that this base was primarily a research facility. In addition to that, there were a notable number of personnel transfers out just a few days ago, leaving the facility understaffed. A few logged meetings have the base's staff confused as to where exactly the transfer orders were coming from.
>>
>>24063518
Alright, let's move towards Room 6.
>>
>>24063576
>>24063336
Yellowman grabs his gun and gets up, leaving the Security Station and moving across the hall to the door at the end of it. Cautiously opening it, Yellowman peeks into the room beyond, a cluttered hall opening into a larger chamber with many workstations and machines. The air is filled with the clatter and clang of activity as most of these devices are still active, doing whatever it is they do despite the lack of crew.

Carefully advancing, Yellowman catches a glimpse of two soldiers guarding the door at the far end, the door to Room #6. They haven't spotted him yet and he ducks behind a large piston-like machine.
>>
>>24063682
Yellowman, what say you, think you can take em by surprise?
>>
>>24063726
"I think I can take them by surprise..." Yellowman murmurs.
>>
>>24063830

Look around. Is there anything you can use to distract the guards, or anything that might come in handy later?
>>
>>24063830
What if we chuck a monitor or chair at them? Or chuck small objects in quick succession? Anything that will leave a cloud? What if we induce a dust explosion?
>>
>>24063940
Yellowman pauses for a moment. "OK, sure, why not. Sanity is overrated anyway. OK, voices in my head, I see some loose tools I can chuck to maybe make a sound down one of the alcoves, drawn a guard off to check on it or something."
>>
>>24064002
Look for a good vantage point, see if you can steady the plasma rifle on something, and take careful aim.
Then throw some tools to get one of the guards to move away, shoot the other one, then the one that moved.
>>
>>24064000
"I think throwing a chair at them will result in them laughing and then shooting me. And I don't see a lot of dust, just grease and oil."
>>
>>24064002
Good job Yellowman! see? you can trust us...for the most part.

distraction plan is a go!
>>
>>24064026
"Sounds good, but shouldn't I use Statler? The shock ammo should make quick work of these guys and I don't want to be in another protracted firefight."
>>
>>24064032
"Yeah, yeah. When we get out of this, I'm seeing a shrink. Or a doctor. Or a cleric. Or hunt down Elaine... Mmmm," Yellowman shakes his head. "Nevermind that now, mission time! I'll get an answer about this later!"
>>
>>24064081
Yeah. Get Elaine. Then Vitun and Aeshma. Last I heard, those two had just completed the Tomb of Horrors.
>>
>>24064055
>>24064081

If the shock rounds can penetrate through the shields they probably have, go for it.
>>
>>24064081
You know, you have a good point! Shock and Awe! Yellowman, SHOCK AND AWE!
>>
Rolled 37, 73 = 110

>>24064139
>>24064026
Yellowman sneaks down the hall a bit until he has a good line of sight. Then he picks up a discarded wrench and chucks it down the left sub-hall.
>>
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Rolled 51, 67 = 118

>>24064213
Throwing the wrench doesn't seem to work. The two guards look over to where the sound came from, but do not leave their post. It does at least, manage to give Yellowman enough time to come up from cover undetected and fire a shot from Statler that blows clean through one of the soldiers' helmets. The other one hastily turns, sighting Yellowman and aiming just as the scout commander fires again...
>>
>>24064272
Another clean shot and the second soldier drops. Yellowman laughs as he comes out of cover.

"Knew I didn't lose my touch. I was just rusty. That's all," he says to no one as he walks over to the bodies.

Aside from their weapons and ammo, the soldiers have nothing useful on them.
>>
>>24064081
Hey, do you vaguely remember the time the Task Force 38 command crew become a bunch of disembodied busybodies?
This is probably just like... residual psychic echoes or something like that.
Pay it no mind.
>>
>>24064334

Keep your head on a swivel, Yellowman, there's no telling what Cheryl did when she deployed the rewriter and no telling what's left.
>>
>>24064334
Take the ammo, and are the weapons the same? If so, leave them, but eject their power cells.
Stay alert, and open the door a crack to see what's inside.
>>
Thats the stuff Yellow! take some more ammo. Lets move to room 7. no wait, check the workstations...maybe theres something useful in them...
>>
>>24064345
>>24064364
"Yeah! Psychic residue! That's it..." Yellowman laughs nervously. "Could happen to anyone... that was standing next to a reality rewriter when it went off."
>>
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>>24064428
Don't worry. It's when you see this guy again that we need to worry.
>>
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>>24064405
Yellowman takes a moment to collect the ammunition, then checks the door.

"Locked... If I had something to run a bypass with, I might be able to hack it open, but... oh well," Yellowman sighs and then checks the workstations. "These are all standard engineering substations. Water, power, utilities, that sort of thing. Not even central control units. Useless."

>60 MFC gained.
>>
>>24064505
There's no cardkey reader?
We do have that card key.
>>
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>>24064440
No, no Codeki, thats the wrong guy. THIS guy is who we should be wary off. Can you see it Yellow?
>>
>>24064525
But Ahriman knows us well. On the same idea, we should keep an eye out for Azalin. He knows about the reality change like we do.
>>
>>24064505
Cut the power!
>>
>>24064520
There is a key reader, but the blue key doesn't work here.

>>24064525
"Quit calling me Yellow! I hate that name!"
>>
>>24064580
"Can't do that here, these are just substations... but judging from the cables, the main controls are probably behind that locked door. If I find a way to get it open, I can probably cut power to sections of the station."
>>
>>24064505
Right, well unless you think you can shoot the door down, I guess we'll have to go somewhere else.
Maybe go back to the security station and see if there's any override for the doors?
>>
>>24064609
Okay, fine! Then how should i call you?
>>
>>24064666
How about his name? Scott.
>>
>>24064635
Rooms 4 and 5 look like the mess hall and the store room.
Try going to Room 7.
>>
>>24064666
"Am I really doing this? Am I really having a conversation with voices in my head about what to call me?" Yellowman mutters as he walks back down the hall. "Scott is fine."

>>24064656
Yellowman walks back to the Security Station, but cannot find a door override.
>>
>>24064728
Yes, you are REALLY doing it, Scott.

>>24064728
Well, lets head to room 7 for now, yes?
>>
>>24064728
Please check the cameras for people in the other rooms connected to the first room. The key card we need is likely in there if my experience with Quake is any help.

You should also be able to jump around a lot as you shoot, but one step at a time.
>>
>>24064728
Alright, if room 4 is a mess hall, there might be more incompetent soldiers in there who might have a key card.
Or you could try room 7.
>>
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>>24064719
Yellowman goes around to the rightmost door in the first room, opening it to reveal a security corridor with an inactive camera. Cables and wires spill out from damaged wall panels along one side, and blast marks around the room suggest a recent firefight. The station shakes again as a distant explosion is heard.

Shortly after he walks into the room, a large section of the floor collapses inward, creating a chasm 20' long and 20' deep. On the other end of this chasm is a door with a keyreader next to it.
>>
>>24064855
...Are you... *sigh* Room four...room four Scott bud...
>>
>>24064855
How close to the door is the ventilation shaft we can see on the map?
>>
>>24064889
What's the ventilation shaft symbol?
>>
>>24064889
>>24064936
The only vent shaft is between rooms 2 and 3. It's the 'H'.
>>
>>24064990
Then yeah, check Room 2 for anything, then go to Room 4.
>>
Rolled 65

>>24064879
Yellowman utters an irritated sigh, then moves back around to the left hall, opening to door to be immediately greeted by a hail of plasma!
>>
>>24065069
Drop to the ground and proceed to shoot people from a prone position?
>>
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Rolled 89, 58 = 147

>>24065051
Wish I'd seen this post. Oh well.

>>24065069
Yellow gets caught full in the face by the plasma, exhausting his armor's shields as it works to protect his noggin from burning. When his vision clears, he sees clearly a Fireman grunt, firing from behind a table stacked with notes and papers. In the far corner of the room, two people in labcoats try to stay under cover.

The room itself is filled with tables and machines, including what looks like a series of three containment tubes on the far end. Two of the tubes are empty, but one holds a floating book in it.

"This'd be that one room," Yellowman grunts as he draws his pistol and takes cover behind the door.
>>
>>24065192
Oh good, you remembered my question!

But enough talk, TIME TO GET BACK AT HIM!
>>
>>24065192
>taking cover behind a table
>we're using a plasma rifle
Switch to the plasma rifle, and fire through the table.
Really, what's going to stop the plasma? Is the table made out of ferro-fibrous alloy?
>>
>>24065192
>>24065144
Yellowman drops prone and rolls out from behind the doorway, his pistol shot catching the soldier in the chest and dropping him.

"Please don't kill us!" one of the labcoats wails as their guard is slain.

"We were just following orders!" the other puts in.

>2 Wounds taken. Shields drained.
>>
>>24065233
The tables, and most of the machinery here, actually DO seem to be made of some extremely durable substance. Since this appears to be a laboratory, it stands to reason some things may be reinforced in case of mishap, or to contain experiments.

Being as the soldier is dead, it hardly matters now, though.
>>
>>24065249
They can start off with telling you what those orders are.
>>
>>24065249
"Right, right. And the Nazi guards at Auschwitz were 'just following orders'."
Keep Statler trained on them, and look for something to tie them up with. Taken them prisoner may be a good idea, if we can take them back to base for interrogation.
>>
>>24065287

Strip him, interrogate scientists, look for useful materiel, find out what the book is, then clear room 2.
>>
>>24065249
Examine the book, while keeping an eye on the lab techs.

GRILL THE LABTECHS AT GUNPOINT. Do the best bad cop impression you've got.
>>
>>24065338
>>24065316

Anons! I like how you think!

See? we have GREAT ideas Scott! You just have to learn to listen to us.
>>
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>>24065313
>>24065316
>>24065338
>>24065341
Yellowman keeps his gun on the labtechs and advances, looking around, but not noticing anything to tie them up with.

"What orders?" Yellowman asks.

"We were researching various methods to directly alter reality..." one scientist says, wincing. "...to help SHODAN create her machine."

"They would've killed us if we didn't help!" the other scientist exclaims. "We only did what we had to!"

"Following orders... Just like the Nazis, eh?" Yellowman sneers. "Give me one good reason why I shouldn't kill you."

"Key!" one shouts. "I have the keycard to SHODAN's Core Chamber. If you let us go, I'll give it to you!"
>>
>>24065437
"Give" it to us?, We can just take it Scotty-buddy. Take it, and fry one of them. The one that didn't give us the keycard.
>>
>>24065437
Tell them to give you the key, and then empty their pockets.
Do we have anything to tie them up with?
>>
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>>24065437
>>24065338
"Hang on a minute," Yellowman says, holding up one hand. "What's that book?"

Both scientists blanch.

"They... took it from a little girl," one says.

"It has great power... Somehow it has a tie to a higher dimension, but we can't seem to find out why," the other scientist says. "We were hoping to study it to find the last piece of the puzzle for SHODAN's device."
>>
>>24065490
...I don't like it Scott. But take it with us.
>>
>>24065468
>>24065477
"I'm not killing unarmed prisoners like that," Scott says with a scowl.

"What? K-kill us?" a scientist sputters.

"Who are you talking to?" the other asks, puzzled. Yellowman waves his gun.

"Never you mind! Gimme that card and empty your pockets. I'm going to tie you up as soon as I find something to do it with," Yellowman says.

"Storage!" one of the scientists brightly says. "The room over there! There should be some cable!"

"Peters, what are you-"

"If it means he'll let us live, I'm fine with being tied up!"
>>
>>24065528
"Open up that tube and give me the book," Yellowman orders.

"But it... yes. Yes, right away," one of the scientists says, going over to the containment tube and typing in a code. The tube hisses open and the scientist reaches in to take the book, turning to hand it over to Scott.

>Gained Narrator's Tome.
>>
>>24065532
The scientists empty their pockets, but have little aside from some spare credits, ID cards, and pens.
>>
No fun. Scott, no fun.

But I'll live without their deaths. Get that rope and tie em up good.
>>
>>24065555
Make sure that the scientists go ahead of you into the storage room, and that you keep the gun trained on them.
Have one tie up the other, then you will tie up the first. Check them to make sure that the knots are secure. Herd them near the exit so that we don't have to go running around when it's time to leave.
>>
>>24065588
Yellowman opens the door to the other room, finding it to be full of lockers, cabinets, sealed crates, and containment tubes. A spool of cable is easily found on top of a crate in the corner.
>>
>>24065635
Yellowman does this and soon the scientists are tied up, though one seems very nervous at this.

"Please... please don't leave us tied up like this," he pleads. "If... if something gets to this lab, we'll be dead meat! We won't even be able to run, please just let us go!"
>>
>>24065639
Inspect the containment tubes. Open everything that can be opened.

We can use the spool of cable as a component in an improvised trap, or a remote detonated device.

If only the Voyager crew knew to used a timed or remote detonated torpedo on the Caretaker's Array...
>>
>>24065658
>if something gets to this lab
Wait a minute. What does he mean by "something"?
What the hell got loose here? What do we have to worry about besides the Firemen grunts?
>>
>>24065658
Have the scientist specify whatever that 'something' would be.
What the hell are they doing here that could scare them so badly?
>>
>>24065690
>>24065665
Yellowman starts going through the lockers, the containment tubes being either empty or sealed beyond the abilities of the two scientists to open.

"We..." the scared scientist begins to say. "...don't know. It started late last night. People started disappearing. Outbreaks of violence across the station with both victim and perpetrator gone when soldiers arrived. Systems malfunctioning... Cameras randomly go offline, sentry guns shoot cleared targets... even climate control's been strange. Half the rooms of the base have a cold mist clinging to them."

"Most of the security team has been trying to track down whatever is doing it," the other scientist says. A distant explosion shakes the room. "...they haven't been successful."
>>
>>24065783
Ask them how many scientists are left.
Can we put them on our ship?
>>
>>24065783
Perp sounds like a nice guy, don't you think Scott?

But, lets drag them to room one. They can't complain if they are by th exit, right?
>>
>>24065783

Wait, a mist on the ground? Do the rooms turn a different color when it's there? Sounds like Silent Hill.
>>
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"Huh... Seeker rounds. Heard these were still in protoyping. Hello, what's this? Scout Armor Ablative Plating? Thank you very much!" Yellowman murmurs as he finishes going through the lockers.

>>24065833
"Yeah, yeah..." Yellowman says as he gathers up the goods he managed to loot from the locker. He then drags the scientists to the first room, leaving them tied up by the exit.

>Gain Seeker Magazine. Seekers launch a miniature tracking missile that always hit, dealing at least 2 damage.

>Gain Ablative Plating. Yellowman gains an extra wound before going into 'flesh', but the plating must be repaired every time it is hit.
>>
>>24065846
"No, no rooms have changed color as far as I've heard."

>>24065815
"We don't know. We were kept in isolation here to continue work on the experiments until the last possible moment... I guess that's now, with you here."
>>
>>24066002
Okay, go back to the Security Room, and recharge your shield.
Take a look through the Narrator's Tome, can you read it?

Finally, ask the scientists which room IS Shodan's Control Core.
>>
>>24066045
Yellowman drags the scientists to the Security Station, where they finger room 8 on the map as the Core Chamber. He then recharges his shields before dragging them back to the first room.

>Shields recharged. Charger depleted.
>>
>>24066045
"It's all Greek to me," Yellowman comments as he flips through the book. "No, really. It looks like it's written in Greek."

"It is," one of the scientists comments. "...sort of. The alphabet is greek, but it's a different language. We were still decoding it."
>>
>>24066109
Alright. Let's see if we can now get into Room 6; if we can cut power to the sentry turrets, that could make our life easier.

And then we have to figure out how to cross the chasm preventing us from going to Room 7.

>>24066133
>Greek
You sure that this isn't some hyper-advanced item from the Allied Timelines for Non-Determinism and Hyper-Athens? Because they will fuck up our shit if the Firemen managed to piss them off.
>>
Right.

SHODAN.

Do we see anything we can fashion together to make a remote bomb that we can throw into the door and then run away? Like those fuels from the other room? If we can use the cable to ignite the fuels and then surround it with shrapnel, then we've got something.
>>
>>24066183
"This isn't some Hyper Athens bullshit is it?" Yellowman asks, looking over the book.

"Uh... we don't think so?" one of the scientists says. "We don't have many samples from them, though, so it's hard to tell."

>>24066197
"I might be able to rig up something with the MFCs we have," Yellowman says. "Dunno how better than a grenade it'd be, though. Scratch explosives isn't my forte."
>>
>>24066183
>>24066197

I'm out of ideas. Lets listen do this.
>>
>>24066289
Seeing as you don't have any grenades at all, a jury-rigged one is better than none.

So let's go back to Room 6 to see if the new keycard can get us in there.
>>
Rolled 34

>>24066338
The new keycard does not work for that room.

Yellowman starts trying to jury-rig a bomb afterward, while thinking on what to do.
>>
>>24066361
"Well... it's... something, at least," Yellowman winces as he looks at the final product.

>Lost 40 MFCs.
>Gain 1 Plasma Grenade.
>>
>>24066361
I don't think that cable goes there Scott...
>>
>>24066380
Still have 68 MFCs left.

Now, let's take a look in the storage room (Room 5). We need to find something that can help us get across that chasm.
>>
>>24066469
You already looked there. It's where you found the armor upgrade and Seeker ammunition.
>>
>>24066497
And nothing useful in the crates, like ladders, or ropes, or anything?

If not, see if it's possible to either get around the chasm, or climb down one end and climb up the other.
>>
>>24066532
There was a rope that we used to tie the scientists up.
>>
>>24066532
"I think I can use those exposed cables on the left side as handholds, climb my way across," Yellowman nods. "Think I should try?"
>>
>>24066551
There was. Do you want to untie the scientists and try to use it somehow?
>>
>>24066579
Combine the rope with something that we could use as a grappling hook, use it to climb down one side of the chasm, walk across, then use the grappling hook and rope to climb up the other side?
Is the bottom of the chasm looking stable enough to cross?
>>
>>24066579
>>24066568

Poke the cables with something metal first, but make sure YOU'RE insulated from said metal. Got make sure there isn't a current.
>>
Rolled 50

>>24066620
It does look stable.

>>24066626
The cables do not have a current through them.
>>
>>24066651
>50
"I feel like I'm forgetting something," Yellowman muses as he starts looking for something to make a grapple with.
>>
>>24066665
Did we ever check Room 2? I don't think we checked Room 2.
Let's check Room 2.
>>
>>24066665

Did you check EVERY room? If not, we should.
>>
>>24066718
You did not check Room 2.

Yellowman opens the door to that room and finds it full of boxes and tubs of chemicals, as well as a few tools. Atop one crate is an odd looking device attached to a harness with a note pinned to it.
>>
>>24066749
Read the note.
>>
>>24066749
Boxes and tubs of chemicals?
Should you make the scientists tell you what they are, or is it time to get this over with?
>>
>>24066752
Yellowman picks up the note and begins reading.

"Henneson. Remember to clean the harness AND launcher after each use. I've had to put on the damn thing twice to clean up the mess after some idiot blunders into the security chasm, and I'm sick of putting it on to find out that YOU left it dirty. If I find it dirty again, I'm going to start a rumor you're a Moderate sympathizer. And for fuck's sake, make sure the cable is spooled up right."
>>
>>24066802
"A little bit of everything," one of the scientists says. "It's mainly cleaning agents, but we use this room for general low security storage. There's some computer parts too in case a system needs repair."
>>
>>24066380
Man, those Mad Max-world dude guys, Roger and co, could make stickybombs that could destroy mechs and trucks. Was it Saving Private Ryan where they made sticky bombs that blew up German tanks?
>>
>>24066807
What if we made a second bomb using the chemicals we found? Wasn't there flammable liquids where those two guards were?
>>
Rolled 74

>>24066853
"Yeah, I think I can rig something. One second..."
>>
>>24066807
Oh, before you head off to SHODAN, you should probably check out the landing bay to see if you can reach your ship unimpeded
Because lets face it, if you kill SHODAN there's pretty much no way this place isn't going to start to self-destruct, and it'd really suck to have some final hazard surprise.
>>
>>24066890
Yellowman pours a few chemicals into a plastic jug, shakes vigorously, then jams a cloth 'fuse' into it.

"It's not a thermal detonator, but it'll do."

>Gained DIY Bomb.
>>
>>24066900
"Nice idea, but that'll take too long, and we've been pushing the time limit already."
>>
>>24066924
Alright, put on the harness.
Ask the scientists about it.
Looks like this is our ticket across the chasm.
>>
>>24066924
I was afraid of that.
You probably can't even skip SHODAN's inevitable monologue either, considering she might unintentionally dump some valuable information.
>>
>>24066938
"No need, I know what it is," Yellowman says, strapping the harness on. "It's a magnetic grapple launcher and harness. Would've been nice to find a few minutes ago, but I'll take what I can get."

>Gained Magnetic Grappler.
>>
>>24066985
Pick up a hydrostatic wrench if there's one in the toolbox; never know when a wrench might come in handy.

Then let's get across that chasm and carefully go through the door. We don't know if there are guards in Room 7.
>>
>>24066985
Well, I think you've done all you can.
Time to use that grapple launcher to cross that divide, and finally fight SHODAN.
>>
>>24067011
>>24066985
Wait, did you say if you had a bypass, you could hack open the door to Room 6?
Check the toolbox for anything you can use to run a bypass; if we can shut down the power, that might make things easier for us by disabled SHODAN-controlled sentry turrets.
>>
>>24066985

Check for any tools you can use to bypass the room, and for any crowbars or wrenches.
>>
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>>24067011
"Might as well."

>Gained Wrench.

Yellowman walks to the edge of the chasm in the hall and fires the grappler. A muffled bang launches the small cylinder of metal to the ceiling on the other side of the room, the automatic mechanisms of the device immediately reeling in the line, pulling Yellowman over the pit without harm and dropping him in front of the door.

"Whew. My very own hookshot," Yellowman says with a sigh. "Let's get this show on the road."

Yellowman tries the blue keycard on the key reader next to the door and it slides open with a pneumatic hiss. The room beyond has two lines of computer consoles in a slightly lowered 'work pit' area, and a door behind that. Two large sentry guns slowly rotate from side to side on either side of that door.
>>
>>24067113

Fuck the guns, head back and look for bypass materials.
>>
>>24067033
>>24067087
It dawns on Yellowman, that YES, he could've probably found something to get into room 6 in there. Yellowman flattens himself against the wall and closes the door. He can either proceed or go back for the bypass. What will he do?
>>
>>24067113
That purple thing's a security camera right?
Is it rotating or is it fixed at that angle?
>>
Rolled 77

>>24067123
"I like the way you think, voice in my head," Yellowman says, grappling back and making his way back to the storage room. "Man... I'm starting to feel like Deadpool with all this crazy talk."

Yellowman begins cobbling something together from the various parts and devices in the storage room.
>>
>>24067129

Back to the bypass.

Jumped the gun a bit, didn't you, metaOP?
>>
>>24067129
Go back for the bypass. We need to try to shut down the sentry guns.
>>
>>24067129
Turrets are generally to be avoided, and there will probably be more in SHODAN's core chamber.
So bypassing might be helpful.
>>
>>24067145
I apologize for my late arrival.
>>
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>>24067136
It was inactive, thanks to your earlier hacking.

>>24067145
"This should work for a bit," Yellowman says, patching together an Electronic Toolkit from the scraps in the room. "A few soldering irons, some wires, a few modified PDAs, and there you go. Should work, but only one way to find out."
>>
>>24067145
Guess who's back Scotty-buddy?!

See you've been doing well! But I'm out of "mental juice" so I'm just watching you go now.
>>
>>24067175
Hello there, Scott. Glad to see you're still fighting the good fight.
>>
>>24067202
>>24067177
"Goddamn... how many of you ARE there?" Scott grouses. "Anyway, should I go try and hack that door now?"
>>
>>24067216

Yes. Take what time you think you can, slow is smooth and smooth is fast.
>>
>>24067216
Probably as many as there were in TF38's Command Crew, considering some of us were them. Yeah, go ahead with the door hack. Hopefully there's no mini-boss battle waiting in that circular room.
>>
>>24067216

Good question Scott! probably as many as there were humans back in their best days. But that MIGHT be an exaggeration.
>>
Rolled 53

>>24067253
>>24067271
"Wait, what?" Scott says in response to the two answers. "How... but... no. Later. Later! Mission now!"

Scott makes his way back to the door to room six and begins attempting a bypass on the door lock.
>>
>>24067310
It's not the prettiest hack-job, but the door slides open with a pneumatic hiss, exposing a large, circular control center.

"Reactor controls," Yellowman notes as he looks around. "Something serious must be going down for them to leave this on automatic."
>>
>>24067372
Oh goodie REACTOR controls! Can we make stuff BLOW UP, now?
>>
>>24067388

No.

Cut power to the turrets, see what info you can get.
>>
>>24067372
>>24067388
>>24067391
Yeah, don't blow up the power-supply just yet. Cut power to all automated defenses, if you can find it Scott.
>>
>>24067372
Any way to turn off power to the security systems?
See what the biggest power draws are; maybe we can weaken SHODAN this way.
>>
Rolled 11, 36 = 47

>>24067391
>>24067400
>>24067402
"Sounds good," Yellowman says, taking a seat at the primary command console.
>>
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>>24067412
Dumb luck or suck it up?
>>
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>>24067412
>diceroller's face
Goddamned dice.
>>
>>24067440
...Dumb Roll Scott!...I mean, Try again Scott!
>>
>>24067440
I vote to Dumb Luck it. This could potentially halve SHODAN's HP meter during the boss fight.
>>
>>24067440
>>24067458
I agree, dumb-luck activated.
>>
Rolled 73, 46 = 119

>>24067441
>>24067454
>>24067458
Dumb Luck point used.

1 Luck point left.
>>
>>24067484
See? It's simple if you try!...hard enough.
>>
>>24067484
Yellowman manages to shut down power to the sentry guns, and diverts a little power away from the Core Chamber's systems, but is unable to alter the flow of power to a large system in the corridor leading to the Core Chamber.
>>
>>24067512

Think you have enough time to take a crack at that major power draw, or do we need to motor?
>>
>>24067512
>large system in the corridor leading to the Core Chamber.
Well, that's going to be painful.
Does it say what the system is?

Now we should go to Room 7.
>>
>>24067533
"Not an issue of time, I just can't seem to crack the security barriers around it," Yellowman says, shaking his head. "Sorry."
>>
>>24067512
Can we set off a bomb on that core chamber line, or shoot at it?
>>
>>24067512
Hmm, a large system? Can you identify what it is, Scott?
>>
>>24067545
Let's go, then. With the sentry guns shut down, that's one less thing to worry about.
>>
>>24067545
You've done enough Scotty-buddy. Now, time to face SHODAN!
>>
>>24067545
>>24067553
Whoops, someone beat me to that idea. Yeah, let's get going then. Keep an eye out for traps or clues that might tell you what that draw is.
>>
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>>24067580
>>24067544
"Nope," Yellowman says, getting up from the seat and stretching. The console sputters with static for a moment, displaying the faint outline of a red hand before returning to normal. Yellowman does not notice it.

>>24067551
"I don't think we can physically affect the power lines. They seem to be too well shielded."

>>24067561
>>24067572
Yellowman hoofs it back to Room 7, noting with no small amount of relief that the sentry guns fail to track him as he enters. He smiles, nods, and looks around the room, settling on the door.

"Move on?"
>>
>>24067639
Onwards!
>>
>>24067639

Search. Also, what does a faint outline of a red hand mean to you, Scott?
>>
>>24067639
Might as well.
>>
Rolled 97

>>24067668
>>24067673
"Not much," Scott says, looking around the crew pits. "Why?"
>>
>>24067639
As long as there doesn't seem to be anything of further interest. Also, I second this question:
>>24067668
>>
>>24067683
>>24067684
Dang, beaten to the punch again. Well, because we just saw that appear on the screen when you had just turned away. It must have been just within your field of vision, I guess.
>>
>>24067683
Some that appeared for a split second on the reactor control monitor. It didn't register consciously but your eyes did see it.

Now, we should try to get something to throw ahead of you into Room 7, see if whatever it is, will track moving objects.
>>
>>24067683
It may or may not have briefly flashed on the computer after you were done to it.
Really depends on whether or not you really are being haunted by disembodied voices that are capable of observing things you're not looking at.
>>
>>24067683
Scott manages to locate a hidden pressure panel in the wall. When pressed, a small gun rack and ammunition cabinet swings out. Most of the weapons are long gone, but there is one item remaining. A long tube with a firing handle and scope.

"A SULC?" Yellowman wonders aloud as he picks the item up. "Not my weapon of choice, but I won't say no..."
>>
>>24067707
>>24067714

Well, he hears us so...I guess he should? Again..we are inside him...or him... What you think Scott?
>>
>>24067742
Neato. Man, you're turning into a walking armory at this rate. Dang, I am seriously regretting not having Sylphe make you one of her enchanted suits back then. Really could have helped you out now.
>>
>>24067749
"I don't know, and right now, I don't WANT to know."
>>
>>24067742
A rocket launcher?
If Resident Evil taught me anything, that means that there are rough times ahead of you.
>>
>>24067781
S'alright. Like you said, we'll talk about this weirdness later.
>>
>>24067742
Any ammo? If so, take it.

>>24067781
Alright, keep it together.
Open the door to the hallway where we know something is going to try to gib you. Looks like it might be on the right side of the wall.
>>
>>24067789
"No, a SULC," Yellowman says, grinning. "Single Use Laser Cannon. The incredible Sulk's got a very nice reputation. The only bad part is when you have to throw it away."

>>24067804
Yellowman shoulders the SULC and opens the door leading from this chamber. A long hallway stretches out before him. At the other end is a door with a keyreader.
>>
>>24067842
>long empty hallway
>huge power draw
Yeah, no.
Anything in Room 7 you can throw down the hallway, Scott?
Maybe try chucking one of the sentry guns down the hall?
>>
>>24067842

Calling it now, that's a laser hallway deathtrap. Throw something in there to see what happens.
>>
>>24067842
Proceed with caution, Scott. I know it's redundant, but it's all I can think of. Wait... the map. It looks like there's a door on the right-side of the hallway?
>>
>>24067842
Nothing could possibly go wrong!

>>24067871
...oh, right, do this.
>>
Rolled 6

>>24067875
Yellowman grabs a mouse from one of the consoles and chucks it down the hallway. Nothing happens.
>>
>>24067900
Nothing at all.
>>
>>24067907

Try again, for all we know there's a size trigger. Try a monitor or a keyboard?
>>
>>24067900
What could possibly go wrong at this point, right Scott? Onwards!
>>
>>24067900
>>24067907
Welp, time to lower your guard and proceed with reckless abandon.
>>
>>24067913
>>24067922

Have you two forgotten ALL your training? Always graduate. Hell, if there were lab animals I'd say throw them in after something bigger and inanimate. NEVER assume!

Jesus christ it's like when we went to CnC world for the first time all over again.
>>
>>24067900
No way are we going to trust that. We KNOW there's a huge power draw here.
Grab the sentry gun and chuck that down the hall.

Also, is there a door on the right wall of the hallway?
>>
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Rolled 74

>>24067912
"You're too paranoid," Scott says, beginning to walk forward.

>>24067913
>>24067922
"Oh come on, we stopped and checked for traps, what more cou-"

An audible click is heard as Yellowman steps on a pressure plate. Immediately three blazing lines of laser light begin to sweep from the far end of the hallway down towards the scout commander.

"Oh, come ON!" Yellowman shouts as he tenses himself to move fast...
>>
>>24067962
Well. There's that power draw.
>>
>>24067962
Wait, they start at the far end of the hallway?
But you're just like... one or two steps away from backing away to where the lasers can't reach you.
What the hell kind of defense is this?
>>
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>>24067962
Yellowman dives over the lowest laser as the wall sweeps towards him, clearing the burning lasers and rolling back up to a standing position, racing down to the keyreader before the lasers sweep back to their starting position. Yellowman fumbles for the red card and jams it into the reader, hastily yanking the door open and jumping through unscathed.
>>
>>24068004

I FUCKING TOLD YOU SO.

MAYBE NEXT TIME YOU'LL LISTEN TO THE PARANOID VOICE IN YOUR HEAD THAT SURVIVED TWO DIFFERENT TYPES OF SILENT HILL AND A FIGHT WITH EBON NIGHT IN PERSON.
>>
>>24068004
Well, we're now in the boss battle room.
Let's hope we drained enough power.
>>
>>24068000
The door closed behind Yellowman. Forgetful OP is forgetful.
>>
>>24068004
You alright there, Scott?
>>
>>24068004
Wasn't that FUN?!...okay maybe not, but hey! early "retirement"!
>>
>>24068031
Oh, well that makes a lot more sense.
>>
>>24068017
"All right, all right, shut up!" Yellowman shouts as he looks around the final room. Large enough to contain a small house, this room is dimly lit, with many wall-mounted monitors showing different areas of the facility, lines of code, streams of data, and other such things. Many of them flicker on and off, erratically. Abandoned workstations and command consoles are arranged in clusters around those walls. At the far end, Yellowman barely makes out the silhouette of a large metal pillar stretching from floor to ceiling. The acrid smell of ozone hangs heavy in the air, and the hiss-crack of live electricity echoes from the walls.
>>
>>24068034
"Peachy-keen," Yellowman hisses from behind the most forced smile you have every seen.
>>
>>24068082
>large metal pillar stretching from floor to ceiling
...Master Control Program?
>>
>>24068082
I don't think you have the element of surprise, unless SHODAN has already mostly defeated herself.
...Clearly Blackops didn't get a non-faulty model. Or maybe even without the Hacker, SHODAN's programming had inherent flaws.
Whatever the case, any reason not to just kind of shoot the pillar?
>>
>>24068082

Okay, aim that SULC, time to melt stuff!
>>
>>24068134
What?
No.
Never start off with the flashy one-shot weapon.
Save that unless the alternative is death, or in case of bonus boss.
>>
>>24068128
Let's not shoot stuff just yet. Go stealthy, I'd say, scope out the room, check out the computer consoles for anything that stands out.
>>
>>24068150
Didn't stealth kind of go out the window when Scott triggered the laser defense?
But yeah alright, he can try.
>>
Rolled 84

>>24068167
>>24068150
Yellowman starts moving down the room, looking carefully around as he advances.
>>
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>>24068198
As he moves forward, Yellowman sees on one monitor a man in a white suit and boater hat walk cheerfully down a hallway liberally stained with the blood of the twenty or so Firemen soldiers lying dead within it. He pauses, looks at the camera, takes off his hat and executes a mock bow, then winks and continues walking until he is out of the camera's sight.

Another camera shows Fireman desperately fighting waves of monsters released from a containment facility. The battle is going poorly for them.

Another monitor has a system readout for the station. Near everything is in the red.

"I d-d-d-d-on't understand..." a stuttering electronic voice echoes from the walls. "H-h-h-how everything could come f-f-f-aaaaalling apart so soon."
>>
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>>24068249
>man in a white suit and boater hat
Oh no, not him.
>>
>>24068249
Well she's the computer here, she ever think of running some diagnostics?
I mean you'd think one of the advantages of being an artificial intelligence is you would be able to know exactly how things went horribly wrong.
>>
>>24068249

You lost. Deal with it.

Then fry the bitch.
>>
>>24068249
...And that's why they should have gone with GLaDOS.
Say what you will about her utter disregard for human life, but at least she knew how to stop her own base from exploding.
>>
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>>24068274
It could be worse...trust me. Can you recognize THIS guy Scotty?
>>
>>24068274
And fuck, he knows what security cameras are.
That means that the Firemen probably actually taught him things.
>>
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>>24068297
>>24068285
"Ever think of running diagnostics? You lost. Deal with it," Yellowman states as he draws his pistol and advances.

"My p-p-p-roooograaaaaams were running flawless-flawless... FLAWLESSLY. But, im-impossible coincidences have been occurring. Malfunctions repeatedly strike machines with a reliability factor of 99.73461%. Sensor readings fluctuate wildly. Even my minions have started making decisions that make no sense, and my own-own-own orders seem to be being countermanded by something... I rem-ember it was different before... Was it your f-f-f-f-riends' meddling? They were meddling the affairs of the gods. MY affairs."
>>
>>24068249
To be honest, I don't understand either.
Were the Fireman really dumb enough to leave SHODAN hacked, or try hacking her themselves.
Why these things?
>>
>>24068391

Tough luck, you cybernetic whore. Now face death with dignity, I've got to get back to my ship.

>>24068404

It's Cheryl fixing reality and killing off SHODAN's stupid plan.
>>
>>24068391
Huh. I'm pretty sure the Firemen/Black Ops started to make stupid evil decisions way before we messed around with the STOB, so I don't think this is completely on us.
Tell her to do a full systems reboot and restore, or be destroyed.
Or just destroy her.
Whichever.
>>
>>24068419
>SHODAN's stupid plan.
But that's the thing, that according to SHODAN, her forces started to act stupid before Cheryl fixed things.
Remember how the Black Ops were so... Saturday Morning Cartoon evil?
I think SHODAN's just a patsy for who's really pulling the strings.
Which is probably why Scott's success was so relatively easy.
...No offense Scott.
>>
>>24068443

One could easily attribute the stupid to those ah... performance enhancers they had to take.

Either that or a meta-agency that's to us what we are to normal canons are fucking with Blops.
>>
>>24068471
I guess one of SHODAN's design flaws is just that you can't compromise her ethics programs (which the Black Ops would probably need to do for their purposes) without fucking up everything else.
>>
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>>24068249
I think it's THIS guy?
>>
>>24068471
Hey, ever heard of BOOOOOSTERS?!
>>
Rolled 45

>>24068443
>>24068433
>>24068404
"Can we do the whole conspiracy theory thing AFTER we get off this rock?!" Yellowman says, waving his gun around.

"C-c-c-onspiracies are the tools of the divine. Impossibly complex plots and thread-thread-threeeads weaving together to ensnare the world into MY will," SHODAN says. "Even if I f-f-f-ailed, my plans will live on. The Firemen were not the only br-br-branch I touched. Just the mos-"

"Oh, for fuck's sake, SHUT UP!" Yellowman shouts, firing a round at the pillar.
>>
>>24068490
The resemblance is striking, though the suit doesn't have a blue shirt.

>>24068496
A high pitched whirring sound fills the air as a crackling blue field of energy wraps itself around the central pillar. The Shocking round impacts the field and causes it to sputter a bit, though it remains up.

"No more words, insect," SHODAN states as several turrets drop from the ceiling. "You are unworthy of them."
>>
>>24068536

You're right.

All grenades and bombs, magdump on her.

Get cover from the turrets and pound her into scrap.
>>
>>24068536
Just shoot the turrets.
To be honest Scott, I'm pretty sure you can just walk away at this point, and this whole base will destroy itself before the end of the day.
I mean this is just sad.
>>
Rolled 99, 17, 95 = 211

>>24068546

Yellowman chucks the DIY Bomb at SHODAN and ducks behind a nearby console...
>>
>>24068669
DAYUM Scott! nice throw!
>>
>>24068669
Ka-BOOM!
>>
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>>24068669
The explosion is deafening as SHODAN's electronic wail almost matches it for volume. One of the ceiling turrets malfunctions and fires into a while, but as Yellowman emerges to view his handiwork, the other catches him clean in the chest, draining his shields and melting his extra armor plating away with one hit.

Yellowman grunts and ducks back behind cover for a moment, but he grins nonetheless. The pillar was still up, but the bomb's detonation brought down its shields and blew a nice hole in it.

>Shields down. Armor gone. 2 Wounds left.
>>
>>24068693

Plasma grenade from behind cover.
>>
Rolled 76

>>24068698
"Gotta present for ya!" Yellowman yells as he pulls the pin on the Plasma Grenade and pops it over the console.
>>
>>24068722
Another electronic wail pierces the air as the grenade flies true, spraying the pillar with plasma. The outer layers of SHODAN's core melt away, revealing the delicate inner workings even as the laser turrets melt down the console Yellowman was using as cover.
>>
>>24068734

Reposition and hose down the interior of SHODAN with plasma rifle fire, blind if you can manage.
>>
Rolled 76, 10, 80 = 166

>>24068738
Yellowman dashes towards the nearest cover, firing the plasma rifle as fast as he can in the meantime. The laser turrets track him as he moves, firing continuous beams at the quick scout.
>>
>>24068734
Are you real, SHODAN got more life than a cat...and damned if i don't hate cats... the way they MEOW, and piss everywhere. And their shit smells so..BLOODY awful!
>>
>>24068766
Just keep shooting and try not to die?
>>
>>24068766
One of the lasers catches Yellowman in the shoulder, burning through his armor and wounding him. The scout commander lets out a pained grunt, but manages the final barrage of plasma that seals SHODAN's fate. The AI lets out one last electronic shriek, then the turrets lower, their guidance cut off.

The base begins to rumble as the distant explosions you've been periodically hearing grow louder and louder.
>>
>>24068801
Time to go.
Who knows, maybe you won't need the SULC after all.
>>
>>24068801
Time to GET THE HELL OUT OF THERE
>>
>>24068801

RUN LIKE A FUCKING GIANT BIO-MONSTER MADE OF HATE AND GLOWY GOLD SHIT IS SCREAMING LASERS AT YOU.

BECAUSE THAT VERY WELL MIGHT BE WHAT'S COMING.
>>
Rolled 14

>>24068839
>>24068850
"No need to tell me twice!" Yellowman says, shouldering the rifle and running back down the way he came. Yellowman uses his grapple to avoid stepping on the pressure plates that activate the laser hall, ropes across the security chasm, and arrives back in the first room when a particularly earsplitting explosion goes off from the direction of the reactor control room.

"What happened?" one of the two scientists asks.
>>
>>24068876
NO TIME, GET TO DA CHOPPA.
>>
>>24068876

RUNNNNNNNNNNNN

GET TO THE CHOPPA.
>>
>>24068876
Honestly, I'd say they can probably guess.
>>
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Rolled 73

>>24068876
>>24068882
>>24068891
Tied up as they are, the two scientists find themselves unable to hobble down the hall fast enough to escape the wall of fire and pain rolling down the base towards you. As you race towards your ship you see them get consumed by the fiery blast behind you. Their pained screams echo in Yellowman's ears as the scout commander does his best to outrun the blast... and finds he is failing.

>Failing this roll will kill Yellowman. Survivor Point activated for automatic reroll.
>>
>>24068922
>3 Survivor Points left.

Racing down corridor after corridor as everything explodes around him, Yellowman sees Firemen soldiers and base staff more than once, but no shots are exchanged. Everyone is too worried about escaping the doomed base. Yellowman's legs burn with weariness, but the open door to the hangar is just in sight. Racing through that door, the smooth, elongated egg-like shape of the Eyepod floats up at the edge of the hangar's cavernous bay, turning until its open hatch is facing Yellowman.

With a suddenly boost of speed, Yellowman makes the last few yards and leaps through the open hatch into his ship. The door swings shut just as the hangar bay collapses in a shower of fire and steel.
>>
>>24068975
>Stage complete! +5 Points!
>Narrator's Tome found! +1 Points!
>Completed stage without using the SULC! +1 Point!
>Stat Ups gained!

Will cover stat gains in the next installment. Playtest is over, ladies and gents. Thanks for helping me work the kinks out of this system and thanks for helping me wrap up a loose end or two.

The main conclusion I drew was that the combat needed to be sped up a bit so it doesn't degenerate into 'shoot' 'shoot again' 'shoot more'. I think in the future, combat rolls will be continual until interrupted by a new suggested action. Thoughts?
>>
>>24069019
That sounds good
>>
>>24069019
Good enough for me OP.

Oh, and tell Scott he ain't getting rid of us.
>>
I guess I'll try starting the quest proper tomorrow. Same start time, but we won't be running NEARLY as late. I just wanted to get this out of the way in one fell swoop.

Remember, if you complete the stage before the session ends, you'll get bonus XP!
>>
>>24069046
Will do.
>>
Oh dear god

It's back! Hurrah!

I'm interested to see what sidekicks we get...

If only the quest time didn't clash with my need to sleep...
>>
>>24069496
We might have gotten the two scientists as sidekicks, but we lost that chance when we left them tied up.
>>
Bump
>>
>>24069847
Well there were some suggestions for heroes that never panned out, that I'd like to see perhaps.



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