RolePlay onLine RPoL Logo

, welcome to GURPS - Masters of the Matrix

08:18, 10th May 2024 (GMT+0)

Log 3-7.

Posted by XFor group 0
X
NPC, 44 posts
Rank: Operator 1st Class
Assignment: Hyperion
Mon 20 Jun 2005
at 02:07
  • msg #1

Log 3-7

You clamber out of the meatlocker, and X hooks up a hardline nearby.  Luckily, there was one near the restaurant where you popped up.

In an instant, you all find yourselves back aboard the Hyperion.  Binary is also there, even though he is still unconscious.

"Unfortunately," X says.  "As always, we've got more problems."  He turns a computer screen toward you.  "Just after you entered the Node, Vincent told me about this Shadow Regime.  They were at that very moment breaking into Digital Fortress...en masse.  Vincent uploaded some codes, and I moved him and his Matrix bubble elsewhere.  Now the Shadow Regime will be walking into a McDonald's instead of his lair.  However, it won't take them long to find him again...and now they know the secrets of how to break in to it."

He pauses, looking at each of you.

"Of course, Vincent blames you for giving away those secrets.  But at least he's still alive.  Anyway, we have to get this ship back to Zion for repairs, and Binary needs to see the doctors there.  We will be returning there, and then you will probably be asked to go fix this thing with Vincent.  We need his support as our ally."

OOC:  I had originally planned a showdown with members of the Shadow Regime.  However, given that we've lost a few players and the game seems to have slowed way down, I ended the adventure short.

I will be recruiting a couple more players, and I'd like the next adventure to move a bit faster.  Also, you will have encounters with the Shadow Regime.  Remember that they are just like you...regular humans training in Matrix skills.

As you pick your next skills, maybe keep that in mind and be ready for some combat.  I will also give out CP and CBP after each decisive combat instead of the end of the adventure...so you can save points if you want.

Character points below:


If you do not want to continue the game or can't post daily or every other day as we get into the next adventure, this is a good time to pull out, at least temporarily.

This message was lightly edited by the player at 04:25, Tue 21 June 2005.
Snow
player, 74 posts
HT 11/11
Mon 20 Jun 2005
at 16:14
  • msg #2

Re: IC3-7

PM
This message was last edited by the player at 16:28, Mon 20 June 2005.
Screed
player, 94 posts
there can be only zero-1
until we are done
Mon 20 Jun 2005
at 23:04
  • msg #3

Re: IC3-7

Screed settles down to relax.  That was too close, he thinks.  Agents, several of them after us.  At least we succeeded in getting Binary back.  Too bad there wasn't any food in that kitchen I could have grabbed.
GM Heath
GM, 360 posts
God
Tue 21 Jun 2005
at 03:28
  • msg #4

Re: IC3-7

OOC:
Some discussion notes:

Just some comments about game play.  It is intended to move rather quickly.  As I mentioned before, I create the setting and the story arcs, but I do not force characters to go one way or the others.  That means that if you do nothing, I do nothing, and the game stops.

What I've found in my other games is that characters who post frequently tend to get the most attention with the storyline going around their characters.  Those who post less I fear will drop out, and therefore building a story arc around them can create a gaping hole in the campaign.

I would like to engage characters more.  That also means that you probably need to communicate more to each other as well.

As is the problem with RL, I am often busy and may not give you each the attention you deserve, so remember that the squeaky wheel gets the grease around here.

That said, if you have specific character elements you want incorporated into the game, now is the ideal time to let me know.  The more specific you get, the better.  I am often shuffling around 15 or more characters in my head, so I don't want to ignore anyone, yet I feel that you feel ignored.

For the future, I suggest a bit more team tactics and team play.

As for experience and related issues, for example, in the last mission, experience was given based on how many scientists you rescued alive.  The party didn't fare too well in that, but you got important information and the most important scientists survived.

In this adventure, I was looking at cooperative play, figuring out the puzzles (such as the riddles to get in and the key to making it past the sentries).  I was also looking at possible characterization and creative roleplaying.

But this adventure slowed way down when we lost two or three players...so it didn't turn out nearly as well as I'd hoped, and truth be told, I did kind of railroad it to a finish.  The actual adventure was not done, but I decided it's time to cut it off and regroup.

So I will add a couple more players.  In the meantime, if you have specific comments to help the game next round, please let me know.  You can also discuss it amongst yourselves and figure out whatever might make it more interesting for you.


I expect more combat next adventure, so please be ready for that.
Screed
player, 95 posts
there can be only zero-1
until we are done
Tue 21 Jun 2005
at 03:50
  • msg #5

Re: IC3-7

I had the chance to use my skills as a character, which was mainly non combat.  My combat skills are limited to SMG's and that's it, though those can be pretty effective, I did not fire one shot, which works for me.  On the down side, there were a lot of one line posts and I felt quite lost at the beginning.  I felt I as a player was supposed to have more in-game knowledge than I did.  I am in a couple of other games right now that seem to be floundering in that respect also.

I am hoping that some of the new codes will include gadgets for lockpicking and other cool toys, i.e. atm bypassers, fully loaded laptops, things that underworld characters (essentially what we are) would have to get around things without having 'X' do it.  If that is not the way the game will be going, that is fair too.

Overall, I enjoyed the game immensely.  A fighting game I will definitely be standing back and firing because I have zero hand to hand.
GM Heath
GM, 361 posts
God
Tue 21 Jun 2005
at 04:20
  • msg #6

Re: IC3-7

A few hours into your flight...and recovery...toward Zion, and X says triumphantly, "Those codes given me by Vincent were very helpful.  I can program in just about any weapon you want now."

OOC:  If you look at the weapon listing on the web site, you will see a HUGE number of GURPS firearms listed now.  http://www.fortunecity.com/riv...693/matrix/id108.htm

The charts are all there for weapon stats.  Unfortunately I am having problems getting the pdf file to upload because it is so large (has full description of all weapons and pictures).  But as you can see, there are things like flamethrowers, rocket launchers, all sorts of pistols, automatic weapons, antitank weapons, grenades, etc.


X is getting all sorts of technical specs for other items as well.  If you have a specific request, let me know and I'll decide (perhaps by die roll) if it is available.
Screed
player, 97 posts
there can be only zero-1
until we are done
Tue 21 Jun 2005
at 20:02
  • msg #7

Re: IC3-7

Screed squints and adjusts his glasses.  "Neat!  That's a lot of hardware.  I hope we never get to use it."  With the dangers they're in, that is a slim hope.

Lockpicks to start with
Silicon
NPC, 3 posts
AKA "Silly"
Thu 23 Jun 2005
at 03:20
  • msg #8

Re: IC3-7

"Look bright, everyone," Silicon says through the intercom.  "We've got incoming.  Sentinels on our tail.  Hold on tight.  We need to get to a spot to engage the EMP without crashing ourselves."

"How does it look?" Locke says, rushing past you toward the helm.

"Not good," Silicon responds.  "We're surrounded by debris and pipes and nowhere to set her down."

"Then keep running."

Above you, the Hyperion still has a gaping hole in its ceiling where the Sentinels broke through at the end of your first mission.  The husk of a Sentinel body lays immobile on the floor nearby.  The buzzing of the forcefield is loud, but you can hear the distant ticking of Sentinels approaching.
This message was last edited by the player at 03:09, Fri 24 June 2005.
Screed
player, 98 posts
there can be only zero-1
until we are done
Thu 23 Jun 2005
at 12:55
  • msg #9

Re: IC3-7

Screed pipes in, "Sentinels!?  Are they as bad as they say?  Do you need me to do anything?"  He begins to strap himself in in the first available spot and then changes his mind.  He goes to make sure Binary is secure.
Snow
player, 75 posts
HT 11/11
Fri 24 Jun 2005
at 16:44
  • msg #10

Re: IC3-7

Snow moves over to the body of the fallen Sentinel, then crouches down and starts working on its inner circuitry.
GM Heath
GM, 362 posts
God
Mon 27 Jun 2005
at 01:37
  • msg #11

Re: IC3-7

Snow tries reprogramming the Sentinel but unfortunately is not successful.

He then tries tapping into communications.  They are all sent in bytes, but you are able to direct them to the nearby computer, where X says, "Looks like they are on a search and destroy mission.  Search us out and destroy us.  Wonder if they know we have Binary?"

Silicon seems to be piloting like crazy.  "Get out the EMP Rifles," X says, running to the cabinet to hand them out.
This message was last edited by the GM at 01:39, Mon 27 June 2005.
Screed
player, 99 posts
there can be only zero-1
until we are done
Mon 27 Jun 2005
at 03:07
  • msg #12

Re: IC3-7

Screed stops in mid-stride and turns to take a rifle.  "Ummm... so how do these thing work?"
X
NPC, 45 posts
Rank: Operator 1st Class
Assignment: Hyperion
Mon 27 Jun 2005
at 03:11
  • msg #13

Re: IC3-7

"Pull the trigger and don't cross the streams or hit anything you don't want to hit.  Causes a nasty burn."
Screed
player, 100 posts
there can be only zero-1
until we are done
Mon 27 Jun 2005
at 03:26
  • msg #14

Re: IC3-7

Screed pushes his glasses back onto his nose and says noncommitally, "uhhh.huh...  So I should, ummm... point this out a window?"
X
NPC, 46 posts
Rank: Operator 1st Class
Assignment: Hyperion
Mon 27 Jun 2005
at 03:48
  • msg #15

Re: IC3-7

X takes a hesitant step back.  "Uh, yeah.  Just point it any calimari you see."
Screed
player, 101 posts
there can be only zero-1
until we are done
Mon 27 Jun 2005
at 03:53
  • msg #16

Re: IC3-7

Screed, a little unsure finds a corner and waits.  He listens as he tries to brace himself as the ship flies.
Jade
player, 133 posts
HT=7/11
Mon 27 Jun 2005
at 03:57
  • msg #17

Re: IC3-7

Jade takes the rifle.  "Always nice to have the feel of one of these in your hands.  Feels like...victory."  She faces the gaping hole, ready to fire if needed.

"Just stand back, Screed.  I got you covered."
Screed
player, 102 posts
there can be only zero-1
until we are done
Mon 27 Jun 2005
at 04:13
  • msg #18

Re: IC3-7

Screed does feel better.  "Thank you, Jade."
Snow
player, 76 posts
HT 11/11
Mon 27 Jun 2005
at 10:38
  • msg #19

Re: IC3-7

Don't cross the streams, Snow chuckled, half remembering the film that he had heard that in. He shoulders a rifle and peers outside, rseady to fire at any Sentinel he sees.
Silicon
NPC, 4 posts
AKA "Silly"
Wed 29 Jun 2005
at 03:12
  • msg #20

Re: IC3-7

You feel a jarring crash that nearly knocks you off your feet.

"Oh, no," Silicon says.  "We've bottomed out.  You need to get to the back of the ship and turn off EMP engines 1 and 2.  That'll take two of you.  And do it quick.  We've got only about 1 minute."

T-Minus 1 minute to Sentinel arrival.
Screed
player, 104 posts
there can be only zero-1
until we are done
Wed 29 Jun 2005
at 03:50
  • msg #21

Re: IC3-7

Screed thinks, Great something I can do.  He throws the gun on his back by the strap and runs to the back for the EMPs.  "I got one."
Fault
player, 79 posts
HP= 10/10
Thu 30 Jun 2005
at 04:54
  • msg #22

Re: IC3-7

Fault also runs to help them.  "I got number two."
Screed
player, 105 posts
there can be only zero-1
until we are done
Thu 30 Jun 2005
at 05:03
  • msg #23

Re: IC3-7

Screed heads to the back and starts fiddling.  Quickly taking in what he thinks needs to be done, he starts working.  "Okay Silicon, I'm going for the first one!" he calls out as he once again makes sure his glasses are on straight.
Jade
player, 134 posts
HT=7/11
Thu 30 Jun 2005
at 05:39
  • msg #24

Re: IC3-7

Jade follows along behind them, EMP rifle in hand.  "I've got your back, boys," she says.
Snow
player, 77 posts
HT 11/11
Thu 30 Jun 2005
at 08:16
  • msg #25

Re: IC3-7

Snow concentrates on any Squiddies that appear near to his team-mates.
GM Heath
GM, 365 posts
God
Fri 1 Jul 2005
at 04:48
  • msg #26

Re: IC3-7

OOC: Is Snow going to the back of the ship with Jade, Screed, and Fault or staying in the hold with the hold in the ceiling?
Screed
player, 106 posts
there can be only zero-1
until we are done
Fri 1 Jul 2005
at 04:51
  • msg #27

Re: IC3-7

meaning is he going to cover the hole here or the possible hole back there? hmmm...
GM Heath
GM, 366 posts
God
Fri 1 Jul 2005
at 05:01
  • msg #28

Re: IC3-7

Exactly.
Snow
player, 78 posts
HT 11/11
Fri 1 Jul 2005
at 08:54
  • msg #29

Re: IC3-7

He will go with them.
GM Heath
GM, 367 posts
God
Mon 4 Jul 2005
at 05:14
  • msg #30

Re: IC3-7

The four of you run to the rear of the ship.

The two engines are roaring, and you duck in and out of pipes.  Then you get to the off switches and stop.  There is a gaping hole in the bottom of the ship where Silicon bottomed out.  The ground below is running past you at a hundred miles an hour.  The hole is nearly 10 feet across, and the way is crowded with pipes and overhangs.

The switches are on the far side.  You will need to go on the corridor to the left for switch one and to the right for switch two.  Switches three and four are just on the other side of the hole, and switches five and six are to your right and left.

T-Minus 45 Seconds until Sentinels arrive

OOC:  I figure you can either "monkey bar" across changing from pipe to pipe or you can take one pipe hand over hand across or try to jump the hole.  If you have any other ideas, you can throw them out there too.

Think of timing too.  Jumping is fastest but probably most dangerous.  Monkey bar is next fastest, but you may accidentally grab onto a hot or cold pipe.

Screed
player, 107 posts
there can be only zero-1
until we are done
Mon 4 Jul 2005
at 05:22
  • msg #31

Re: IC3-7

Screed skids to a stop in his mind but his body doesn't obey.  It just throws on spped.  "ARRRGGHHH," he screams as he makes a flying leap looking like superman as he tries to just fly across the hole and grab onto anything on the other side.
This message was last edited by the player at 05:24, Mon 04 July 2005.
GM Heath
GM, 368 posts
God
Mon 4 Jul 2005
at 05:35
  • msg #32

Re: IC3-7

Screed runs...and leaps across.  He is not as physically adept in the natural world, though, and his leg hits a torn piece of the metal flooring.  He is reaching for a pipe but misses it, hitting his jaw on a metal outcropping.

Screed is grabbing his leg as it bleeds.  Although he made it safely across, he is unable to continue.  He rolls out of the way to let the others past.
Fault
player, 80 posts
HP= 10/10
Mon 4 Jul 2005
at 05:36
  • msg #33

Re: IC3-7

Fault tries to monkey bar his way across.
GM Heath
GM, 369 posts
God
Mon 4 Jul 2005
at 05:45
  • msg #34

Re: IC3-7

Fault begins across, moving from one pipe to the other...

...when suddenly his hand clasps around a burning hot pipe.  He instinctively lets go...and he is directly over the hole.

You watch as Fault's body falls down through the hole and slams against the ground below.  You are sure there is no way he could have survived...

T-Minus 20 Seconds
Screed
player, 108 posts
there can be only zero-1
until we are done
Mon 4 Jul 2005
at 06:05
  • msg #35

Re: IC3-7

Screed watches in horror as Fault falls through.  The pain he feels in his leg is immense as he starts to pale from blood loss, though.  He falls backwards and just stares at the switches out of his reach, and just a little beyond his caring at the moment.  The stars from the hit to his jaw start to subside a bit as the seconds tick by.

He stays to the side trying to keep pressure on his leg.
Jade
player, 135 posts
HT=7/11
Mon 4 Jul 2005
at 06:42
  • msg #36

Re: IC3-7

Jade gulps, throws her EMP rifle to the far side of the hole and takes a running leap, yelling, "Catch me if you can, Screed!"
GM Heath
GM, 371 posts
God
Mon 4 Jul 2005
at 07:05
  • msg #37

Re: IC3-7

Jade throws her gun across the gaping hole.  She runs and leaps and...

T-Minus 12 seconds

Something jars the ship while she is in midair.  It shakes and rumbles and a pipe hits her head.

...she lands on the far side but loses her balance.  Nevertheless, though she has a slight headache, she is able to get up and begin running toward the switch for engine number 2.

Snow is the only one left on the far side of the hole.

T-Minus 10 seconds
Snow
player, 79 posts
HT 11/11
Tue 5 Jul 2005
at 10:53
  • msg #38

Re: IC3-7

Snow starts to turn of the switches on his side, nearest ones first.
GM Heath
GM, 372 posts
God
Wed 6 Jul 2005
at 02:43
  • msg #39

Re: IC3-7

Snow is planning to turn off the switches to the working engines?  Remember that he only needed you to turn off switches one and two.  If you turn them all off, the Hyperion will crash.

Snow will need to find a way across the hole if he wants to turn off engine switch 1.
Screed
player, 110 posts
there can be only zero-1
until we are done
Wed 6 Jul 2005
at 03:17
  • msg #40

Re: IC3-7

Screed watches Snow through his own pain, wondering what he will do.
GM Heath
GM, 373 posts
God
Wed 6 Jul 2005
at 03:31
  • msg #41

Re: IC3-7

PM
Snow
player, 80 posts
HT 11/11
Wed 6 Jul 2005
at 17:33
  • msg #42

Re: IC3-7

Snow back up, then takes a running jump over the hole in the floor.
Screed
player, 111 posts
there can be only zero-1
until we are done
Wed 6 Jul 2005
at 17:48
  • msg #43

Re: IC3-7

Screed sees what's going on and hugs the wall to stay out of the way.  He gasps in pain as he moves.  He pales and nearly passes out.
GM Heath
GM, 374 posts
God
Fri 8 Jul 2005
at 04:21
  • msg #44

Re: IC3-7

T-Minus 7

Snow makes a flying leap...and successfully makes it to the far side.

T-Minus 4

He and Jade run to the switches... 3, 2, 1

Before they get there, you all hear the sound of Sentinels attaching to the Hyperion.  0

The two engines in the back are torn, and energy is escaping in a fluid stream.  A gaping hole in the rear of the ship shows where it collided with the wall.  You see a stream of following Sentinels.

Jade and Snow hit the two switches.  With a groan, the two engines turn off and the bluish energy stops its rearward flow.  The aft of the ship lifts as though released from a slingshot, throwing you back...

Snow...grabs onto a nearby pipe.  Jade...is thrown back against machinery, smashing her face.  (6 dmg).  Screed is holding on.  The jerking of the ship throws him down toward the hole.  He hugs a pipe...and his legs are trailing down into the hole where Fault had fallen and was lost.  Due to the movement of the ship and the wind rushing by, he does not have the strength to pull himself up.

He hears the click-click of a Sentinel moving on the underside of the hull.  He knows it is approaching him.

The Hyperion is now at about a 45 degree angle with its front pointing down.  Screed is hanging with his leg down into the hole.  Snow and Jade are leaning against machinery and will need to do whatever they do very carefully.
This message was last edited by the GM at 04:23, Fri 08 July 2005.
Screed
player, 112 posts
there can be only zero-1
until we are done
Fri 8 Jul 2005
at 05:38
  • msg #45

Re: IC3-7

Screed screams out in pain as the lurching further jostles his mauled leg.  He gets tunnel vision as he tries not pass out.
Jade
player, 136 posts
HT=7/11
Sat 9 Jul 2005
at 00:51
  • msg #46

Re: IC3-7

Jade carefully goes back to help Screed up.  "Don't worry.  We're on our way."  She shoulders the EMP rifle to make sure she has firm handholds the whole back to Screed.
Snow
player, 81 posts
HT 11/11
Sat 9 Jul 2005
at 08:40
  • msg #47

Re: IC3-7

Hearing the Sentinel moving towards Screed, Snow unslings his EMP rifle, finds a pipe that he can hook his legs round then leans out the hole in the ship.
GM Heath
GM, 375 posts
God
Mon 11 Jul 2005
at 01:57
  • msg #48

Re: IC3-7

Jade carefully...and successfully...makes her way to Screed.  She hefts him up and out from the danger of the hole.

Snow takes aim, fires...and makes a solid hit on the Sentinel with his EMP rifle.  The Sentinel shakes a moment and falls crashing to the quickly passing earth below.

You hear Silicon's voice over the intercom.  "Everyone hold on.  We're coming to a complete stop.  With the engines off, I can do an EMP scramble."

You quickly obey his words, and the Hyperion quickly decelerates.  The horde of Sentinels gets closer...

...and closer...

and then you are at a complete stop.  You can see the red dots of the eyes of the Sentinels as they spread out their arms to latch onto the ship...

...and then there is a blinding flash...

and they drop like rocks from the sky.

While the ship is stopped, you safely pass back over the gaping hole and back to the main hold.

Silicon gets the ship going, and within a few hours, you see the lights of home.  Zion is there...and it feels like forever since you've seen her.

You get clearance and land.  Screed is taken back to be bandaged up, and you are given a two day pass...to relax at last.

The Council has decided to convene in two days to discuss the developments while the software and data is being processed.  Hopefully, they say, there will be some answers.

OOC:  Please let us know what you do in Zion, or whatever you want up until the Council's meeting.
Sign In