cxone
Squatter
Fade
I have made 45 posts
Location:
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Post by cxone on Feb 2, 2010 11:55:03 GMT -5
Fade walks around looking at all the weird stuff in the big room. Dreck wish I could look in the astral. I bet it's even weirder.
Fade checks the Red Neck bodies to see if he can find a better pistol. also looks to see if there is an armories.
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Post by scawire3point0 on Feb 2, 2010 17:49:13 GMT -5
It is hard to get Mist to stop looking at the weird science experiment that these monsters where doing.
Mist sets up his equipment in the main computer room. All right lets see what programs and systems these guys have. Maybe there will be more info about those tanks too. Mist makes as detailed search as the time allows, downloading all the info he can to his decks memory systems. Then give Meg and the group a quick version of any of his finds to make sure the whole group knows what his search has yields. Then looks around the area to see if there are any close circuit systems that where not attached to the computer system he was just on.
(OOC I'll roll dice if you ask Wolf other wise I'm thinking with time I'll be able to do the job needed.)</div>
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Post by wolflet59 on Feb 2, 2010 19:18:36 GMT -5
I dont understand this equipment - it is a mash-up of types and times, it is all designed for these tanks - these tanks are new however the older feeds connected to different inputs - see the big-to-small widget linkers.. but I think you're right Blackout, they are making ghouls.. at least my bioscanner tells me that these six are infected with ghoul virus but there is the HMHVV in the suspension too - the vampire virus..
the physical ghoul signs have not taken full hold - see the much smoother skin and this one still has human teeth.. there are deep lascerations in the flesh but the bio-soup must contain some kind of healing agent.. they are on the change from human to ghoul - I suspect they are trying to create vampires from ghouls or something equally vile.. but research says the two strain of virus are incompatible so why bother?
ghouls pass on the ghoul strain and vampires the HMHVV - maybe making a stronger ghoul?
they are being bio-monitored - maybe the notes will provide an insight - but that will take time which we do not have.. I dont fancy staying here for any longer than is needed
I shall take some bio samples of tissue and vat liquid - carefully - these things are still alive in a coma state - being experimented on through these machines..
These crates are from World War two - USA... thats the United States of America and these eagles are German Nazi symbols.. no doubt a historian could tell us more like where they came from - Bishop - can you collect some real close in shots which should capture the sub-detail - when your pix are super-zoomed - they ought to lead to some clue as to what this stuff is..
the big question is why is there an aura around it all - there is no magic linked - Shade, any ideas?
Bishop should be able to collect some superb images with his skill - he seems able to snap away very quickly and capture all the most important parts where any stamps or detail exists.. laying out the case too then rapidly sheaving through the notebooks with one hand and clicking with the other but keeping the light just right.. hmm you get the impression he may have done this kinda thing before in similar hostile circumstances
Shade's watchers return - small red room boss - and a door out too!.. no noone in there no spirits either. Same up top - red room empty of things - but its got stuff in.. stiks an buckets an pipes..
Mist checks the vid links where the two ghouls were gunned down in the red room.. a typical looking access tunnell - light gouges on the walls. The second room is also lit with emergency lighting - no gouges around the trapdoor - bingo looks like you got a match.. trid links are monitoring the immediate doorways like the cam did in the tunnel you came up. The ghouls used your tunnel to get to the Carfax building sub-basements.. they havnt been allowed to wander much in these other two access areas little of the wall crete has been stripped. It crosses your mind that you could send a party out to see where it all goes to.. maybe there is an easier way in, or out.
Anyone sp or read German?
Shade is well versed in police investigation work - able to pick up the vibes from a scene and maybe point out a little of where who when why.. once he gets up close he can read that the apparatus has a dark oily feel in Astral - toxic and unnatural - it has a localised background count - easily tested with a couple of tiny cantrips - a second magnitude count.. the metal itself seems to have suffered and carries the scarring of being put to work for some twisted purpose.. the new plas tanks are different - new although there is that taint in the bio-soup the ghouls are floating in.
Suprisingly the ghoul auras are nearly zero - they reek of pain and madness, which could easily mesh in with the flesh ruptures which have a thin film of plasti-flesh growing over the wounding.. tortured and broken in mind and body then dumped into a gro-vat and infected with virus. Two of them have a feint magical aura about them.. studying their faces you can see that they are two of the missing persons, no doubt some of the clothes you discovered in Carfax were once worn by these two. It is as though they have been drained but kept on the very edge of life the other ghouls you have shot down reek of animal ferocity - feral needs guard dogs of a kind - the stunstik the rednek carried would have a good use on them as long as they were docile and diddnt fight back...
Hunter hauls out the surviving Rednek - he surveys the scene and breaks down in obvious grief - with minor coaxing a brief picture emerges - nothing you diddnt know - you would have to question him deeper for anything further.. more bleedin things to sort ! He only works the comms - hes a tecchy - rednek ganger too, fixes stuff.. the masters are gone.. all gone.. - drink hooch hurt the ghoul filth watch the monitors - serve the masters not to touch the masters machines.. sent away sometimes then clean the vats - new ghouls new master - can you work the machine? can you bring them? his mind unhinges and he is content to drool and utter high pitched whines and moans. taking an addict off his poison abruptly can do strange things to them.. this one will need a long long time before he can string a sentence together.. We shall take im - Freddy can peer into his mind for meaning to this.
we will need more people if we are to salvage more than the few of us can carry - though I wonder if we should take anything. I feel that we should lay waste to this even though we dont know what it is really for
We need further ideas - do we cut an run taking as much as we can carry - or do we dig in and call for help - an from who?
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Post by wolflet59 on Feb 2, 2010 20:31:27 GMT -5
OOC there is information in the things you have investigated - auras files pix stored programmes bio samples and parts you can carry. Every person will come away with 6 pts in Kn of Paracritters - this will gie you a starting Kn skill of 3 - or you could use it to specialise in either ghouls or vampire at 5. You have just wiped three vampire of force 8 8 and 10 as well as a large pack of ghoul so you should all learn something from that too. By the way - you realise the place reeks... This can be added onto your char sheets as either a +6 karma .. or if you feel that you would not use this anywhere else as it is so specialised - you dont need to add it in !- as it will appear that your char has loads of karma to spend but actually has been forced to buy up some crap Kn skills you wouldnt normally waste your karma on!
as a result of this insight you should all decide upon two things which were effective in your fight - or could have been used my thoughts on this stray to high voltage power cables - or solid silver snap blades - guns were discussed but the mages will set you straight that most pistols are useless against creatures with armour which is why Four-Eyes bought in AP ammo and carries silver bullets.. but missiles are not as effective as hand to hand.. Bishop did empty a magazine into one vampire head and it diddnt get up - so guns can be effective... Up to you to put a couple of options on the table and agree on what two things will be most useful. You already know that UV certainly is which is what Henri learned from the last vampire encounter.
Micro is still thinking what weaknesses these things have.. and as a result of Shade making lots of astral tests he too will be able to research and confirm a weakness which you can exploit.
you can add 12 karma to your sheets to fritter away on other things you wish.
This is a good point for you to mull over what you want to do here in the under cellars - you could probably exit the way you came but dragging potentially useful stuff around will be very difficult.. who knows what you will write up and why..
What do you mean write up..?
well one good way of getting you involved is to ask each of you to collect in some things which you can further investigate. The difficulty you go to in extracting this collection of looted artifacts will determine how much you have to investigate with your own skills - or those of contacts/ friends.. but not in the site at Commute.. this is not to be discussed where the students may get a whiff of anything that may put their lives in jeapardy. Meg might collect copper coils and some biosamples along with a minicomp then scramble easily back to the site - this will net one investigation based on a skill as it requires little effort Hunter might take back just his memories of the fight which would be good enough for a skill research story from the point of tracking or bullet velocities.. even a scrap of paper brought back after spending a week keeping further nasties off the workparty shifting the plas-tanks will net three research stories.. effort= reward wheras you may decide to stick it out and call in further help to shift more things out which may well attract attention over the few days you need to clear the place out which should net each of you three skill based investigations.
I would like you to decide amongst yourselves as to what you want to do - then to write up loose ends and what potentially useful things you find.. addresses contacts meeting places targets magic.. you will be writing and guiding the story.
As said earlier I cannot put so much time in any longer - and I feel as though I have been forcing you along paths which you do not neccessarily want to go (does anyone else want to wade the sewers?) too much magic maybe? dice getting in the way of story? I will continue to stick Meg's oar in every so often. I would like to bring Commute to the end of it's first year along with the benefits and problems which should arise with this.. which is the reason you were hired in the first place... I expect that twelve budding alchemists creating their journeyman objects should gain attention of a lot of different parties for a wide variety of reasons - thats three mill in one place..
you have to make the next decisions as to what you want to do on this board. I will certainly be around for the next few months to sort out any kinda stuff you need to do - but then you can do most of it yourselves.. !
finally once you have decided upon your level of Kn for paracritters or vampire/ ghoul I would ask you to make a roll on it.. I had thought about Cuthulu type insanity rolls - you can put in any supporting skills too.. 1s count. the more 1s rolled the more insight you gain. you could even tie this in with one of the skill rolls you make on the 'loot' you extract..
a general search for useful transportable items [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] not too poor but not great.. indicating you can collect all of the general stuff but you may leave ordinary looking things behind which are actually very useful. [rand=76213326393654234442679492137614548982109588808276903546637644743]
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Post by wolflet59 on Feb 2, 2010 20:33:18 GMT -5
As an example Meg will collect the biosamples, the understanding she gained of the creature as she fought in hand to hand with - and a rack of valve-studded aincient circuit-board which connected to a trio of copper arials.. She's going to take the 6 pts in Kn Paracritter/ specialisation in vampire 1/5 thats 5 dice [dice=6][dice=6][dice=6][dice=6][dice=6] backed up with Magic Theory 6 where each 2 1s rolled will count. [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] and Freddy's insight into the electronics [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6]
she learnt nothing of the innate magical nature of the things she had been dealing with (the single 1 diddnt count)- but Freddy explained what the old circuitry could do and why they used to use this sort of huge valve and diode combination.. part way through his burbling she realises what it was being applied to.. normal modern circuitry would be fried by electromagnetic pulses so these old boards were used because they were so much more resistant - which led her to thinking why the equipment had to be nuke-proofed.. why not just replace the boards - well they were required to be resistant to massive forces.. Meg's mind wavered then she ran to the comp to swiftly look up.. Freddy - look - this is what we are dealing with.. Look at them - it's all here...[rand=84825307356200792671840435230319362984930303699598745474372578099]
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cxone
Squatter
Fade
I have made 45 posts
Location:
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Post by cxone on Feb 4, 2010 17:10:47 GMT -5
Fade grabs a stack of hand written notes, his combat knowledge of his hand to hand encounter with a vamp, the memory of the ghouls actions, and the effect of UV light on a vamp.
Fade goes with :
kn skill Para critters_3. ( cant roll, have no roller on this comp.)
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Post by Crimson D on Feb 4, 2010 18:33:56 GMT -5
"This place has a nasty background count and those people are some of the same people I saw in the footage. It looks me they are meshing technology and magic to create something possibly new. They've been beaten until their minds were broken, no doubt to make the process faster. I would even dare say the area is bathed in a toxic aura."
He cracked his neck.
"My watchers also told me there isn't anything hanging around." He sends them back down the tunnels to find another way to the surface. "Still, I'll have them look again."
"Whatever they were doing it's twisted this area badly, so they were differently subverting nature here." He picks a few papers off the floor and looks at then. "Whatever this is, it needs to be studied and properly destroyed."
Shade calls up a F1 catalog spell to help find papers and chips missing or dropped under tables. "I see two ways of handling this, we A take what we can and completely destroy the rest with bombs and fire. Or we can B. get some extra people down here, keep them out of the lab so we can carefully dissect this place and find out for sure what was going on. This doesn't look like a single operation, something like this could be all over Seattle." He set a small stack of papers on a table. Despite it's looks, this is actually quite portable. I've seen bigger doing far less.""
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Post by Crimson D on Feb 4, 2010 18:35:03 GMT -5
OOC: All TN's assumed 4.
I already have a paracritter skilll. Is that 12 karma total?
Dice rolls:
Paracritters 3 HMHVV infected 5
[dice=6][dice=6][dice=6][dice=6][dice=6]
Magic Theory
[dice=6][dice=6][dice=6][dice=6][dice=6][dice=6]
Karma Paracritters 3 HMHVV infected 5
[dice=6][dice=6][dice=6]
((are those two ghouls from the way we came still out cold or did they get shoot?))[rand=085338805267377142244437703365093772704147418062714884905728211417]
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Post by wolflet59 on Feb 5, 2010 17:12:37 GMT -5
you can add the extra 6 points to your paracritter /HMHVV skill Shade.. one result from this so far - remember I was after any 1s rather than just successes.. the successes will give you a result on your research into what you decide to gather and work on the 1s will provide you with a different insight. you can use a third set of rolls as well.. so far you have used HMHVV 5 supported by magic theory getting an overall single 1 result (as you need two from your supporting skill to count) you can also apply another insight from anywhere.. Meg asked Freddy to help on the electronics which he explained and she was able to make a link.. (this will be done over a good while - a few weeks worth of thinking on what has happened)
Fade paracritter 3 [dice=6][dice=6][dice=6] suported by combat skills (needing 2 successes!) [dice=6][dice=6][dice=6][dice=6] then maybe biotech remembering the effect of pistols UV and fists [dice=6][dice=6][dice=6][dice=6][rand=3780449650709826503422400714794880950499069532997308831539428974]
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Post by wolflet59 on Feb 5, 2010 17:23:14 GMT -5
Fade thats a 335 1336 4415 so one 4+ success (indicating that you do not learn a lot from researching probably because you are too busy looking after the kilns and training morn and night.. but the 1 from the supporting skill does not count as you needed two 1s. your memory of the different effects gains you three successes and a single 1 - you remember as you train over the next few weeks.. and learn from it - though you wish that the conclusions you draw had never surfaced...
Shade had a 15433 551424 535 six 4+ successes (remember you have to have two to make one with the supporting skill !) and a single 1 - it is the knowledge of vampire which sets off a train of thought resulting in the chilling discovery
Meg had 53524 315344 211562 six overall research successes - but the two 1s were gained from Freddy explaining the electronics
make sense?
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Post by scawire3point0 on Feb 5, 2010 18:27:51 GMT -5
Mist will take the 6 points on para-preatures specializing in vampires since they seemed to be more interesting to mist.
so 5 dice [dice=6][dice=6][dice=6][dice=6][dice=6]
Mist will first point every camera he has at his disposal at the tanks with the attempted vamp ghoul hibreads and zoom in as close as he can trying to capture every detail he can then download the images into his cyber deck for analyzing later. After the images are taken he will take any small component of the tanks that fascinate him and is small enough for him to care. ONLY if he has time he will take apart bigger components to analyze as much as possible on site before they blow the place up.
Mist keeps moving around the tanks saying Ow whats this and trys to piece together what is being done with the tanks.
(OOC with mist 12 karma he will use 10 Karma points to bond his Power focus to himself, this is assuming that the 12 points are on top of the 6 into para-creatures. leaving him with 1 since 1 goes into Karma pool.)
here are 2 rolls one on electronics to figure out what the tanks are for and electronics B/R to see if he can take anything apart to understand better in the time to set explosive and grab everything the team is grabing.
Elec [dice=6][dice=6][dice=6][dice=6][dice=6]
Elec B/R [dice=6][dice=6][dice=6][rand=64558776268010286849436186247337145282782660977726591804646276735]
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Post by Crimson D on Feb 6, 2010 11:38:59 GMT -5
OC:
My base skill wouldn't allow for six full pts on hmhvv, could I just divide it on the skill?
Security procedures [dice=6][dice=6]
What is the origin of the background count?[rand=929332531415436708938343295450912068497092348616568469626885788077]
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Post by wolflet59 on Feb 7, 2010 15:17:57 GMT -5
Mist picks up seven research successes and a single 1 from the electronics - indicating that he has a real good overall understanding and some insight too#
The 12 are yours to splash around the 6 paracritter can be adjusted to a specialisation or the base skill.. you could top it up with some of your 12 karma too!
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Post by Blackout on Feb 8, 2010 3:37:14 GMT -5
Blackout ran over all the systems with a close eye, he'd already given the electronics a close examination to get to know them, but if there was anything anyone wanted to take away he made sure it was safe to do so. Who knows what sort of booby traps might be buried in the working of the machines.
Demolitions 3 to locate any booby traps hidden in the equipment [dice=6][dice=6][dice=6] RO6 [dice=6] With +2 dice for demo speciality if plastique is involved [dice=6][dice=6] RO6 [dice=6]
OC: Well Blackout hasn't got any significant knowledge of working with magic or paracritters, most of the stuff is above his head, though he can lend a hand working with any electrical components that ends up getting taken away - keeping track of power supplies they use, for starters.
I ran some electronics checks a few posts ago re: the tanks, but you didn't post any information about them.
One thing he is interested in taking away is the computer systems and gun mounts, not for the commute of course since it has plenty of security, just for a bit of home defence.[rand=92037958551791887808499791955912583439939142514522102672707023152]
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Post by wolflet59 on Feb 8, 2010 10:10:34 GMT -5
Blackout - you gain 6 karma-worth of knowledge in paracritters which will gain you either Kn Paracritters 3 or Kn Paracritter/ specialisation in HMHVV (vampire types) or ghouls 1/5
You can use this to reflect on your recent experiences (see the examples above) which will give you some further undestanding of these creatures, the equipment and maybe the theory behind the equipment use. You may even link into some of the overriding implications if you get some 1s.. a suggestion would be to use electronics as a main skill along with a Kn skill as a support ..
you also have another skill to draw upon at full effect which represents the help/ advice/ information you can access.. this could be through a contact or your own skill.
in the meantime there are no boobytraps - you check thoroughly for tripswitches or explosives.
One of the implications of what the characters have already done is to analyse the electronics (eg Meg asks Freddy about the circuit boards and valves) - which in turn means you will be cannibalising the equipment parts - which of course means you have to shut down the equipment and the tanked-up ghouls. This could be done quickly - over the next hour or two - in which case you turn off the power and strip out anything whic can be carried away.. or you all may decide to bring in a 'salvage team' to strip the place and take a lot more care..
I will have to assume the former (unless told otherwise) - you check for failsafes - then turn off the power then strip out as much man-portable gear as you can... the bubbles in the tanks will cease...
though removing Gunmounts indicate that Blackout is willing to spend a while here taking out some of the fixtures and fittings..
Which way out though - there are two new exits and the way you came
Do you want to investigate the exits - or just scram back the way you came with whatever you can haul away?
(alternativley you have to organise a salvage team - who - how fast - who remains - ? Meg could pass out orders but that's not you guys getting involved...)
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