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You are Ian Miller and today has been a pretty boring day. You've had a few calls, but nothing major. Still you hope that will change as you pull in to the street of your last client of the day, a mister David Smith. David is a millionaire and known recluse so you and a good portion of the town are curious about how he lives. You pull up to his gate to buzz the intercom and he responds instantly.

"Hello are you the repairman" he asks. You begin to respond yes when he cuts you off "Never mind of course you are thank god you're here. I've been stuck in my house for days and I'm almost out of food. My security system is on the fritz and it won't let me leave. Whatever has me trapped in here has only recently allowed me communication with the outside world or I would have called sooner. Please you have to get me out of here I beg you. I can't open the gate so you'll just have to hop it. Be careful my security system isn't in the mood to play nice." The intercom turns off before you can respond and you are left standing in front of a walled garden wondering what you've gotten yourself in to.

With nothing else to do you pull your van on to the sidewalk to give yourself a boost to get over the fence and hop over. As you land you are met with the sight of a garden surrounded by bushes leading in to a hedge maze. In the distance you can hear the sounds of mechanical limbs moving and you guess you're not alone

Roll me a d20 for maze navigation.

Past threads http://suptg.thisisnotatrueending.com/qstarchive.html?tags=RepairManMan
Twitter https://twitter.com/RepairManManQM
>>
Rolled 9 (1d20)

>>1361014
>d20
>>
Rolled 12 (1d20)

>>1361014
>>
Rolled 4 (1d20)

>>1361014
>>
Rolled 14 (1d20)

>>1361014
>>
>>1361023
>>1361034
>>1361037
>>1361044


You head in to the maze trying to ignore the thought of what those sounds could be. You start by tracing the right wall and seem to be making progress until you run in to a security robot. Without hesitation you break in to a dead sprint as it lunges at you intent on capturing you. Fortunately you manage to keep your bearings and manage to follow the maze back to where you began and duck back in to the garden and out of sight. It's a tense few minutes as you watch the robot standing at the entrance of the maze seemingly unwilling to cross the threshold. Eventually it seems to lose interest and wanders off. This time you go the the opposite path than the one you saw it take and eventually end up in a small square enclosure. In the middle you see a tower with what looks like a jack in port. Assuming this is the hub for the security robots you could jack in and attempt to deactivate them, but risking them stumbling upon you or you could continue on hoping to get out of the maze faster.

>Jack in
>Continue on
>>
>>1361075
>>Continue on
>>
>>1361075
>Continue on
>>
>>1361075
>Jack in
>>
>>1361075
>Continue on
>>
>>1361081
>>1361085
>>1361086
>>1361110

Roll me another d20
>>
Rolled 1 (1d20)

>>1361121
>>
Rolled 11 (1d20)

>>1361121
>>
Rolled 15 (1d20)

>>1361121
>>
Rolled 10 (1d20)

>>1361121
>>
>>1361125
>>1361127
>>1361166
>>1361188

Deciding you're better off just getting out of the maze you continue on. You walk for a few minutes before the sound of mechanical footsteps begins to get louder again. You duck in to a near by alcove hoping the security bot will just pass by without noticing you and for the most part you are successful. Unfortunately soon after the first one passes a second one rounds the nearest corner and sees you. Knowing that if you ran you'd just run in to the other one you decide the best course of action would be to try and cut through the hedge. You force yourself through all the while dodging the robot as it grabs at you. After much struggling you emerge on to the other side to be greeted by yet another security bot. Unlike its brother it grabs you with little trouble and a struggle begins. You don't think you can overpower the security bot, but you do notice a jack in port on the back of its neck you could jack in and try to shut it down. On the other hand it does seem to be leading you out of the maze. Maybe you can try and break out once you're free of it. You could also just let it take you wherever its going and hope it takes you to your client.

>Jack in
>Let it take you out of the maze
>Let it take you wherever it's going
>>
>>1361233
>>Jack in
>>
>>1361233
>Jack in
>>
>>1361233
>Jack in
>>
>>1361233
>Jack in
>>
>>1361233
>Jack in
>>
>>1361238
>>1361241
>>1361242
>>1361246
>>1361250

It's a bit of a struggle, but eventually you manage to jack in. You are greeted by the sight of a plain black background with iron bars scrolling by and a featureless green platform, a spartan system if you've ever seen one. You notice a group of Mr Progs approaching and they are on you in an instant.

Navi MetMan 280hp
Programs Mr Prog, Mr Prog and Mr Prog 120hp
Chips (since you can barely move you'll only have three)
>Recover50 * (Heal 50)
>Cannon B (Deals 40 damage)
>Longsword A (Deals 100 sword damage can hit multiple opponents)
>>
>>1361277
>>Cannon B (Deals 40 damage)
>>
>>1361277
>Longsword A (Deals 100 sword damage can hit multiple opponents)
>>
>>1361277
>Longsword
>>
>>1361277
>Longsword A (Deals 100 sword damage can hit multiple opponents)
>>
>>1361277
>Longsword A (Deals 100 sword damage can hit multiple opponents)
>Recover50 * (Heal 50)
save the recov for after the buster shots
>>
>>1361297
>>1361302
>>1361296
>>1361285
>>1361303

Roll me 4d20
>>
Rolled 5, 8, 19, 15 = 47 (4d20)

>>1361314
>>
Rolled 12, 18, 15, 6 = 51 (4d20)

>>1361314
>>
Rolled 15, 4, 14, 11 = 44 (4d20)

>>1361314
>>
>>1361317
>>1361324
>>1361325

You start off with a Longsword. The blade emerges from MetMan's hand as he takes a stance preparing to lunge. In one motion he manages to cut through two of the Mr Progs critically damaging them. Lightning arcs betwen the Mr progs antenna chaining between them and building up power before launching at MetMan narrowly missing. MetMan responds with a shot of his own. Although not nearly as powerfull it does the job deleting the first Mr Prog. The remaining two keep generating electricity seeming to increase their output before arcing another blast at you, but you see it coming and manage to get out of the way with reletave ease. You let out another shot and yet another Mr Prog goes down leaving the sole survivor at full health.

Navi MetMan 280hp
Programs Mr Prog 120hp
Chips (since you can barely move you'll only have three)
>Recover50 * (Heal 50)
>Cannon B (Deals 40 damage)
>Copydamage * (Marked target takes all damage dealt to other enemies for one attack)
>>
>>1361371
>Cannon B (Deals 40 damage)
>>
>>1361371
>Cannon B (Deals 40 damage)
>>
>>1361371
>Copydamage * (Marked target takes all damage dealt to
>Cannon B (Deals 40 damage) other enemies for one attack)
>Recover50 * (Heal 50)
>>
>>1361371
>Cannon B (Deals 40 damage)
>>
>>1361381
>>1361382
>>1361383
>>1361385

Ok roll me 3d20
>>
Rolled 12, 16, 13 = 41 (3d20)

>>1361396
>>
Rolled 12, 13, 4 = 29 (3d20)

>>1361396
>>
Rolled 10, 20, 1 = 31 (3d20)

>>1361396
>>
>>1361421
Fascinating
>>
>>1361409
>>1361418
>>1361421

The Mr Prog continues building up until all you can see is a silhouette through its glowing yellow aura. MetMan roots himself in place and takes aim with the cannon you slotted in and lets loose a mighty shot. At the same time the Mr Prog rushes forward in a blinding flash tanking the cannon shot and continuing on ramming MetMan. MetMan looks more than a little dazed as he gets up and fires a charged shot, but he still manages to hit the Mr Prog. The Mr Prog having spent his charge has to build up a new one and is back to normal. It still manages to get another shot off hitting MetMan right back. The Mr Prog gets hit with another shot and it's clear this battle of attrition is coming to an end. Before you can draw another chip the Mr Prog tries once again to build a charge, but instead peters out and shuts down leaving you the victor.

Deprived of all its programs all the security bot can do is shut down. You notice that you've been dragged clear of the maze and are standing outside of the mansion. You go inside and wonder how you'll ever find your way around in here. In the end you pick a random direction and go with it.

Roll me a d20

Just kidding. Instead you decide to search for the control room which is likely situated near the master bedroom. It doesn't take long to find it or what you assume to be it what with all monitors and computers. You see your client in one of the monitors being guarded by two security bots in the wine cellar. At least they are keeping him comfortable judging by the wine bottles surrounding him. Wasting no time you jack in to one of the computers and begin investigating. The network is a little complicated with a few branching paths but they all lead to dead ends. Eventually you find the right path and reach the end to find a punk looking navi waiting around with two BigHats.

"So you finally made it did ya. Sure made me wait. Made the old man wait too" says the punk navi.

"Who are you" you reply

"Me? Well lets just say I'm some one with a grudge against the old man. I'm not a murderer though so I do have to let him out some time. So I let him call you. Still I'm wondering if I should let you have him so easy. What do you guys think" he says motioning to the BigHats next to him.

>Write in
>>
>>1361569
If it's money you want I can split some of the zenny with you if you stop this. If not we'll have to rumble
>>
>>1361569
>>1361587
+1
>>
>>1361587
>>1361633

"If it's money you want I can split some of the zenny with you if you stop this. If not we'll have to rumble" you say.

"It was never about money. I just really wanted to tick off an old man I hate. Still if I can keep the old man in here for a week and get paid to do it I can't find any reason to say no. Whats the old man paying you anyway?"

"About 5000z from what I remember."

"Wow that old man is even cheap when it comes to his freedom. Still a deals a deal so 2500z it is" he says. You transfer the cash and without a word the punk navi jacks out. All across the monitors you see the security robots begin to go limp and shot off including the ones guarding David. He takes a moment to inspect them and make sure it isn't a trick before leaping with joy and heading to the main hall. You decide to meet him there and soon you are standing face to face with your client.

"You must be Ian. Thank you so much for saving me. How can I ever repay you" he asks

"Well my fee would be a good start" you respond

"Of course. Of course. 5000z was it? Here you go don't spend it all at one place. Unless it's one of my fine establishments." he adds shaking your hand. "Now if you'll excuse me I'm going to go take a walk" he says seeing you out. As you walk back to your van you receive a notice on your PET. It reads: Please do not log on to the public net. There is a state of emergency. Two navi shaped viruses are rampaging around the net. Do not engage for your own safety.

Thread end.
>>
>>1361736
Thank you for running!
>>
>>1361743
Thanks for playing.
>>
>>1361736
>Missed a whole thread
Man, this is one of my favorites too.
Ah well, still a fun read, have a good [time zone appropriate] RMM.
>>
Please do not log on to the public net. There is a state of emergency. Two navi shaped viruses are rampaging around the net. Do not engage for your own safety. You reread the notice a couple of times wondering if it is what you think it is when a call comes through on your PET. You look at the caller ID and it appears to be Meera.

"Hello Ian. Please I need your help. There are a couple of virus navis on the loose and they appear to be drawing regular viruses to them. It's a war zone on the net right now. Every official net battler we have is on line right now fighting off the hordes of viruses and those navis, but more just keep coming. We've tried deleting the navis, but every time we do a cloud of data emerges from them and posses a new navi just like what happened to BushidoMan. Please MetMan is the only navi I know who can actually kill these things."

"I don't know I'm not sure if MetMan is in any sort of shape to do this. This sounds really dangerous and MetMan isn't anywhere near strong enough to survive a war zone. Plus I'm not really comfortable feeding any more viruses to him."

"MetMan won't be alone I've already contacted Sarah and she's agreed to join us. Between me and her you'll have a powerful escort. I know you're concerned about MetMan, but this is an emergency and you're the only person who can help."

"I guess I don't have a choice really I'll meet you at the usual spot as soon as I can."

"Thanks this means a lot to me. Also Ian you really might want to consider powering up your folder a bit first. It might be an emergency, but you still have some time to buy some new chips. See you when you get here."

Shop in next post
>>
Store
> YoYo A B * (Deals 50 damage with 3 shots) 1000z, 1500z for *
> Fireburn1 B C (Deals 70 fire damage ) 1000z
> Trainarrow1 A C (Deals 30 water with 1 to 3 shots) 1000z
> Thunder A B (Deals 40 electric damage, paralyzes foe) 1000z
> Cornshot1 A C (Deals 50 wood damage can hit multiple opponents) 1000z
> Rollinglog1 B C (Deals 50 damage with 2 shots) 1500z
> Ironshell A B C (Deals 70 breaking damage)
> Sword A B C (Deals 80 sword damage) 1000z
> Widesword A B C (Deals 80 sword damage can hit multiple opponents) 1500z
> Longsword A B C (Deals 100 sword damage can hit multiple opponents) 1500z
> Drillarm B C (Deals 70 damage may hit multiple opponents) 1000z
> Machinegun1 A B C * (Deals 30 targeting damage with 1 to 3 shots) 1000z, 1500z for *
> Energybomb A B (Deals 40 damage with 3 shots) 1500z
> Grassseed A B C (Converts enemy tiles in to grass) 500z
> Iceseed A B C (Converts enemy tiles in to ice decreasing enemy accuracy)
> Waterseed A B C (Converts enemy tiles in to water slowing them)
> Crackshot B C * (Breaks a tile to deal 60 damage) 500z, 1000z for *
> Reflector1 A C * (Absorbs next hit to deal 60 damage) 1000z, 1500z for *
> Firepunch1 A B C (Deals 60 fire damage can hit multiple opponents) 1000z
> Fan * (Lowers enemy evasion) 1000z
> Recover30 * (Heal 30) 500z
> Recover50 * (Heal 50) 1000z
> Areagrab * (Lowers enemy evasion, increases own) 1500z
> Invisible * (Absorb next attack) 1000z
> Attack10 * (Adds 10 damage to next chip) 500

New additions
> Hi Cannon A B C (Deals 100 damage) 1000z
> Fireburn2 A B (Deals 110 fire damage can hit multiple opponents) 1500z
> Wideshot B C (Deals 100 water damage can hit multiple opponents) 1500z
> Dollthunder1 A C (Deals 120 thunder damage can hit multiple opponents) 1500z
> Rollinglog2 B C (Deals 70 wood damage with 2 shots) 1500z
> Ironshell2 B C (Deals 100 breaking damage can hit multiple opponents)
> Airhocky A C (Deals 60 breaking damage with 3 shots) 2000z
> Reflector2 A B (Deals 120 damage and blocks next attack) 1500z
> Sensor1 A C (Deal 100 electric damage and stuns opponent) 1500z

> 20 Health 4000z
> Buster Speed (Take an additional buster shot before turn ends) 1500z
> Buster Damage (Buster does 30 damage instead of 20) 1500z

You have 9500z
>>
Okay I'm just going to move on and continue writing update in a bit.
>>
You arrive at your usual hangout and see Meera and Sarah already jacked in. Wordlessly they motion for you to do the same and soon you're on line with MetMan, BushidoMan and PalletMan. You can see the weight visibly lift off their shoulders as they see MetMan and soon you're discussing strategy.

"Okay so what are we up against" you ask

You've never seen Meera so serious as she begins "There are two virus navis on the loose. The first one appears to be based off a Gunner and has been fortifying a high traffic area of the net. He is accompanied by a lot of Shooters and even some FighterPlanes. This is a mostly stationary force, but unfortunately the area they've settled is very defensible and approaching will be hard. The next navi seems to be based off a KillerEye and he's surrounded by other KillerEyes. They've been much hitting target after target and have been much more mobile. Currently we're just doing our best to contain them since our efforts to actually delete them have proved fruitless."

"So which one do you want to go after first the KillerEyes or the Gunners" asks Sarah.

"With how they are growing we might only get the chance to go after one. If we can't hit the second in time we might just have to shut off access to that part of the net and quarantine them" adds Meera

>Lets go after the Gunners
>Lets go after the KillerEyes
>>
>>1376416
>Lets go after the KillerEyes
>>
>>1376416
>Lets go after the KillerEyes
>>
>>1376443
>>1376456

"It's time to blind that KillerEye" you say trying your best to fake conviction. You and your friends head out and arrive upon the scene of the fight. All around you viruses and navis of varying shapes and sizes are fighting desperately. With nothing to do, but search for the KillerEye navi you begin moving. Your party constantly has to dodge stray beams of electricity coming from the fights. You all make it through mostly fine, but PalletMan does get clipped by a shot. He is paralyzed for a good few moments and BushidoMan has to drag him to the ground to prevent any further hits. Afterwords you all decide to crawl on the ground to avoid further fire and are soon met by the sight of feet. Looking up you find yourself coming eye to singular eye with the enemy navi.

You begin to celebrate finding your target until you notice the fact he's flanked by five other KillerEyes all at once their gaze settles at you as each lets out a massive discharge of energy. You and your friends narrowly manage to dodge and raise yourself back on to your feet. It's time to come up with a game plan.

>Sarah you take three me and Meera will take EyeMan together
>Meera you take three me and Sarah will take EyeMan together
>Meera, Sarah keep them off me while I take EyeMan
>>
>>1376610
>Meera you take three me and Sarah will take EyeMan together
>>
Tonight seems to be a slow night. Think I'm gonna call the thread for now. Thanks those who did participate.
>>
>>1376773
Thank you for running. I'm sure more will come back.




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