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File: 1365725522221.jpg-(288 KB, 500x682, yellowman color brick.jpg)
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Scout Commander Scott Yellowman has gotten himself caught up in a multiversal death race through multiple worlds with the promise of a powerful magical artifact as a prize. His only ticket home, Scott MUST win the race if he wants to return to the area of time-space the Transpace Guard governs. With his faithful Zoq-Fot-Pik companion Fat-Fot-Pot aiding him, Scott relies on his unnatural talent to repeatedly survive things that would kill other men, and mysterious voices in his head that guide him.

You are the voices in his head. You can exert a moderate amount of control and influence on Yellowman as well as suggest things directly. Whether he lives or dies is up to your combined efforts.

Last thread: http://suptg.thisisnotatrueending.com/archive/24134915/

Awareness begins to return to you and Yellowman as your transit to the next stage of the race nears completion.

Once again a pleasant female voice speaks as an image of a spinning metal disc with large numbers of lights, cables, and devices attached to it appears in your mind's eye. All are colored red.

"Your goal this stage is to find and use the experimental red teleporter. This will act as your checkpoint and gate to the next stage. Have fun and stay safe!"

Yellowman and Fat-Fot-Pot regain physical form as they both stumble into a large white and blue brick room. A glass wall with a glass door leads from it into a small locker-room. There is no one else in either room... except for a corpse slumped against the far wall. Something has been written just above the still body.
>>
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>>24193610
Yellowman Stats:

Unspent Points: 8

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

Wounds/HP: 3(5) Current: 3
Survivor Points: 3 (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: 4
Stealth: 6
Investigation: 5
Pistols/Sidearms: 5
Rifles/Longarms: 3
Heavy Weapons: 1
Throw: 3
Hand to Hand: 2
Melee: 2
Bluff: 4
Repair/Engineering: 5
Comm/Scan: 2
Lore: 5

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.” Ammo: 30/40

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

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

(Cont.)
>>
>>24193610
Let's see what that writing says.
>>
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>>24193638
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.

1 RR-1 Plasma Rifle.

1 SULC.

Electronic toolkit (Makeshift)

Narrator's Tome

Fireman Flash Drive

Damaged Comm Headset.

Buffet Rations x2.

38 Revolver with 12 rounds.

Flashlight, High Power.

Cobbled Disguise. (Modern)

$100

Ammunition:
2 Magazines of normal Gauss Ammunition.
1 Magazine of Shocking Gauss Ammunition. ( 7/12 Doubles damage against shielded targets)
60 MFCs
>>
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>>24193659
Fat-Fot-Pot:

Strength: 0
Health: 5
Dexterity: 7
Intelligence: 3
Willpower: 1
Perception: 4
Charisma: 1

Wounds/HP: 3
Skills:
Starship Pilot: 1
Computers/Hacking: 1
Stealth: 10
Investigation: 5
Repair/Engineering: 3
Comm/Scan: 15


Traits/Abilities:
Fat: The plant self of Fat-Fot-Pot can secrete a syrupy secretion capable of healing injuries. Twice per session, Fat-Fot-Pot can cure 1 Wound if an active companion.

Fot: The spider-like creature self of Fat-Fot-Pot is capable of separating himself from the trio, leaping off his hover-disc, and scouting ahead. His small size along with silent demeanor and natural talent gives Fot a +10 to Stealth when doing this.

Pot: The fungal tube self of Fat-Fot-Pot can blow clouds of spores in the faces of the enemy. Three times per session, Pot can blow Stun Spores targeting a single foe. These spores force the enemy to make a Health check at DC 50 or fall unconscious for an hour. In addition, once per session Pot can blow a cloud of Poison Spores to cover an area of 10 by 10 feet. Enemies in this area lose one Wound per turn with no save.

Three-In-One: Every time Fat-Fot-Pot suffers a wound, one of his selves is incapacitated.

Gear:
Zoq-Fot-Pik Hover Discs: Difficulty to hit Fat-Fot-Pot is increased by 10. Fat-Fot-Pot gains a +10 bonus to attempts made to retreat, or can opt to simply take Yellowman's roll if he is present.
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>>24193651
The writing appears to be in blood, though it's not clear if the dying man wrote it or someone else did. It reads, "THEY RESPAWN!!! WE DON'T!!!"

You had EIGHT unspent points from last session and a few stat options. The consensus seems to have been Leadership, Dexterity, and Perception for stat ups, and Pistols 2, Bluff 2, Stealth 2 for skill points. It was undecided to level Melee and Comm or Repair and Rifle.
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>>24193747
Ahaha. Well, This looks like Team Fortress 2. Bitches don't know we're friends with one side here.

Anyways. I agree with those level-ups, and vote for Repair and Rifle.

Use CORPSE. Loot CORPSE.

Attempt to see if we can safely attract Blu's attention. Be prepared for shenanigans. If this is the Blu that helped TF38, they should recognize Yellowman. If not, prepare for the wildest ride of your life, Scott!
>>
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Rolled 17

>>24193878
Scott attempts to search the body as Fat-Fot-Pot buzzes around the room, idly examining everything.
>>
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>>24193939
Scott searches the body thoroughly, but the only thing he can find is a golden Tarot card, the Tower.
>>
>>24193951
Loot THE TOWER.

Go check the locker in the next room. We should be able to stock up on ammo there. Magical TF2 ammo lockers for the win. Also, it should recharge shields and wounds.

After that, *carefully* creep out and survey the situation. If we can find a Blu by himself, try and initiate contact if he's not going to be startled. Last thing we need is friendly fire.
>>
>>24193951
What about in the lockers? Anything in them we can take?
>>
>>24193951
What does the corpse look like? is it an alien, or human? can we tell how it died?
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Rolled 80

>>24194025
Yellowman takes the PORTAL CARD: TOWER, and moves into the next room, searching the lockers there for ammunition and gear.

Unfortunately, the ammunition within is not compatible with your weapons, but there is a built-in Medstation in the locker that heals Yellowman's wounds completely, and enough assorted body armor to repair the ABLATIVE ARMOR PLATING in Scott's Scout Armor. There is also a recharger Scott manages to hook his armor up to to regain shields.

>Fully Healed/Repaired. Wounds: 6

The building shakes with the boom of distant explosions as muffled gunfire and screaming echoes from just behind the door out.
>>
Rolled 93

>>24194039
Yellowman pauses to examine the corpse.

Lore 5 + Int 3 = +8 to this roll.

>>24194032
Nothing else.
>>
>>24194149
Recharge Waldorf too.
Open the door just a little, and have Fot check what's going on outside first. Have Fat keep an eye on our rear in case of respawning.
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>>24194202
The corpse is of a middle-aged human in a black suit and tie. A pair of crushed sunglasses lies next to him.

"Looks like someone hacked this guy up with an axe or something. Judging from the depth of the wounds, our axe-man must've had immense strength," Scott murmurs as he looks the body over.

"Axes... How primitive!" Fat remarks.

"Yeah, but still dangerous, remember that. Suit and tie for a death race, huh? Heh. Your stereotypical man in... oh. Ah, hell," Scott says, realizing something. Noticing something, he leans in and searches the suit again. Finally, he fishes out an ID card from an inner secret pocket of the suit jacket.

"Damn it, I had a feeling it was that. Shit," Yellowman curses as he flips the card to Fat-Fot-Pot. The spider-self catches it and looks it over.

"M.I.B.?" he asks, curious.

"One of our racers is probably now running around with a Neuralyzer at the very least, and a Noisy Cricket or some shit if we're really unlucky!" Scott says. He sighs. "Some MIB agents have a secret pocket for emergency identification in their jackets. Bit of trivia I picked up from Captain Caergus last time I was at base. Agent N, huh? How the fuck did you end up here?"
>>
>>24194230
Yellowman takes a moment to recharge the plasma pistol. Luckily this time, no power outages are caused.
>>
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>>24194149
His investigation done for the moment, Yellowman creeps out into the next room after Fot gives the all clear. The chamber is devoid of people for the moment, but gunfire and explosions are clearly heard from the west and north.
>>
>>24194382
Welp. Looks like the floaty guys are gonna have to be our eyes.

We need to acquire a pair of shades right sharp. Let's get out there CAREFULLY, and see if we can get ourselves some help. Be aware that Sniper and Pyro may be the only ones unflashed if someone figured out what the Neuralizer does.
>>
>>24193610
Right, let's see how late I am and what I've missed.
Hi scott. The voices in your head are ... prone to taking long rests.
>>
>>24194655
Have Fot keep ahead of us, but make sure to avoid open doorways and windows.

We need to figure out what map we're on.
If I'm right in how we're oriented, I think the RED base is to the west.
Let's start heading that way.
>>
>>24193610
Red teleporter? Well, FPS time.
>>
Rolled 4, 4 = 8

>>24194655
Well, it looks like TF2 time.
I suppose the RED teleporter is likely in the RED base.
The safest way there, assuming this game is playing anything like normal, is to go across the Hayloft, down the hole, then continue going from there to the stairs to the Sewer.
The Sewer, though wet, will take you across to the other base without forcing you to pass across the damaging Base area.

> The consensus seems to have been Leadership, Dexterity, and Perception for stat ups, and Pistols 2, Bluff 2, Stealth 2 for skill points. It was undecided to level Melee and Comm or Repair and Rifle.

I dunno. I'll just roll 2d4. 1 = Melee, 2 = Comm, 3 = Repair, 4 = Rifle.
>>
Rolled 2

>>24194841
No need for 2 rifles.
>>
Oh god.

We're in 2fort?!
>>
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>>24194841
With your vote, it looks like Comm and Rifle win. Sheet updated.

>>24194707
From where you are, the only way west is through an open doorway. Sunlight streams through it, suggesting it leads outside, and it's the source of many gunshots.
>>
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>>24194841
For those new to 2shit:

I've marked the 2 respawn rooms as R, the Intel room as I.
The Hayloft is H and the Stairs (actually a ramp on blu's side) with S.

In the back of the base, with the dark green line, there are 2 routes to the intel.
The Hayloft usually sees tons of combat as it's where ground teams need to push through to reach the intel, and often has sentries there.
The spiral (west of H) leads down to the intel and often isn't as guarded. Scouts like to jump down here in an attempt to make a run for the intel.

The battlements are to the east, and are often where you die and respawn. Tons of fighting there.
Inside the base, in light green, are what I'll call the Tunnels.
You can jump down (or up!) from the hayloft, and from the northern spawn point.
The Tunnels lead you to the lower level of the battlements, and to the sewers.
The section of Tunnels from the northern R, running north-south to the stairs, is often only used by spies.
>>
>>24194950
I'd say we should head down the Spiral ramp to the Intel, and see if we can pick up any Intel on our current situation.

Is there any BLUE paint, or BLUE scraps, or other such BLUE-ery? We might be able to fool a sentry gun if we wear blue, as there's usually a sentry gun guarding the intelligence.

Likewise, keep an eye out for anything RED.
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>>24194841
>>24194972
>>24194707
Yellowman looks around, but sees nothing in the immediate area.

"I don't think just painting me blue is going to fool a sentry gun," he comments. "Though I guess it's worked before as a disguise at least once..."

Fot is ready to scout ahead, but Yellowman is waffling between heading down the spiral ramp towards Intel or heading towards the Sewers.
>>
>>24195181
Well we have people wanting 1 of 3 different ways.
Battlements for the direct route
Sewers for the sneaky route
Intel to pick up intel on our situation.

I can't think of any obvious arguments for any of them. Anyone else have any preference?
>>
>>24195181
Intel would probably be the best. Be careful and watch out for SPYs though.

We also will want to keep an ear out for Sentry Guns.
>>
>>24195210
Is the BLU Intel really going to give us information about our present predicament?
Besides, it's what BLU Team is mostly likely heavily guarding, and we have to be careful of stickybombs left by Demo as well.
>>
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>>24195181
Green, Green. Oops.

>>24195264
1 bip means it's a level 1 sentry.
2 bips means it's a level 2 sentry.
3 bips means it's a level 3 sentry.
more than those means there's probably more than one sentry in the area.
>>
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>>24195287
I have no idea WHAT they even keep in that briefcase of theirs.
>>
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Yellowman, also, keep an eye out for some paper or cardboard.

Even stupidly obvious disguises work well.
>>
>>24195344
How does the Spy disguise as a Blue pyro or a Red pyro, if both of them use the same mask?
There's probably more to it than just the mask.
>>
>>24195264
>>24195210
So 2 votes for Intel and 1 for everything else?
>>
>>24195363
The same way that wearing a robot outfit that's painted red makes you invisible to robots that targets the team based on their red clothing.

The TF2 universe's underlying rules are retarded.
>>
>>24195431
Yes. I'll agree with Codeki to stop any deadlock
>>
>>24195437
I wonder if the rules of the TF2 universe can ever work in our favor.

I'm surprised the resupply lockers didn't have any useful items. Like a rocket launcher or something. But I guess beggars can't be choosers.
>>
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Rolled 52, 77, 31 = 160

>>24195441
OK.

Fot scurries off towards the ramp area to scout ahead.
>>
>>24195525
3 rolls? Strange.
>>
With Leadership, we can pick up an extra companion. How do we go about doing that?
>>
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>>24195525
Fot clears the first room of the ramp section and Yellowman quickly takes cover there. He manages to flatten himself against the wall just in time as the sound of the Respawn Room door opening and booted feet tromping around hits his ears. They're soon gone, however.

Fot scurries back a minute later, and Fat translates his report.

"There's a sentry gun positioned in the hall right when you get off the ramp," Fat says. "Also a large number of spiked balls sticking to the walls about halfway down. There was a man with a grenade launcher near some computers down there. He noticed Fot, but Fot scurried away before he did anything."
>>
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>>24195582
Opportunities will present themselves.
>>
>>24195589
"Hey Tavish, there's some weird shit been going down in the forts lately. You have any idea what the hell's going on?"

[Does Scott's accent allow him to mimic any of the TF2 cast?]
>>
>>24195589
Ok. If there's a sentry down there, that means that Engineer is nearby. He likely either just died or is also downstairs.

Demo's also down there, and the walls are set to blow.

I wonder if this will work. Scott, look at your comunication device. Hit the "," button on it.
>>
>>24195673
Don't we first need to repair the Damaged Comm Set?

What I'd really like to know, is if this is the BLU Team that we worked with before, or if it's a different BLU Team.
>>
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>>24195673
"Comm headset's still busted, remember? And it doesn't have a ',' button on it."

>>24195631
"You want me to try calling down with an accent? I guess I could try to mimic a Scottish one, maybe an Australian... but I'd have to get past the bombs first, wouldn't I?"
>>
>>24195737
The obvious way to get past the bombs is to use the magnetic grappler to just go past them at magnetic speeds. Less footsteps too, which is probably how Demo is waiting for targets to asplod. Hold the FFP trio so they don't get left behind.

Once that's done, might as well try the Scot accent and talking to the Demo.
>>
>>24195737
One, we've got to figure out if this Demo worked with TF38 before, and if he'll cooperate with us. But first, we need to get past or disable the bombs and the sentry.

...Wait, the sentry turret, it didn't react to Fot? Maybe it won't react to FFP and they'll be able to get past and talk to Demo?
>>
>>24195772
But we still need to get past the sentry gun somehow. How do we do that?
>>
>>24195816
Disguises work on them, and we have a modern disguise don't we?
Either that or we edge it. The center of the sentry is the part that targets, so if you shoot its side then you can take it out without fear of retaliation.
>>
>>24195850
A modern disguise that makes us look like a cop.
Edging it does sound like the best way, using the plasma rifle. I'm just concerned that attacking it will cause Demo to not listen to what we have to say.

Again, Fot was able to get past the bombs and the sentry; could FFP get past them and speak to Demo. Or at least, have him come out enough that Scott can talk to him without getting shot or blown up.
>>
>>24196001
Seems the best option.
>>
>>24196001

I'm a bit out of the loop, but could Yellowman attempt to bluff that he's a Mann Co. employee who got mixed up in all of this?
>>
>>24196033
It should work at least for a while. Mostly I want to try talking my way past the Demoman and somehow stealthing or disguising past the Sentry. If we can get through this non-hostilely that's a great benefit, because then we won't have BLU up our asses.
Also might let us learn a bit more about what on earth is happening in here.
>>
>>24196033
Maybe, maybe not.
A lot depends on if this is the same BLU Team that contracted with Task Force 38.
>>
>>24196001
>>24196009
"Solo operations aren't our strong suit..." Pot whines.

"...but whatever you say, Commander!" Fat says as the three buzz around. "Uh... what exactly do you want us to say?"
>>
>>24196106
Ask Demo if he's worked with Task Force 38.
Don't appear in front of him, say it from around a corner if you can.
If he has, then tell him that Commander Yellowman wants to talk with him.

If he isn't the one that Task Force 38 worked with, get out of there and run.
>>
>>24196155
Hang on, that's smarter than what I said.
I'm deleting my stuff.
>>
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Rolled 44

>>24196155
"You got it, boss!" Fat-Fot-Pot says as they buzz around Yellowman's head once then float down the hall.
>>
>>24196220
Well that's the wrong image.

There is a chain of muffled explosions, then Fat-Fot-Pot comes floating back up the ramp, blackened and burnt.

"Nope. He's not who you're thinking of," Fat says as Pot exhales a cloud of black smoke.

"Please don't ask us to do something like that again," Pot asks.
>>
>>24196220
Better hookshot past the bombs, if we can do so without getting in range of the sentry. Fortunately there's a pretty good hiding place

http://www.youtube.com/watch?v=N21K0WSU0E8&list=PL0619A532AD4BE072&t=30s
>>
>>24196269
Are FFP injured?
Scott, get Waldorf ready.

FFP, how many of the bombs are still along the walls?

Scott, does Waldorf have the range to take out the sentry from safety, or will you need to use the plasma rifle?
>>
>>24196269
Well, so much for this avenue of attack.

I'm thinking it's more trouble than it's worth to try for the Intel.
Go down the hole in the hayloft and to the Sewers, taking some time to wait for any waves of respawners before making it to the hole y/n?
>>
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>>24196304
"We're a little scorched, but fine," Fat says.

"The bombs are all still along the walls. He just bounced a few grenades at us while talking. We got caught at the edge of it. It hurt like a Zebranky chewing on your frill-guard, but nothing serious," Pot puts in.

>>24196304
"I should be able to use Waldorf," Scott says.
>>
>>24196304
If they are injured, we should see about getting them to the health widget.
>>
>>24196305
We have to balance acquiring bonuses with completing in a hurry.

Also, something to consider; if we get the Intel, RED will likely help escort us to their base.
It's probably not enough to balance out becoming BLU's prime target, but it's a thought.
>>
>>24196404
>>24196443
Escorting the intel typically involves a swarm of bullets, explosives, and fire going off around him or her from both sides. It's just a function of how the game gets played.

Well, here are our options.
#1: Intel
We need to edge the sentry, and either BS or kill the demoman. If there's a sentry then the engy's likely nearby, too.
After that, a respawning base is angry at us for a while. There are some pretty good hiding spots to wait it out though.
If we PICK UP the intel, then the respawning base is angry at us forever.
If we do this, then we get to look at BLU's intel, and also see if either Demo or the Engy have anything interesting to say.

#2: No intel
We'll have to make it to the sewer exit either way, this skips the Demo + Engy encounter but results in less intel.
>>
>>24196516
This Demo is just a generic BLU Demo, and not the Tavish that we worked with previously. Therefore, there's no point to trying to talk when he and Engineer will simply try to kill us.

I'm tempted to get the Intel, but without a good secondary fighter/healer and some better way to get shield repairs, I'd have to say that it's safer to skip the Secrets for this level and just move on.

So let's go to the sewer exit, and give up on the Intel for now.
>>
>>24196610

Seconding Sewer. Although we'll still have to be extra careful not to get caught in a firefight between both the teams.
>>
>>24196610
Hm, secrets could be mighty handy though, particularly if the intel can get us into RED base.
Need to see if we can get a hold of Engineer's wrench, in this world it might be able to repair the comm heatset.
>>
>>24196716
I'd say go for the Intel, we'll get Intel out of it at least.
Plus, maybe Scott can use the Demoman's dropped weapon. That sticky launcher will be DAMN helpful in many situations.
>>
>>24196716
We'd have to fight Demo and Engineer; we'd have to be careful to take them out without wasting time for reinforcements to respawn.
>>
>>24196730
>>24196716
So, looking at option 1 from >>24196516
But replacing seeing if they have anything interesting to say, with seeing if they have anything interesting we can use.
>>
>>24196792
Yes, essentially.
We'll want to stick to Waldorf and the Plasma Rifle.

Hey, could we charge a Micro-Fusion Cell with the Power Charger and the power outlets here?
>>
Rolled 2

>>24196792
Shit we're deadlocked
Have a coinflip
>>
>>24196792
Or we go after RED's intel while going for the teleporter.

>In before "Why not both?"
>>
Rolled 1

>>24196792
Fuck we're deadlocked.
Have a coinflip.
>>
>>24196811
>>24196820
Aw balls it lagged so I reposted it and now nothing is fixed at all
>>
Okay, I got this idea. We shoot the sentry first, and melt one of its legs so it falls over.
Then we shoot the stickybombs from a distance.
That'll hopefully draw Demo and Engineer out, and we shoot them full of plasma from Waldorf.
We go in quick, take a look at the Intel, and loot the bodies, then run like fuck to the sewer.
>>
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Rolled 77, 40 = 117

Yellowman nervously tries to decide what to do as the muffled explosions and gunfire continue all around...
>>
>>24196881
>Demo
>Being drawn out
>Engy
>Being drawn out
>Not just camping
>>
>>24196891
And he continues to wait. For now.
>>
>>24196891
You're putting us on a timer?
Fuck, we need to come to consensus faster.
>>
>>24196815
Just to check, how certain are we that ANY of the intel will be useful to us?
>>
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>>24196891
Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here. Need a dispenser here.
>>
>>24196912
Not certain at all.
>>
>>24196902
True, many engie's will be planted right behind the sentry. Though it could be on of those rare battle engies that sets up then goes off to support the assault with teleporters and dispensers. And Fot didn't report him being there- at that time, though time has now passed.
>>
>>24196903
Oh hey, though of a question regarding Fot's scouting- what sort of hat were they wearing?
Get an idea of what era/sort were are dealing with.
>>
Alright, are we going after the BLU Intel, or going to the Sewers?

Vote now, before we run out of time.
>>
>>24197101
Go after the Intel.
>>
>>24197101
Intel
>>
>>24197033
"It looked like a woolen cap of some kind."
>>
>>24197150
He wears that normally though. Oh well.
>>
2 for Intel.
Let's close voting in 10 minutes; we need to get going, otherwise we lose the Level Completion Bonus.
>>
>>24197150
>>24197200
Good sign overall. Signs of fancier headgear could mean more alternate weapons being used, which could be troublesome.
>>
>>24197120
>>24197108
"All right. We'll get that Intel," Yellowman declares, slamming his fist into his palm. "I know how to take out that sentry, but what about those bombs?"
>>
>>24197279
Hookshot past them. Demo's listening for footsteps to know when to blow them up, hookshot bypasses this.
The stairs have metal railings you can grapple onto.
[Curiously, you can also put your hand right through them because they're not solid collision.]
>>
>>24197101
>>24197275
Intel, and hopefully gear.
Personally hoping the Wrench works for us while we're here.
>>
>>24197279
Can you shoot one from a distance, to cause a chain reaction?
They're halfway down the hallway, so it's not like you don't have the rest of the hallway to stand back in.
Honestly, this isn't a very good Demo, what with putting the stickybombs where people can easily see them.
>>
>>24197317
Hitting the stickies with bullets breaks them, but plasma has no effect, and you can only cause a chain reaction with the Scottish Resistance.
An explosive will scatter them, but any good demo knows that if you hear an explosion in the stairwell, you look that way and get your shit ready.
>>
>>24197279
>>24197306
Bombs can be shot as well, though blowing them up with has Demo running to replant them and looking for the cause, so if the hookshot looks viable, it could be the better move.
>>
>>24197355
>>24197346
>but plasma has no effect
I don't recall this happening in the original TF2; I haven't played in a year and a half.

But Demo is already on the alert for us, since he shot at FFP; is stealth really going to matter?
>>
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Rolled 2

>>24197306
>>24197317
Since no one's said anything to break the tie, FATE SHALL DECIDE.

Hookshot=1
Shoot=2
>>
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Rolled 60

>>24197883
"I'll shoot them!" Yellowman declares, drawing Waldorf and stalking down the ramp.
>>
>>24197916
Incoming!
>>
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Rolled 36

>>24197916
Yellowman carefully sneaks forward, leaning back and around a corner just outside of the bomb's detonation ranges, and levels Waldorf. With a steady hand and dead-eye aim, Yellowman turns each of the bombs into melted metal with slow, deliberate shots. Not a single shot is wasted.

"Wow, good shots!" Pot cheers. "Keep up that aim and we'll be in the clear!"

>Lose 10 Waldorf shots.
>Bombs cleared.

"Now, just gotta get that sentry..." Yellowman murmurs as he stalks down the ramp.
>>
>>24198004
Are you sure you're not forgetting about a certain Demolitions man?

"Hey Tavish. Sure is crazy bullshit going on in the Fort today. You have any idea what the fuck's going on?"
>>
>>24198004
Hopefully we'll be able to charge Waldorf later.

I wish we had some grenades.

Wait, if the sentry doesn't respond to FFP, could we have them disable or tip over the sentry?
>>
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>>24198004
Yellowman uses the wall as cover, leaning out and plinking off a shot at the stationary sentry gun. Unfortunately, he leans out a bit too far, the sentry gun whirring to life and spitting a stream of lead death his way. Yellowman swears and jumps back behind the wall again as his shields absorb the impact of the bullets.

>Lose 1 Wound.
>>
>>24198064
Bah. Well, nothing else for it, spam plasma around the corner at it until it goes down.
Good job standing out so far that it revs up, acquires you, and shoots though man.
>>
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Rolled 36

>>24198030
"Hey Tavish! Sure is crazy bullshit going on in the Fort today! You have any idea what's going on?" Yellowman calls in his best Australian accent.

"Aye!" a Scottish voice replies as a trio of metal cylinders rebound off the back of the wall, landing at Yellowman's feet. "We're gettin' bonuses for all th' new intruders we kill!"
>>
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>>24198085
"Hey fuck y-AAAH!"

>>24198106
Yellowman throws himself back as the grenades go off, his shields absorbing the blast while his reflexes allow him to escape the worst of the blast.

>Lose 1 Wound. Shields down.
>>
>>24198106
"How many intruders ya think you've killed today? Any tough bastards can't be killed with a few good bombs?"

>>24198106
We're gonna need Plasma rifle. Also, Mr. Pot? Please stun Mr. Demoman.
>>
Rolled 4, 85, 93, 92, 59 = 333

>>24198106
'It's no use!', cried the Xcom rookie, taking shelter behind a wall as high explosives and laser fire are exchanged with the defenders at the top of the tower.
'We're running out of high explosives, and we're running out of rookies.'
>>
>>24198222
But after the talking rookie died, the 4 survivors charged up the tower and won. the end.
>>
>>24198145
Dammit.
Scott, provide cover fire for FFP as they fly in and spore stun Demo.
Guys, remember to fly evasively.

We're going to need to hit up the Respawn Room somehow.
>>
>>24198241
Sounds like a losing proposition. I'd say grab the intel and hide.

Protip: The intel room has glass overlooking a large open area where the teams never end up going. If we can somehow break open the glass we can safely read the intel while standing under its usual spot.
>>
>>24198272
Our shields are depleted. We must consider how we will be able to avoid all that incoming fire when we take the Intel.
>>
>>24198394
Hmm. There's a secondary resupply down in this area, that nobody spawns at. We should be able to get in and be safe there.
The door is visible from the exit of the stairwell.
>>
Rolled 58, 27 = 85

>>24198170
"Tough? I'll tell ya about tough! Another big Russian got into a fist fight with Heavy and actually won! He's been sitting knocked out on the battlements si- Och, why am I botherin' to..."

>>24198241
Pot interrupts Demoman as he bursts from hiding and zooms straight towards him. Yellowman is a second behind, firing the Plasma Rifle at the sentry gun and occasionally sending a shot Demoman's way in an attempt to keep him pinned down.

"Howeeeeeeeee!" Pot cries as his float disc zig-zags all around the air before bringing him close to the explosives expert.
>>
>>24198437
Is that good or bad for us?
Last time, it was the target's Health Check, but this time there's 2 rolls.
>>
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>>24198437
"Got him!" Pot chirps as Demoman coughs, hacks, and collapses, beginning to snore deeply as the spores send him to sleep.

The Sentry explodes under sustained plasma fire from Yellowman, who does NOT inch out enough for it to target him this time.

A startled cry of "Sentry down!" comes from a room nearby.

>Lose 8 MFC rounds.
>>
>>24198437
Zangief is here? We'll have to go pick him up if he's alive.
If Demo's asleep, let him sleep. He won't respawn if he's not dead.

>>24198489
Engy? Switch to that burny plasma pistol that does extra damage vs. unarmored, who the Engineer is, and just kill him. While hauling ass at high speed towards the Intel room
>>
>>24198489
Switch to Waldorf, and flatten yourself against the wall next to the door where Engineer yelled from.
As soon as he bursts out, have FFP spore stun him, and shoot him with Waldorf if he doesn't go down.
As long as he's sleeping, he won't respawn and that's one less BLU we need to worry about.
>>
>>24198525
>just kill him. While hauling ass at high speed towards the Intel room
We can knock him out and prevent his respawning, which is better.

And remember that getting weapons and equipment from them is what we want.
Though I don't think that we'll be able to repair the Damaged Comm Headset with Engineer's Wrench. We're neither Engineer or Fix-it Ralph.
>>
>>24198576
Point taken, changing my opinion to match yours.
Sleep the Engy, take the Demo and the Engy's weapons. Though I do think we should be using the plasma pistol if the stun spores don't work on the Engy.
>>
>>24198583
Right here >>24198556
>have FFP spore stun him, and shoot him with Waldorf if he doesn't go down.
Shoot him with plasma if he doesn't get stunned.
>>
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Rolled 60, 29 = 89

>>24198556
>>24198583
"Make 'em suck spores, Pot!" Yellowman shouts as he rushes towards the Intel room and flattens himself against a wall.

"You got it, boss!" Pot says, eagerly zipping forward. Yellowman follows with pistol ready as the two enter a large room overlooking rows of control consoles and a large world map. A man in a hard hat with a drawn pistol whirls around at your arrival.
>>
Rolled 64, 10 = 74

>>24198720
"Ah, sonnova... What sorta dadburned blue bug are you?!" Engineer shouts, waving his arms to clear the spores from his face as Yellowman fires Waldorf only for the plasma bolt to melt through the glass behind the mercenary. Yellowman curses and aims again as the Engineer regains his focus and brings his gun up.
>>
>>24198720
Important: If you PICK UP the intel, the entire base will swarm you. It's important to browse the intel while leaving it on the table.
If you pick it up by accident, then press 'L' as quickly as you can.

>>24198753
Ah, the glass is open. Nice. You can hide down below there if need be since BLU doesn't explore that part of the map.
>>
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>>24198753
Damn you /tg/ dice!
>>
>>24198766
The glass is open?
>>
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Rolled 66

>>24198753
"Draw, pardn-"

Engineer finds it difficult to finish his sentence as a bolt of plasma melts his face off. The machinist falls to the ground, quite dead. After a few seconds, his body begins to dissolve rapidly, leaving only a pistol behind.

"Could've gone worse," Yellowman says, advancing on and opening the briefcase. He frowns. "...it's all in code. Hang on."

Investigation roll: Perception 5 + Investigation 5= +10.
>>
>>24198834
Scott, don't forget to grab the pistol that Engineer dropped, and on the way out, grab Demo's grenade launcher and shotgun.
>>
>>24198834
Dang. I wonder if the Demoman left anything behind.
At least the TF2 guys drop universal ammo. Maybe we can get Statler ammo.

Likely exit points for safety:
Through the glass is an area BLU rarely goes to.
There's a Resupply room down here behind a roller door that nobody ever goes into.
There's also hiding on top of shit, which works vs. a lot of the TF2ers since they forget to look up.

http://www.youtube.com/watch?v=N21K0WSU0E8&list=PL0619A532AD4BE072&t=30s

>>24198870
Default Demo has a sticky (remote mine) launcher, a grenade launcher, and a bottle.
>>
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>>24198834
Yellowman rummages through the briefcase, pushing aside paper after encoded paper until he finally finds something of note.

"It's a picture of that red teleporter," Yellowman says, looking at a document. "And this isn't in code. BLU's noticed RED's Engineer constructing a strange teleporter in their Intelligence room. They don't know what it is, but they're worried about it. Also..."

Yellowman puts the documents back and looks at the briefcase. "...this should've been locked shut but it wasn't. Someone's read this before us."

>>24198583
The Pistol collapses into metal shard and bullets when Yellowman picks it up. The scout lets the trashed weapon fall with a curse as it falls apart in his hand. The Grenade Launcher fares much better.

Gained TF2-D Grenade Launcher and 12 Grenades.
>>
>>24198930
Obviously, the Intel can't be brought with us.
Let's hurry to the Resupply room, then the exit.
>>
>>24198930
We best leave the intel, it isn't of use and will only serve to draw attention to us. Let's try to slip out
>>
>>24199019
I don't see a need to check on Zangief, though.
Remember, he's a competitor, not an ally.
>>
>>24199019
The red line is on the stairs. If there's a place you'd expect a fight it'd be there, since that's one busy part of the map.
There ain't no clear part of the map. It was either "Spiral and down the hole" or that, and I'm expecting Engy to come down the spiral after spawning.
>>
>>24199035
You might be right, but at least in the short term, he's more useful with us than KO'd.
>>
>>24199053
Actually, I would say that he's more useful where he is being a big obvious target and a distraction while we sneak to the RED Intel room.
>>
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>>24198969
Yellowman jogs over to the Resupply room, but the automated metal shutter doesn't open in his presence.
>>
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>>24199076
>>24199053
Right, never mind. Ignore that then.
Changing my opinion to "Ignore Zangief".

Up the spiral, down the hayloft hole, into the sewer.

>>24199095
Might as well ignore it then. It doesn't react to explosives and we don't have time to fuck with it.
To the escape! And hope that Engy isnt' hauling ass down the spiral.
>>
>>24199095
Fucking dammit.
Sneak to the secondary respawn point; no one uses it, so it should be clear. Have Fot keep an eye out in front of us, Fat and Pot watch behind us, and get there before Engineer respawns. We're low on shields and Waldorf shots.
Then we've got to get down in the Sewers; we'll get shot by Snipers otherwise.
>>
>>24199133
Sewers are where Spies live, so we should be careful for anyone like that.
Thankfully we have 2 sets of eyes looking for anyone invisible.
>>
>>24199133
Let's not waste time with the second respawn, and concentrate on escape.
They could be respawning right now, and we can't take the chance. We need to escape. Go to the Hayloft hole and get to the sewers.
Have Waldorf ready, and be careful of Spies.
FFP keep an eye out, preferably by flying high and at the ceiling, where Spies usually won't look.
>>
Rolled 24, 85, 98, 87 = 294

Next 4 rolls are shit
>>
>>24199301
First one, yes.
The others? Not so much.
>>
Rolled 91, 26, 67, 99 = 283

>>24199402
Dw I'll get it this time
>>
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Rolled 85, 93 = 178

>>24199301
What a shame.

>>24199170
>>24199127
Yellowman and Fat-Fot-Pot hoof it back up the ramp and head towards the Sewers...
>>
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>>24199487
>>24199444
>>24199301
Wait.
TG dice are rolling high.
Wat
>>
>>24199504
They are biding their time.
>>
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Rolled 40

>>24199487
Yellowman drops down from the Hayloft hole just as a man in a red bodysuit and gasmask bursts in from the main 'gate'. Caught by surprise, the Pyro whirls around, but isn't fast enough. Yellowman's reflexes, aided by copious amounts of adrenaline, double tap Waldorf. The twin bolts of plasma soar through the sky and hit Pyro's head, melting away the gas mask and causing him to collapse in an instant.

"...Wow!" Fat says.

"Wow later, move time is now!" Yellowman shouts, continuing to bolt for the stairs down to the sewers.
>>
>>24199643
Sewer time, gogogo.
Into the sewers, across the water under the bridge, up the other sewers.

From there it's either Hayloft Hole + Spiral or Stairs + ... other stairs. Hayloft hole is usually the best bet because trying to enter the Stairs is usually pain.
>>
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>>24199643
>40
Here they come.
Fat-Fot-Pot, make sure to stay above Yellowman and keep on the lookout for Spies.
>>
Rolled 49

>>24199697
It's only a 40. At least it wasn't a-
>>
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>>24199643
"Almost there... Just have to..." Yellowman mutters.

Yellowman bursts into the stairwell room only to immediately duck and roll to the side as a rocket sails past his head and into the wall.

"You are all WEAK! You are all BLEEDERS!" a man in a blue uniform and helmet shouts as he fires a rocket launcher.

"Why? WHY?!" Yellowman shouts as he jumps out of the way of another rocket.
>>
>>24199724
"What does Sun Tzu say about fighting in enclosed spaces, Soldier?"
Hookshot. Soldier. Plasma rifle full auto from point blank.
>>
>>24199724
"Dammit, we just finished killing RED, can't we get a break from BLU?!"

Hookshot Soldier.
Otherwise Hookshot something behind him, and give him a faceful of Waldorf.
>>
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Rolled 96, 48 = 144

>>24199743
Yellowman repeats your words as he activates his Magnetic Grappler.
((+15 to movement roll, +8 to Rifle roll.))
>>
>>24199838
Holy shit. 111 on the Movement roll.

We must've fucking telefragged Soldier or something.
>>
Rolled 55, 21, 24, 77, 51, 2, 16, 77, 27, 80 = 430

>>24199838
Okay, there is NO way the dice is rolling this good.
Dice, show me your seed.
>>
>>24199860
Okay guys, good news. Dice roller is back to normal and will roll shit again.
>>
>>24199838
Weak:
[ ]Yellowman
[x]Soldier

Bleeders:
[ ]Yellowman
[x]Soldier

>>24199854
Or we grabbed him just as he was launching a rocket and dragged him through his own shot.
>>
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Rolled 80

>>24199838
Yellowman hookshots directly behind Soldier, not even giving him the chance to completely turn around before he jams the Plasma Rifle's barrel under his loose helmet and pulls the trigger twice.

"It's a far-" Soldier begins to say, but then his mouth melts off along with the rest of his head. The corpse topples to the ground.

"Boom! Headshot!" Pot yells in his squeaky voice.

Yellowman just laughs with relief as he vaults down the stairs, splashing into almost waist deep water as he moves down a huge open pipe.
>>
>>24199921
Might want to switch to Waldorf; we can recharge it but not the Plasma Rifle.
>>
>>24199921
There are lots of Medkits in this section of the level, along with some ammo boxes. Pick them up as you pass them.

Watch out for Spies and Scouts.
Spies are almost invisible and make little splishy noises as they walk through water, and occasionally drop a bit.
Scouts loudly yell "NEED A TELEPORTER HERE", cover you with non-milk substances, then shoot you with a shotgun at point blank repeatedly.
>>
>>24199889
>Or we grabbed him just as he was launching a rocket and dragged him through his own shot.

I really wish I'd thought of that.


>>24199921
>>24199949
Your warning comes not a moment too soon as Yellowman stops and raises Waldorf.

"I hear splashing that isn't me, but I don't see anything," the scout says.
>>
>>24200040
Look towards it at all times. Spies will slit your neck or stab your spine open if they get at your back.
FFP, keep an eye out for anything unusual.
If you get a clear idea of where it is, Waldorf towards it.

"Excuse me, professional gentleman. I know you never really am on my side, or BLU's side, or RED's side. Tell me, if you would, who's managing the killing here - and I promise not to bleed on your suit."
>>
>>24200040
FFP, can you triangulate the sound?
It's a cloaked Spy, so he'll try to get behind you. Keep Waldorf pointed in the direction of the sound. Try to move along the wall, with your back to it.
>>
>>24200040
I'M FEELING IT
SHIT ROLLS HERE
>>
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Rolled 61, 30 = 91

>>24200135
" don't know about triangulate, but yes, we can try to figure out where he is," Fat says as Yellowman attempts to locate the source of the splashing. the Scout Commander flattens himself against the pipe wall as his card begins to throb. A racer is near.
>>
>>24200248
Fat-Fot-Pot buzz around trying to find the Spy, then Yellowman mentally tells you.

"I think I see him."

>>24200113
Yellowman calls out these words, but there is no response.
>>
>>24200267
What, the Spy misses a chance to make a witty quip?
This is NOT the spy.
Start firing at the whatever it is.
>>
>>24200267
Shoot, Scott.
It could be a racer instead of a Spy; Spies like to respond with witty quips, and they know they can respawn so they'd rather get in the burn even if it means their temporary death.
>>
Rolled 73

>>24200274
>>24200293
Yellowman blasts away where he thinks the cloaked person is.
>>
>>24200349
A masked man in a blue suit screams and falls into the water as Yellowman's plasma burns through him.

"...guess it WAS the Spy. Weird," Yellowman comments.

The Portal Card continues to pulse.
>>
>>24200370
Well, if the guy WAS cloaked, then no dead ranga.
Still, I'd have FFP keep an eye on the corpse, just in case of shenanigans.

"Yo, Other Racer. Wanna work together 'till we're through the teleporter?"

Keep moving towards under the bridge.
>>
>>24200370
Continue moving forward, Scott, and keep your eyes and ears peeled for the tell-tale splashing of another cloaked person.
Fat-Fot-Pot, keep looking for the other racer.
>>
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>>24200393
>>24200427
Yellowman calls out, and though a voice answers, he can't make out the words. Advancing through the water, Yellowman comes to a small room in which the waterway passes. A young man in a worn and beaten striped suit lays sprawled on the floor, bloodied and beaten. The man's neatly combed hair stands in stark contrast to the rest of his body which looks like someone tried to tenderize like a giant steak. A medkit lays on the other side of the room, the man weakly crawling towards it. Once Yellowman enters, he stops and slumps against the wall.

"Hey, you wanna be a pal and hock that medkit over this way? I wouldn't ask normally, but I don't think I'll be making it out of here otherwise," he says, letting his head rest against the wall and closing his eyes.
>>
>>24200546
Ask Man his name.
Then help man.
>>
>>24200546
What's he look like?
Ask him his name before giving him the medkit.

Could be a hero, or could be a villain.
'young man with striped suit' isn't descriptive enough.
>>
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>>24200546
I need PICTURES. Pictures of injured man!
>>
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>>24200557
"Sure thing. You got a name?" Yellowman asks, sliding the medkit over. The stranger takes the device with relief, then frowns as he fumbles with it to no effect.

"I just saw one of them blue freaks pick this things up and seal up a huge hole in his gut, how'd he do it..." he mumbles. "Uh, Charlie's the name. What do you go by, mack?"
>>
>>24200603
Scott.

Fat, please heal this man's injuries by 1 wound.
>>
>>24200603
May as well tell him your name, Scott.
Quick scan; Charlie Fiddich, from the American TV series Mad Men.
Shit, this guy has no business being in this race; he's in Publishing with no military or survivalist training.
>>
>>24200632
Can at least heal 1w of him and have him be a walking damage sponge until something better comes along.

A Publisher may have more knowledge of Canons than we ourselves do, which comes in handy. But yeah, he's ... how the hell did he even make it this far.
>>
>>24200650
>Can at least heal 1w
I suppose. We could probably make better use of the medkit than he can, at any rate.
And we should save putting a plasma bolt through his face until he actually tries to kill us.
>>
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>>24200619
>>24200650
"Right away, Commander!"

Fat flies over the man and dribbles some of his healing liquid onto his wounds, which begin to rapidly seal shut. The man blinks.

"What's that, some sort of mutant? Never thought I'd be glad to get plant drool all over me," he says. "Feeling better, but can you get this damn gizmo to work? I've used a million and one stimpacks, but this thing baffles the hell outta me."

Calling it here for the night, feel free to think of things to ask. We'll pick this up tomorrow and at least try to finish up the thread.
>>
>>24200694
>I've used a million and one stimpacks, but this thing baffles the hell outta me.
That's weird. He's used stimpacks?
Is he a meta-traveler version of his Canon self?
We'll have to be far more cautious of him now.

We can tell him that the medkits here work optimally for people modified for it, like the RED and BLU Teams.
>>
>>24200694
We should ask him if he's Charlie Fiddich, to make sure he is who we think he is, and ask him where he learned to use stimpacks; that technology isn't native to his Canon.

I suppose we can ask about the competition, as well.
>>
I have found some information on Charlie Fiddich.
He played a small part in episode 5 of the first season of Mad Men, was a publisher, and tried to get one of the supporting characters to commit adultery with him.
He basically never came up after that episode, and his disappearance wouldn't be missed.

http://madmen.wikia.com/wiki/5G

It's set in the 1960's of a baseline Earth; no way he would have access to stimpacks, nor was the previous world a Canon that uses stimpacks either.
Something is wrong here, and I think we should question him about how his marriage to Trudy is going, and when he became a Meta-Traveler.
>>
>>24200650
>A Publisher may have more knowledge of Canons than we ourselves do
Well, he's a publisher from the 60's, and mostly for magazines. I don't know how much use he's going to be; there's 50 years worth of media that he'll have no information on, and only have knowledge of stuff from the East Coast.

Unless we get thrown a curveball by getting something really old, he's more likely to be a liability than an asset.
Finding out how he survived even this far, when an MIB Agent couldn't, should be interesting though.
>>
bump
>>
>>24201867
"Those medkits work best for the mercenaries running around here," Yellowman notes, crossing his arms. Charlie scowls.

"You mean the finks trying to kill me? They can go kiss a lemon, will it do ME any good?" he asks.

"Maybe. Charlie Fiddich?" Yellowman asks. The man blinks in confusion.

"Who's that? They just call me Charlie. Ain't never needed a second name yet," he says. "Now are you gonna help me with this blasted thing or not?"
>>
>>24210637
The fact that he mentioned Stimpacks makes me think this might be Benny from FO:NV under a false name.
>>
>>24203900

Could just be a random person from a Fallout canon. There was a random person in the second Fallout game named Charlie. Maybe he did real good for himself since his last appearance.

>>24210637

Carefully look through the medkit and see if there's anything of use.
>>
>>24210719
It's a Medkit. Used properly, its supplies can heal up to 2 Wounds.
>>
>>24200694
Sup.
>>
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>>24210872
Do we have 2 medkits now, considering the one I just picked up?

>Mutant
>Stimpacks
>Everything about the guy

*sigh* Benny.
>>
>>24210915
The only thing that's throwing me off about him being Benny is that he isn't talking "hip".
>>
>>24210872

Do we have to use up all the medkit, or can we just use it to restore 1 wound and save the rest for later?
>>
>>24210961
I'm thinking this guy's not exactly honest with us here.
And dishonest people? Usually aren't worth healing. Especially when they're competitors in the race.

Our options are to grill him for more info, or just take the fucking medkit and leave him here for the Team Forts to eat.
>>
>>24210961
All or nothing.

>>24210915
If you choose to take it away from Charlie, yes.
>>
>>24210990

That'd be kind of a dick move just to leave him here, though. Especially in a place where everyone here is out to kill all outsider-looking people.

He's probably well enough to hobble on his own and cause trouble if he survives anyhow, since Fat-Fot-Pot expended one of the healing stuffs to heal him.
>>
>>24210998
Eh, I'm with keeping Charlie alive for now, if only because he might come in handy later.
As long as Scott doesn't let his guard down, any backstabbing should be easily anticipated.
>>
>>24210998
Honestly I'm thinking we namedrop "Benny", "Courier" or "Chip" and see if this guy's face reacts in a noticable way.
Ask him what type of skills he has that has let him survive thus far - because if he's just some dude who got lucky, we'd better keep the medkit. But [Lie] If he's a good shooter or something, then sure it'll be good to work together for a while and share the medkit.
>>
>>24210998
>>24211081

We could have Yellowman try to act like he's still trying to figure out the medkit and toss out a few questions along that vein. It's not an unreasonable response, given how Benny was completely bamboozled as to how to operate it.
>>
>>24211160
This works. I'll go with this.
>>
>>24211160
Alright, let's use the medkit on him, ask him about how he's survived thus far, and about some of the competition.

And for fuck's sake, remember that both BLU and RED respawn, and the BLU Spy and Soldier are going to be respawning in a few minutes and they know where we are.
We need to move fast.
>>
>>24211312
Well all righty then.
>>
>>24211160
"Give me a minute, I'm figuring it out. How'd you survive this long out here anyway, you don't look like someone I'd expect to see in this place."

Charlie scowls. "You sayin' I don't look tough? I look plenty tough! I can handle myself just fine, thanks. I just...got a little unlucky, ya know? Sometimes Lady Luck is all over you with kisses and sweet nothings. The next minute her high-heel is straight up your ass! If that muscle-bound freak hadn't caught my gun and tossed it in the gunk over there, it'd be him sittin' here bleedin' like a pig!"

"OK, OK, I get your point. Hey you know a guy named Benny?" Yellowman asks.

"I don't know pal, there are a lotta guys with the name Benny, why not narrow it down some?" Charlie asks, eyes suddenly narrowed. "Why you wanna know, anyway?"
>>
>>24211335
>narrows eyes.
Bingo.

Bango bongo I don't wanna leave the congo oh nononononooooooo
>>
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>>24211335
Waldorf. Apply directly to forehead.

>raritya and

Son of a bitch, THEY'RE in the race too?
>>
>>24211335
He is so going to backstab us at the first opportunity.

Tell him that we're looking for Pastor Benny Hinn. We thought that he sounded like someone from the Pastor's world. If we're wrong, we're sorry.
Through him off our track.
http://www.bennyhinn.org/
>>
>>24211389
Let's do it, but have Benny let down his guard first by throwing him off by saying >>24211402

Yes, we may as well kill a Canonical Villain now before he doublecrosses us, but there's no reason not to do it properly.
>>
>>24211460
>>24211402
Sure. I feel bad about murdering a guy like this but I suppose it's necessary.
>>
>>24211335
"He owes me a chip." Make sure it's actually Benny before shooting him.
>>
>>24211477
>I feel bad about murdering a guy like this
Is it the killing itself or that we're doing it while he's unarmed?

>>24211490
So how about:
"He owes me a chip."
When Benny says that he doesn't owe us shit, say, "Wait, you're not Benny Hinn? Pastor Benny Hinn?"
Let him let down his guard.
Then fry his face with plasma from Waldorf.
>>
>>24211490
It's as Benny as it can possibly be.
Don't bother with witty quips. If you're saying anything, make it "I'm sorry, I'm getting too paranoid. Let me heal you." or something along those lines, in a sincere calm voice.
That way Benny won't react as easily.

Remember, he's a damn near expert knife-fighter and brawler. If you piss him off in close combat, he'll directly attack you.
>>
>>24211542
No to "he owes me a chip". He'll just attack us and we'll forefeit surprise if you say that.
>>
>>24211567
Yeah, but Quips are awesome. Also, it makes me feel better then shooting a guy in the back.
>>
>>24211608
I favor practicality.
>>
>>24211619
Practicality is fine, but what are we if we don't Quip? Just a low life assassin thug, that's what.
>>
>>24211638
I'm fine with that.
>>
>>24211608
We're not the ones shooting here, remember?
We aren't in the drivers seat.
So it really depends on if Scott is cool with shooting a guy who is currently helpless but is pretty much guarenteed to betray us later.
>>
>>24211650
I guess it is up to good ol' Scott.

Scott, this guy is Benny from New Vegas.
He betrays the everloving shit out of the Player Character. Twice if you let him.
He's one of the villains of the setting.
He's skilled at pistols, knife-fighting, and unarmed.
>>
>>24211648
You might be, but is Yellowman?

>>24211650
Pretty much this.
>>
>>24211490
"He owes me a chip," Scott says.

"Well if you're after the Benny I know, you're not gonna collect. He's dead," Charlie says. "Some low-life blew his brains out in his own suite. 'Course given the look of you, I doubt we're talking about the same guy."

Scott is hesitant about killing an unarmed injured man, but is waffling on the decision. You can probably force the issue.
>>
>>24211744
Check the gun in the muck. That'll ID him.
>>
Scott. While I don't want to shoot him, I'm pretty sure the bastard has a hold-out pistol and a knife on him.

In fact, I'd be careful, he might be attempting to use himself as bait.
>>
>>24211744
Look, I know you were in the Scout Corps, not Intelligence. Just keep in mind that this guy has a greater than 90% probability of stabbing us in the back somehow.
This is a Death Race, remember?
If you want kill him when he's on his feet, just remember that it's the same as giving Al Capone a chance before blowing his brains out.

Do it, Scott. We're low on time.
>>
>>24211744
In my opinion, even though this guy probably is Benny, he wouldn't be stupid enough to double-cross Scott in this leg of the race at least.
What with the immortal insane mercenaries everywhere.
I mean there's treachery and then there's suicide.
>>
>>24211825
Like if he is going to backstab you, it won't be either until you're both in the same room as the teleporter, or right when you guys start the next leg of the race.
As it stands, you could probably use some assistance with getting past the aforementioned immortal insane mercenaries.
As long as you're not fool enough to actually trust "Charlie" I say go for it.
>>
Putting my vote into "Don't trust the guy".
>>
>>24211894
But that's worthless; none of us are trusting the guy.
The question is if we kill him now or wait until he actually betrays us.
Your vote is truly meaningless.
>>
Rolled 98

>>24211790
Missed this, sorry.

Scott searches around in the water for a gun.

"Hey, whaddya doing? I'm bleeding into a two hundred dollar suit here!" Charlie complains.
>>
>>24211744

We trust in your judgement, Yellowman. A short-term alliance might not be a terrible idea to survive here.

But this guy has all the makings of Ahriman here. He might cooperate with you for a while, but sooner or later he's going to backstab you at the worst moment.
>>
>>24212147
Eh, Benny's a lot less dangerous than Ahriman.
I say uneasy alliance for now but just don't let him get behind you.
>>
>>24212164
But yeah, really whatever Scott decides is fine.
He's the one with field experience.
>>
>>24212176
Fine by me.
>>
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>>24212134
Scott actually finds a modified Riot Shotgun in pristine condition leaning against the edge of the platform in such a way that no water has actually entered its inner workings in a million to one chance.

"Hey, you found Gertrude!" Charlie says, perking up. "I'd have preferred ya docced me up first, but I ain't complainin' about getting my gun back. Eh, assuming that's why you stopped to look for it..."
>>
>>24212164
I'm good for this. Keep an eye on him FFP.
>>
>>24212189
Fine whatever.
Take the gun, stay in front of me to prevent backstabs, heal him up, and let's roll. I fully expect MAXIMUM BACKSTABS but at least he'll tank a bit.
>>
>>24212189
Looks like it.

Kill him quietly. You know what kind of fucked up survivalist thinking that Mad Max-style worlds give people.
>>
>>24212189
"Luckily she seems fine. So I'm curious, what'd your Benny do to get his brains blown out in his own suite?"
>>
I'm willing to give him the benefit of the doubt. patch him up.
>>
>>24212189
Heal him and then immediately back away to get out of close combat range.
Point a gun at him and try and explain to him the extend to which RED and BLU teams are bad fucking news.
The whole 'they come back to life if you kill them, and they remember and can learn from how they died'.
If it seems like his pragmatism outweighs his douchiness, give him his gun.
>>
>>24212189
Just shoot him with Waldorf now. He can't be trusted and he'll simply be more trouble than he's worth.
>>
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>>24212264
"Hell if I know. They gave me the boot the next day. Ain't that a kick in the head! Been a bouncer at the Tops for five years, first time I ever slip up and it's gotta be a murder case. Left Vegas shortly af... Do you even know where I'm talkin' about? This crazy shin-dig's been fulla space people and wierdos that prolly ain't never seen the bright lights and spinnin' wheels of the ol' glitter gulch."
>>
>>24212376
New Vegas.
In the Mojave Wasteland.
Was the center of a fight between the NCR, Mr. House, and Kye-sar's legions.
Cazadors, Deathclaws, Raiders, Nuka-cola, etc.
>>
>>24212376
"Been to Vegas once or twice. You know what happened involving the whole Hoover Damn shit? I tried to stay out of anything involving the Legion, but damn if I didn't hear crazies going on about talking animals and shit."

Heal him up and keep an eye on him. An alliance will work well right now.
>>
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>>24212147
>>24212164
>>24212176
>>24212179
>>24212205
>>24212217
>>24212235
>>24212306
>>24212374
>>24212326
After much inner turmoil, the voices of cautious mercy outweigh the ones of cold pragmatism. Scott decides to patch up Charlie, though not about to trust him as far as he can throw him.

"OK, I think I got it figured out," Scott says, advancing to Charlie's side and using the Medkit on him. Twisting a few dials and opening expanding panels in the side, Yellowman uses the kit's powerful drugs and tools to seal shut the worst of Charlie's injuries.

>Yellowman now has the option to put points into First Aid/Medicine.

"Aaaaaaw, I feel like a million bucks! Thanks, doc!" Charlie says, grinning. The grin fades as Yellowman points Waldorf at him.

"Now listen up, buddy," Yellowman says. "You've seen RED and BLU in action. You know they're bad news. What you might not know is that they keep coming back to life. And they learn from the mistakes that killed them. I'll give you back your gun, but only if you give me your word you're not going to use it on ME for at least until we find a place to safely part ways."

Charlie scowls.

"Whadda guy, this kid over here! You really think I'd be so low as to ice the man that patched me up? If I ever pull a gun on you, you'll be facing me, you'll be armed, and you'll know why I'm doing it," Charlie says, standing up. Yellowman frowns and hands him Gertrude. The suited man grabs it and begins to inspect the weapon.

"Lady luck must've felt sorry for me, Gertrude's perfectly fine! Just missing a few shells, and I can fix that!" Charlie says, laughing as he pulls a handful of shotgun shells from a pocket and begins to load the weapon.
>>
>>24212544
Give statblock pls op.

Do we still have 1 medkit after picking up the big blue respawny thing, and the box of ammo?

I'd say now we head over to the other sewers.
>>
>>24212544
>"You really think I'd be so low as to ice the man that patched me up? If I ever pull a gun on you, you'll be facing me, you'll be armed, and you'll know why I'm doing it,"

Just making sure. I've met some real low bastards in my time.
>>
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>>24212411
>>24212444
"Talking animals? Whoever told you that was on some bad Jet or something, kid!" Charlie says, loading the weapon. "I heard about an army of robots, flying machines and the Boomers finally deciding they wanted a fight, but I didn't hear anything like that. I DO know that the NCR gave the Legion the boot to the teeth. Other than that, not a lot else, the battle happened only a few days before I got made an offer I couldn't refuse by those three suits with all the dough."
>>
>>24212622
Well here's my offer that you can't refuse:
You help me reach the exit.
I help you reach the exit.
Do you accept this offer?
>>
>>24212568
...big blue respawny thing? You have one Medkit.
>>
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>>24212655
One on the right.
>>
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>>24212699
Yeah, you used it on Charlie just now.

>>24212638
"Yeah, well, here's my offer you can't refuse. You help me reach the exit, I help you reach the exit. Deal?" Yellowman asks.

"Sure thing, pally-boy," Charlie says, extending his hand. Yellowman shakes it vigorously and Charlie grins, readying his shotgun. "We got a deal. I'll stick with you for a while, see how far we get as a team. If I don't like it, I'll split after we make it out of here. Otherwise... well, we'll see."

"Are you two ready to move yet?" Pot asks. "The longer I float around here, the more anxious I am to leave! This place smells like a narf's anterior and looks like a juke's puke!"

Charlie blinks at the alien, scratching his head. "I see this is gonna be one helluva ride no matter how ya slice it!"

>Charlie joins your group.
>>
>>24212819
Right. Post the statblock and let's get rolling.

We have a spare .38 Revolver if our friend likes pistols more than shotguns.
>>
>>24212819
Alright, come on, let's go.
Make sure to keep an eye out for BLU, and sentry turrets.
>>
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>>24212843
Charlie:
Strength: 5
Health: 5
Dexterity: 4
Intelligence: 2
Willpower: 1
Perception: 2
Charisma: 1

Wounds/HP: 5 Current: 4

Skills:
Stealth: 2
Investigation: 2
Pistols/Sidearms: 3
Rifles/Longarms: 6
Throw: 3
Hand to Hand: 5
Melee: 2
Repair/Engineering: 2


Traits:
Lady Luck, Don't Quit on Me Now!: Once per session, Charlie can reroll any roll that would benefit him, even if it's an enemy's roll.

I'm On A Roll!: Any 'doubles' rolls (22, 44, etc.) add a bonus to their result. A roll of 77 is considered a roll of 100.

Let It Ride: If Charlie takes multiple actions and gets a critical success, he can use that result for all of his actions that turn.

Games of Chance: Charlie can choose to roll twice on an action twice a session, but he MUST take the more extreme of the rolls, whichever result is closer to 0 or 100.

Shotgun Surgeon: Charlie gains a +5 bonus when using shotguns in combat, and ignores certain drawbacks of the weapons.

Gear:

Gertrude: A customized Riot Shotgun, Gertrude is Charlie's most prized possession. The recoil, accuracy, ammunition capacity, and durability have all been greatly increased. At close quarters, a devastating weapon, though not particularly good against heavily armored targets or at long ranges.
Ammo: 16/16

60 Shotgun Shells.

Brass Knuckles: For when someone orders a knuckle sandwich and you feel like giving them a little extra.
>>
Rolled 49, 13 = 62

>>24213050
Cool, a Luck master.
What do you expect the use of Games of Chance to be? You know how the /tg/ dice work. 2d100's extremes are ALWAYS closer to 0. ALWAYS.

Well, across to the other sewers now.

Active abilities, other than "Shoot with gun":
Yellowman Hookshot (at will, movement)
Reroll Any (2, free action, does not recharge)
Reroll combat (3, free action, does not recharge)
SULC (1, combat, blows shit up)
Fat heal (2/session, combat, heal 1 wound. 1 remaining this session)
Fot scout (at will, movement)
Pot stun (3/session, combat, 0 remaining this session)
Charlie Reroll (1/session, free action?, 1 remaining this session)

And we're never using games of chance because seriously nigger, taking the most extreme of two dice? That's gonna be bad.
>>
>>24213050

Looks like we got a bruiser buddy, barring any revelations in the future.

Let's get going through the sewers like we originally were. Have Fat-Fot-Pot keep their eyes peeled for hidden people.
>>
Rolled 12, 36, 99, 72, 57, 56, 4, 75, 58, 76, 2, 34, 79, 60, 73, 74, 12, 62, 77, 72 = 1090

>>24213148
For instance. Here's 10 paired rolls.
YOU count how many are closer to 100 than 0.
>>
Alright, time for us to sneak out the sewer to the RED base.
>>
>>24213168
Six out of Four were closer to 100 then to 0.
>>
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Rolled 38

>>24213148
I don't expect Games of Chance to be balanced, I expect it to sit there and tempt you with promises of what might be. It's the big red button in the room. One of these days, one of you is going to press it. It's inevitable.

"Enough talking, more walking!" Charlie says as he starts moving down the sewer. Yellowman follows him as Fat-Fot-Pot zip around the two humans.

"The portal out is in the Intelligence room in the RED base," Yellowman says, falling into step behind Charlie.

"Been here before?" Charlie asks, turning for a moment.

"Something like that. I know the layout of the place," Yellowman says.

"Well ring-a-ding-ding, my day just got interesting! A guide and a doc all in one. Okay pal, just give me directions," Charlie says.

"It's through these sewers, up some stairs, then... I'll just tell you as we go. Keep going straight for now."

"Fair enough."
>>
>>24213286
38's not too bad, especially since it's 58 due to +movement stats. Let's keep going.
>>
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>>24213286
The unlikely trio slop and glop their way through the tubes until they emerge directly underneath a bridge. Another sewer outlet is directly in front of them across a small lake of waste water. Above, the battle rages, screaming, explosions, and gunfire all combining into the strange symphony that is the song of 2fort.

"Right through the tube there, right?" Charlie asks as the sound of something heavy landing in water echoes to the side.
>>
>>24213439
Look Splash.
Move forward.
To do both, hold A or D to strafe.
>>
>>24213439
Orient yourself towards the splash, have Waldorf ready, and move through the tube.
We're almost there.
>>
Rolled 72

>>24213470
>>24213510
"Keep moving, I'll have a look," Yellowman says, urging the others forward as he looks around the river area.

"You got it, doc," Charlie says, hastening towards the tube.

"Right away!" Fat-Fot-Pot says, zipping right after the ex-bouncer.
>>
>>24213555
Cool. Yellowman can move faster with the Hookshot. Hopefully it's the Heavy, and we can just outrun him.
>>
>>24213555
Yellowman sees movement in the water, something invisible wading towards him.
>>
>>24213568

Spy!

Or possibly a cloaked minion of another competitor. Either way, it might be a good idea to shoot it.
>>
>>24213568
Get into the tube so it can only come from one direction, keep moving.
I'm betting MAX DOLLARS it's a dead ringer spy during his semi-invulnerable phase.

They do need time to uncloak, so if we just keep moving and keep an eye towards it we should be fine.

Yellowman moving backwards outruns a spy moving forwards anyway.
>>
>>24213601

Seconding this. There may even be another enemy getting ready to drop down after him.
>>
>>24213568
Scott, move backwards into the tunnel, keep your eye and Waldorf on that Spy.
>>
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>>24213601
>>24213666
>>24213677
Scott doesn't fire, but instead hurries into the tube after his companions. The card in Scott's pocket begins to throb more intensely as the trio makes its way down the tube. Yellowman keeps an eye out, but there's no splashing entering the tube, though after sight is lost of the 'lake', gunfire and a bellowing roar is heard.

Muted voices can be heard from further down the pipe.
>>
>>24213787
Roar like human roar, or Not-human?

Not our issue, anyway. Move down the pipe. FFP can keep an Eye behind for that speh, and we'll deal with what's in the next sewer room.
>>
>>24213787
Move down the pipe, have FFP keep an eye behind us and stay near the ceiling.
>>
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Rolled 75

>>24213814
>>24213887
The three keep moving and come to an odd sight. A woman with huge green shoulder pads in a black and green outfit is desperately pumping her hands against the abdomen of a prone woman in a purple and pink outfit, also with huge shoulderpads. Both have long hair, but the prone one's is purple where the standing one's is a shade of yellowish orange. A trickle of blood oozes from the prone and unconscious woman's lips as the woman in green frantically grabs a medpac from the platform and begins to repeatedly smack her in the head with it.

"Why isn't it working?! This is how you do it, right?! Did someone mess with the options or something? Is automatic pickup not turned on? Wakeupwakeupwakeupwakeup- oh wait, maybe if I open it..."

The woman in green then opens the latch of the medkit over the prone woman, spilling medical supplies everywhere to no effect. With a frustrated howl and a train of speech so fast Yellowman can't really understand what she's saying, the woman in green begins zipping around the area with inhuman speed and frenetic energy trying to scoop up all the medicine she'd just dropped.
>>
>>24213787

Keep going, but keep an eye on the flank as you do so. Charlie might have met another angry Russian guy.
>>
>>24214124
I ... let's just sneak past them.

Who the fuck are these people?

When you said Black & Green + Purple & Pink, I was thinking the succubus pair from Darkstalkers - but neither wear shoulder armor, and the hair colors are wrong.
>>
>>24214124

>Automatic pickup
>Crude application of medkits

Sounds vaguely like an FPS or action game genre character. The outfit sounds unfamiliar though, doesn't sound like Quake or Unreal Tournament chars would dress like that, would they?
>>
The question is do we help them or simply move past them?
On the one hand, this IS a Death Race, and we'd have to fight them eventually, since there can be only one winner.

On the other hand, everybody gets one chance.
>>
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>>24214124
Scott, are these the women you see before you?
And if they are, wanna just quietly circle around them and hope they don't notice?
>>
>>24214124
Hyatt and Excel from excel saga.
Avoid the shit out of them. Evil and OP.
>>
>>24214263
>>24214267
I'd completely forgotten about them.

Yeah, fuck that. We want no part of them.

Sneak past them, Scott. We've got a teleporter to get to.
>>
>>24214124
As we walk by, casually point out how to work the Medkit, then continue getting the hell out of here. It gives us positive karma, and distracts the green woman so she doesn't latch onto us trying to get us to help and brings down the bad luck.
>>
>>24214307
I'd say "No".
No need to even point out that we exist. Especially not to those two.

Now, if they notice us, we can tell them how to medkit. But otherwise, just get right on by.
>>
>>24214341
Yeah. I'm pretty sure Hyatt is "fine" so really the less involved the better.
Scott, is there any way you can quietly indicate that to Charlie?
>>
>>24214307
That's one way to keep her distracted, but it's just as likely that Excel will attack first.

Just go past; we'll show her how the medikit works if she notices us.
>>
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Rolled 100

>>24214263
"Yeah, that's them."

>>24214165
>>24214267
>>24214263
>>24214165

"Let's... let's just go around..." Yellowman says, wincing as the woman starts screaming something at the ceiling.

Stealth check: 5+8= +12 to roll.
>>
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>>24214365
>100
>+12
>112 to sneak by
Scott is fucking Solid Snake.
>>
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>>24214267
Writhe in my cage of torment, my friend.

>>24214365
GOD DAMN IT!

Uh, I mean, Yellowman and his companions manage to sneak around the pair with consummate stealth, the two not noticing them at all. They also manage to avoid the notice of something else they didn't see, and in so doing essentially bypass no less than three encounters that were rumbling on the horizon.

Well done.

>100.
>Bonus skill point earned.

As you make it to the stairwell, you hear a chain of explosions back the way you came, one panicked scream, one guttural battlecry, and an inhuman roar. You get the impression you just avoided one HELL of a clusterfuck.
>>
>>24214461
Keep moving.
>>
>>24214461
Keep going, Scott. We're almost there.
>>
>>24214461
Move forward, up the hole. Mr. Charlie will need help getting up the hole, but with Yellowman and Hookshots, things should probably work. Into the Hayloft.

>>24214461
Avoiding a clusterfuck's what we do best.
>>
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>>24214461

>Clusterfuck

I think I have a solid guess about the identity of one of the people caught up in that.

Still can't help but feel a twinge of remorse for Excelia and Hyatt, though.
>>
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>>24214461
COMMENCE TO JIGGLIN'!

Scott makes it to the stairwell as the sounds of battle intensify from upstairs. The sounds of footsteps tromping nearby cause him to halt, bringing his pistol up...

...and promptly lower it as a man with a combat helmet and thick build comes into sight. He wears a uniform very similar to Scott's, and a large bazooka-like weapon is slung over one shoulder. His eyes are tired and weary, dark circles under them. Yellowman's own eyes light with recognition.

"Burton! Are YOU a sight for sore eyes!" he laughs as he walks forward.
>>
>>24214560
Finally! A fellow Transpace Guard operative!

....why do I feel the twinge of impending betrayal?
>>
>>24214560
Are you sure it's not an illusion?
Don't let your guard down.
>>
>>24214560
>Burton

Careful, Yellowman. Even if he's your commanding officer and maybe friend, he's got a desperate look about him. He might be jonesing for that wish that's waiting for him at the end of this race.
>>
>>24214599
>Even if he's your commanding officer
Scott's a Commander, Burton's a Corporal.
>>
>>24214560
Ten gets you one it's actually a spy.
>>
>>24214599
"I'M his commander officer and friend!" Yellowman retorts mentally. Then he speaks. "Come over here and give me a report. You OK?"

"Fine," Burton says, trudging down the stairs. "You should see the freakshow they've gathered for this race. Oh, nevermind I see you have."

"And a fine hello to you too, fella," Charlie says with a scowl.

"I've been pinned down here for a little under an hour. Maybe with your help we can make it out of here," Corporal Burton says. "Have a plan?"
>>
>>24214663
Aye, Illusion/disguise is my bet.

Easy way to dismiss that: have Burton talk.
Spies can only say shit like "Medic!" and "Sentry ahead".
>>
>>24214692
Plan:
Up the Hayloft hole with Hookshot
Hide behind the wall for a bit until everyone's up
Wait for the respawn to go past
down the spiral
Into the intel room.
>>
>>24214692
"Charlie's Cool. We ran into Excel and Hyatt too, and something Invisible. You see any Predators in the race? Oh we also saw a dead MIB agent and heard something about a giant russian?"
>>
>>24214692
Yeah. We go up the Hayloft Hole and hide until the next wave of respawns goes past us. Then we go down the spiral to the Intel room and the teleporter.

Anyway, saw Hyatt and Excel from Excel Saga, and a dead MIB agent. You know of who else is in this race? Anyone from the TSAB?
Gods, I hope there's no Time Lords or Hyper-Athenians.
>>
>>24214692

Just to be safe, Yellowman, you might want to ask Burton any questions that he (and you) would only know. It could be a tricksy Spy, a contestant with a strong talent for illusory magic, or a contestant who can take the appearance of whomever he/she has killed.
>>
>>24214743
Turns out the Avatar is in the race for shits and giggles.
>>
>>24214743
>>24214715
"Yeah, there was a guy wearing a speedo, covered with scars busting through a while ago. He had a real fat guy with him. Like someone poured a tub of lard into a biker suit. Disgusting," Burton says.

"Right. Anyway, the plan is to head for the Intel room through the Hayloft hole. I'll haul everyone up with the hooksh- I mean, my grappler, we'll wait a bit for the coast to clear, and then off we go."

"Sounds good. You lead the way?" Burton asks.
>>
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>"Sounds good. You lead the way?" Burton asks.
No
>>
Rolled 58

>>24214789
Yellowman stops and thinks.
>>
>>24214826
Scott, before you take the lead, ask Burton a question that only the real Burton would know the answer to.
It could be a Spy masquerading as Burton.
>>
>>24214826
Zangief, and that one dude from SF4.
>>
>>24214826
http://streetfighter.wikia.com/wiki/Rufus
http://streetfighter.wikia.com/wiki/Zangief
>>
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Rolled 6, 67, 76 = 149

>>24214861
"Hey Frank, just a minute," Yellowman says, holding up his hand. "I just wanted to say I'm sorry you had to be given this assignment right after your wife left you. It's got to be tough."

"We can talk about it later, I'm fine for now," Burton says. The smile vanishes from Yellowman's face.

"Frank's never been married. Obvious Spy is obvious," Yellowman says, bringing up Waldorf as 'Burton' lunges forward...
>>
>>24214904
May I please use my 1/session reroll on the 6, if it's bad?
>>
>>24214904
We're so close. I think we should reroll that 6 using a Survivor Point.
That 6 IS for us, right?
>>
>>24214930
Use the recharging once per session reroll first I think. It recharges.
>>
>>24214930
>>24214912
It is. You may not use a Survivor Point because it doesn't mean the difference between life and death. You may use Charlie's roll or a Dumb Luck point, though.
>>
Rolled 44

>>24214946
>>24214930
>>24214912
Rerolling... Charlie's Lady Luck use is expended for this session.
>>
>>24214967
Charlie's roll please op.
>>
>>24214976
44 is much better than 6. Thank you op. Also
CHECK OUT MAH DUBS.

If only 67/76 counted as doobs too
>>
>>24214976
>dubsget
This counts for Charlie's doubles thing right?
>>
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>>24214976
Yellowman brings Waldorf up and fires just in time to burn the left half of 'Burton's face. The grizzled visage of his friend boils away to reveal the masked form of the RED Spy, half his face horribly charred and burnt from the plasma burn. The Spy grabs Yellowman's pistol arm and with a deft movement pulls the gun away from him as Yellowman struggles with a grunt. As Waldorf clatters to the floor and Spy pulls a balisong from his pocket and raises it to stab, a loud triple crack shatters the air. Spy's head falls apart and the corpse collapses to the ground. Charlie step forward, smoking Gertrude in one hand as he nudges the body with his shoe.

"Ring-a-ding-ding, motherfucker!" he says, giving the body a kick. "We ready to go, doc?"
>>
>>24215006
Yerp.
>>
>>24215081
Hellz yeah.
But, since we told them our plan...

We should take a DIFFERENT plan.

Go through the narrow hallway to the Stairs, and go down the other way to the Intel room.
>>
>>24215081
Brofist Charlie. He earned it. Also pick up Waldorf and see if we can loot the Spy's Revolver/Knife/Invis-Watch/Disguise Kit/Sapper/Hat.
>>
>>24215081
Alright, let's pick up Waldorf, and pick up the pace.

Damn, we need to go a different way.
Go through the hallway to the stairs and go down the other way to the Intel Room.

Unless RED Spy will realize we know we told him and he'll guard the other way.
>>
>>24215114

I wonder how Spy was able to disguise himself as Burton. He wasn't using any of the weapons that allow that type of thing, unless he has some sort of special disguise kit or something.
>>
>>24215232
Your Eternal Reward knife. Disguises as your victim.
>>
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>>24215081
I have some bad news Scott.
Considering that the only way I can think of for that Spy to impersonate Burton is due to using 'Your Eternal Reward', Burton stands a fairly high chance of being dead.
Depending on how it works on foreign contestants, it might also mean that Burton's body disintegrated?
>>
>>24215243

He was using a Balisong, though. Those are those flippy butterfly knives, aren't they? The Eternal Reward and the other craftable knife that disguises you are like daggers.
>>
>>24215081
Get moving, Scott. See if you can grab anything useful from Spy's body, but I doubt it since the body will disappear quickly.
We need to take that alternate route through the narrow hallway to the Intel Room, in case RED Spy respawns quickly and tells RED Scout where we're going.
>>
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>>24215254
Yellowman scoffs.

"Burton's hates being alive too much for him to die," he says. "I'm sure he's fine. The man's almost at good at surviving as I am."

>>24215114
Yellowman knocks his fist against Charlie's.
"Hell yeah," they say at the same time.

>>24215139
>>24215110
The three start to ascend the stairs just a series of explosions echo from the tunnel behind them. Yellowman hears something moving very very fast through the water, and before anyone can react, Excel bursts from the tunnel, Hyatt slung across her back. The hyperactive woman nearly bowls Charlie over as she dashes past you at superhuman speed.

"HEYGUYSOUTOFTHEWAYSORRYMYFAULTBYE!" she yells as she goes out of sight. Extremely heavy footfalls begin echoing from the tunnel as Yellowman and Charlie look at each for a moment before dashing up the stairs as well.

The three emerge from the stairs into a small room with a security camera in it, a hall beyond visible. There are clear signs of battle here, with several blast marks burned into the walls. There is a message written in spray paint on the wall.
>>
>>24215394
All the Spy's gear disintegrates in short order unfortunately.
>>
>>24215444
Well, what's the message?
>>
>>24215444
>There is a message written in spray paint on the wall.
And....?
What's it say?
>>
>>24215444
Go forward, turn left into narrow hallway.
We're going the sneaky sneak route here.

Now, a question for the players.

Do you want to try going UP into the battlements respawn's resupply to pick up shit, or shall we just go for the Intel?
>>
>>24215487
Go straight for the Intel; it's been a few minutes since we killed BLU Soldier and Spy; they're likely to be ready to respawn any minute now.
>>
>>24215480
DO NOT READ THE SPRAY MESSAGE.

IT IS A SPY TRAP.
>>
>>24215572
Roger that. Straight for it we go.
>>
>>24215581
Have Yellowman look at it but not read it.
We're in his head, we can look at things he sees.
That way we can take the time to read it and he can just keep going.

Co-operation!
>>
>>24215462
>>24215480
Yellowman pauses to read the message. It says, "If you see the axe-man, run! He can shrug off HEAT rounds!"

The splashing sounds are much closer now.
>>
>>24215616
Runrunrunrunrunrunrunrunrun
>>
>>24215616
Run! Now!
It could be Pyro!
>>
>>24215616

Keep going Yellowman.

Fat-Fot-Pot, keep an eye behind us. Yell if you see anything.

I get a feeling that those heavy footfalls don't belong to anything human.
>>
>>24215616
Run for that hallway, have FFP keep an eye behind us.
>>
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>>24215572
>>24215487
The three look for and find the narrow hallway you speak of, following it to a large open area with ramps leading up from the ground to a second floor. There is a fierce battle taking place on the ground as a blonde woman in a red pilot suit laughs maniacally while chasing a RED Soldier around with a flamethrower obviously taken from an unconscious Pyro nearby. A man with brown hair in a green pilot suit trembles as he carefully fires off a few shots with his pistol. A Sniper falls from the battlements with a scream as he does so.
>>
>>24215755
Well, if they're fucking around with that, we can get down the stairs and they'll be decent meatshields.
>>
>>24215755
Let those two keep themselves, RED, and BLU occupied.
We've got to keep running because there's whatever it was coming up through the Sewers still behind us.

Keep going, and stay stealthy.
>>
>>24215755
http://superrobotwars.wikia.com/wiki/Katina_Tarask
Also Russel.

How to resolve:
Act professional and keep moving.
>>
Rolled 96

>>24215816
>>24215840
"It looks like they've got a handle on things. Let's just try to sneak past 'em," Yellowman says, inching forward towards one of the ramps up.
>>
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>>24215944
Aided by the chaos unfolding around them, the three slip past the battle, scrambling up the ramp unseen, and down the stairs at the top. Sneaking past a Heavy going out from Resupply towards the area they just came from, Yellowman and the others emerge into a small hall with a wall lined with computers.
>>
>>24216050
Keep an eye out for the Blue Engineer's turret. It ought to be around here somewhere.
>>
>>24216050
>Computers
They're just tape drives.
If the Medkit is up, grapple it.
Go to the Intel room. We know the tele is there from our jaunt in the blue base.
>>
>>24216050
Go for the teleporter in the Intel room, but be careful; listen for the BLU Sentry; they probably set it up around here.

Have Fot scout ahead.
>>
>>24216050
Might be Stickybombs ahead. Fot should scout ahead a little.
>>
Rolled 83

>>24216106
>>24216087
Fot nods by tilting his hover-disc back and forth, then flits off.
>>
>>24216142
Fot zips back a minute later and Fat translates his report for you.

"There's a large sentry gun in the Intelligence room along with a big man with a big gun, and a doctor of some kind. Oh, and another hard-hat wearing fellow," Fat says. "But there's also the teleporter we're supposed to find. It's at the very center of the room, all crackling with energy. Can't miss it."
>>
>>24216163
Level 2 or 3 Sentry, Heavy, Medic, and Engineer.

Have Pot use his area-effect spores to try to knock all of them out, so we only need to worry about the Sentry.
>>
>>24216189
We need to drop that medic. Running and surpressing fire does shit when ZE UBER IS READY!
>>
>>24216189
Our shields are depleted; we'd be dead within the first 3 seconds.
>>
>>24216195
Oh hey, we haven't used his AoE poison, have we? We should use the AoE poison.

Is Yellowman able to lob grenades around the corner to hit the sentry?

At this range, Charlie's shotgun should be able to take a decent chunk out of the sentry if he peeks around the corner and fires somewhat blindly.

With AoE poison, nade spam, and shotty spray, we should be able to take down at least something.
>>
>>24216195

Aren't the AoE spores the poison ones?

But at any rate, it should keep them on their toes. Yellowman also has Demoman's grenade launcher, so he might be able to bounce grenades to take out that sentry and maybe gib the medic if he's lucky.
>>
>>24216142
If we have any spare Hats, we should throw 1 or 2 of them (but not 3) into the defenders. They might be distracted or fight over it.

Gotta love TF2ers being weak to hat.
>>
>>24216244
>Aren't the AoE spores the poison ones?
Yeah, 1 Wound per Turn, no Save.
If we do it at the same time as bouncing grenades in there to kill Medic, that should work.

Have Fot describe how the defenders are arrayed, so that Yellowman knows the angle to shoot the grenades at.
>>
>>24216380
Wound on top of the sentry and bounce grenades at it while Charlie runs interference on anything moving up. With the poison cloud, the engy can't repair it, and with the grenades it'll go down.
Charlie should also be able to pop out and fire shotgun shells, because Sentries take a while to acquire, and heavy miniguns take a bit to spin up. That'll deal a bit of damage to whoever's in there and might speed the Sentry's demise.
>>
>>24216380
Can we find any nearby electrical lines/sources to cut and plug into our suit to recharge the shields?
>>
>>24216453
The computers.

Scott, can you splice your power converter into the computers to recharge your shields and Waldorf?
>>
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Rolled 46, 18, 55, 40, 41, 14, 1 = 215

>>24216453
Nope.
>>24216451
>>24216380
>>24216244

Yellowman explains the plan.

"Then let's get shakin', baby!" Charlie says, pumping his shotgun as Pot zips out into the room.
>>
>>24216498
Goddammit!
Why do you do this right when we come up with a better plan?!
>>
>>24216498
>55
Check out them doobs.
>>
>>24216498
Reroll that 1.
>>
Rolled 94, 27, 31, 41, 28, 59, 59 = 339

>>24216498
THERE's the /tg/ dice I know and love.

>>24216515
It might be an enemy roll.
>>
>>24216515
The 1 isn't an allied roll. The 18 however, is, if you want to reroll it.

>>24216510
It's even Charlie's roll.

>>24216509
What better plan? The hat thing? You don't HAVE any hats.
>>
>>24216546
I'd have to say "Take this roll for now and see how it goes".
18 may be bad but it's not "Burn a fate point" bad.

Let's keep at it.
>>
>>24216546
>What better plan?
No, the "connect Power Recharger to electrical supply of computers".
>>
>>24216570
I saw that, and as I said, Scott doesn't see any way to recharge his shields.

>>24216498
Pot wails in panic as the Engineer fires his shotgun at him, but the hard-hat fails to strike the fast moving fungus. A wave of brownish spores blooms from Pot's sides, swiftly enveloping the RED mercenaries who begin coughing and hacking as Pot zips back to Yellowman's side. Charlie leans out of the doorway and fires a three round burst that slams into the Sentry Gun and causes sparks to fly from it.

"I guess this party really is a gas, baby!" Charlie comments to Pot as he ducks back under cover. Sentry and minigun fire rakes the area where he had been just moments before.

"Fire in the hole!" Yellowman shouts as he fires the grenade launcher four times. Unfortunately, Scott fails to aim the unfamiliar weapon correctly and the grenades go long, exploding against the far wall rather than bouncing to their targets.

>Scott's +5 to hit bonus was just enough to stop a backblast result there.

"Go, get zem!" a heavily accented voice cries out as the sound of someone big and Heavy moving reaches Yellowman's ears. Another sound that reaches his ears is the sound of a body hitting the floor with a 'thud'.
>>
>>24216674
Okay. One of two things happens now.
Either the Heavy comes around the corner ubered
Or the heavy comes around the corner, NOT ubered.

In either case, we should be moving back and circling around to the other side. Heavy is a slow fat fuck and he can't guard more than one spot at once.

Over to the other entry to the Intel, away!
>>
>>24216674
Quick, circle to the other entrance and hit them from an unexpected flank.
>>
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Rolled 77, 68, 80, 58, 53, 42 = 378

>>24216748
>>24216711
Yellowman and company hastily dash around to the other entrance and immediately see the Sentry is placed to have a perfect firing lane down this hall. Yellowman immediately fires the launcher in his hands as Charlie opens up with Gertrude and Fat-Fot-Pot screams something about zebrankys.

The Heavy begins to swing around at the sound, but isn't in sight range yet.
>>
>>24216816
This'll give us enough time to wreck the sentry, though someone will probably take wounds from it.
>>
>>24216816
Kill sentry, get into the corner. I'm expecting Uber Heavy to show up, but you can just pop around corners to mitigate them.
>>
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>>24216816
This time a trio of grenades lands square on the sentry, blasting it to kingdom come as Heavy rounds the corner behind the trio, followed by Medic. Charlie immediately unloads a trio of shotgun shells into the mammoth man, but the Medic behind him flips a switch and the pair is suddenly coated in a crimson metallic sheen.

"I AM BULLETPROOF!!!" Heavy laughs as the second two shotgun rounds bounce off him. He brings his own minigun to bear and opens fire, bullets ripping through Charlie. The bouncer grunts as fresh blood stains his already wrecked suit.

>Sentry destroyed.
>Charlie takes 3 Wounds. 1 Wound remaining.
>Heavy and Medic are Ubered.
>>
>>24216884
Behind us?
Oh good. portal's in front of us. Jump in.

Btw Fat, heal Charlie please.
>>
>>24216884
Shit, RUN TO THE TELEPORTER!
The Heavy and Medic are behind us, and the teleporter is in front of us. Let's get out of here.
>>
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Rolled 75

>>24216896
>>24216894
Fat uses the last of his stored liquid to heal Charlie as they break for the teleporter.

>Charlie is at 2 Wounds.

"SHAKE A LEG, GANG!" Charlie shouts as he limp-jogs towards the teleporter, already crackling with bizarre energies. Fat-Fot-Pot zoom ahead on their hover-discs while Yellowman's legs pump to get him to the safe zone.

"EEEDIOT!" Medic screams as he and Heavy attempt to catch up. "STAND ON ZE POINT!"
>>
>>24216957
Charlie 2/5
FFP 3/3
Yellowman 3/3 + 0/2, plasma pistol been used a lot in here.

Well that's some injuries to deal with. But we made it, guys!
>>
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>>24216957
Despite a hail of bullets coming at them from behind, everyone makes it to the teleporter, vanishing in an instant as a cascade of electricity is discharged from the device. Parts of the room catch fire, including the briefcase of Intelligence.

"NEIN NEIN NEIN NEIN!" Medic shouts as he and Heavy slow down and stop, their Ubercharge fading. "Ve lost zem!"

"Doctor, don't worry. We'll get de next ones, ya? Help me put out fire for now," Heavy says, patting the Medic on the back. Medic looks up, suddenly realizing something.

"Are those spores still he-" SLUMP

Both Heavy and Medic then collapse, the poison spore cloud draining the last of their life away.

"Okay. I have a new plan to-" Spy says as he rounds the corner and stops in his tracks, looking at the three dead bodies, destroyed sentry, and on fire intelligence with horror.
>>
>>24217007
I'd go with graffiti-ing "Teleport room cleared by SY. Thank me later!" at whatever our entry point is, assuming we haven't spawned INTO a gunfight.

We've got wounded, our ammo's getting low, but we're alive and we've gained progress.
>>
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>>24217007
Stage Complete!

Stage Clear: 5 Points
Secrets: 1/1: 2 Points
Time Bonus: 0 Points
100 rolls: 2 Points.
Total: 9 Points gained.

Stat Ups: You can level up Dexterity OR Strength, Charisma OR Perception, Health OR Intelligence.

Next session on Tuesday, 8 PM. Seeya then!
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>>24217007
Oh Spy, you so silly.
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>>24217076
Do we get a Special Ability for the 100?
Or is that just 2 points?
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>>24217076
1/1? What did we ... get?
Blu's intel?

I'd like HP as the upgrade.
I'm fine with any of the others, but if we're deadlocked or nobody else cares, I'll go with Dex + Charisma to tiebreak

9 points, eh?
[However many we need to try to treat Charlie's wounds without using valuable supplies] into Medicine, probably 3

+4 to Stealth because we use that a lot
+2 to Pistols because we clearly need more killypower.
If 3 Medicine isn't enough for the heal check, take some from Stealth.

Again, would be cool to see other people's views.
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>>24217123
Apparently it was that we can loot weapons from KO'd or otherwise incapacitated TF2 mercs.
>>
>>24217095
No special ability, just each time you get 100 you get an extra Point.



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