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02:26, 5th May 2024 (GMT+0)

Dark Side of the Moon - Day 10-2.

Posted by GM HeathFor group 0
Sgt. Porter Min
player, 88 posts
UPF Marines Recon
Tue 9 Jun 2015
at 00:29
  • msg #51

Re: Dark Side of the Moon - Day 10-2

Porter empties the magazine of his auto rifle at the first security bot, hoping to take it down now that it's damaged.

OOC: what sort of ranges are we at? Too close quarters for safe grenade use, I'm assuming.

Burst fire at Sec Droid 1.
Combat stats same as last round above.

GM Heath
GM, 2125 posts
Tue 9 Jun 2015
at 15:51
  • msg #52

Re: Dark Side of the Moon - Day 10-2

My apologies. I thought I posted the map.  Each square is 3 meters.  You are in room 10, and the robots are coming down the hall.


You open fire.  The first security robot is bombarded with fire and goes down quickly.  The other one fires, just missing both Porter and Desi by a slim margin, and slightly damaging the life support system with its fire.  The other goes harmlessly into the wall.

The maintenance robot sees S'krllk trying to get at him and swipes at him, knocking him back.  (3 STA damage.)
Desiraye Lipost
player, 1707 posts
Unemployed Gun-Chick
Military PSA
Tue 9 Jun 2015
at 18:49
  • msg #53

Re: Dark Side of the Moon - Day 10-2

In reply to GM Heath (msg # 52):

Trying to brush off the close call of being hit by the security robot, Desiraye focuses her sights on the remaining security 'bot and fires another burst at it.

IM: +6
CURRENT STA: 57/62
Military Skein Suit: 45/50
Beam Weapons: 6 [DEX:30 + 60 = 90%]
Projectile Weapons: 4  [DEX:30 + 40 = 70%]

Gauss Rifle
Damage 3d10/8d10 burst
Ammo 40 rounds SEU - 20/40
Rate 2/1*
Defense Inertia
Range(meters) PB 0-10 Short 11-65 Medium 66-200 Long 201-600 Extreme 601-1200
This message was last edited by the player at 19:03, Wed 10 June 2015.
Hammer
Player, 214 posts
40/40
Pause. Computing.
Tue 9 Jun 2015
at 22:12
  • msg #54

Re: Dark Side of the Moon - Day 10-2

Hammer also fires at the second security bot.
Sgt. Porter Min
player, 89 posts
UPF Marines Recon
Tue 9 Jun 2015
at 23:46
  • msg #55

Re: Dark Side of the Moon - Day 10-2

Porter drops his empty auto rifle and pulls out the heavy auto pistol, firing three single rounds at the second robot.


Three shots, 2d10 damage each.

IM: +7
CURRENT STA: 30/50
Military Skein Suit: 30/50
Projectile Weapons: 3  [DEX:35 + 30 = 65%]

Heavy Auto Pistol
Damage 2d10/5d10 burst
Ammo 20 rounds SEU -
Rate 3/1
Defense Inertia
Range(meters) PB 5 Short 15 Medium 30 Long 60 Extreme 150

Orvo
player, 70 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Wed 10 Jun 2015
at 00:58
  • msg #56

Re: Dark Side of the Moon - Day 10-2

Orvo levels his rifle and takes a pair of shots.




Beam Weapons 45%
Martial Arts 40%

Laser Pistol: set to 4 (4d10 dmg)
Laser Rifle: set to 4 (4d10 dmg)
Desiraye Lipost
player, 1708 posts
Unemployed Gun-Chick
Military PSA
Wed 10 Jun 2015
at 17:09
  • msg #57

Re: Dark Side of the Moon - Day 10-2

Sgt. Porter Min:
OOC: what sort of ranges are we at? Too close quarters for safe grenade use, I'm assuming.

OOC: At the least, it will be very loud in here due to the close proximity we're at.  I guess depending on the grenade you choose to use, that's your PC's call.
GM Heath
GM, 2126 posts
Wed 10 Jun 2015
at 17:43
  • msg #58

Re: Dark Side of the Moon - Day 10-2

In the next round of open fire, the security robot hits Desi with a laser blast. (-12 STA)

Several shots hit the robot in return, but Orvo's final shot is what takes it down.

S'krllk is also at the maintenance robot now, which seems confused by the shots and all the people, as well as the smoke coming from the life support system.  S'krllk successfully deactivates the maintenance robot, leaving you without foes but not sure what the rest of the facility is aware of.

If there is any good news, it is that the second (furthest back) door was closed during the short shootout, and it would have blocked the sounds of the firefight from anyone beyond.
Desiraye Lipost
player, 1709 posts
Unemployed Gun-Chick
Military PSA
Wed 10 Jun 2015
at 19:09
  • msg #59

Re: Dark Side of the Moon - Day 10-2

In reply to GM Heath (msg # 58):

IM: +6
CURRENT STA: 51/62
Military Skein Suit: 39/50
Beam Weapons: 6 [DEX:30 + 60 = 90%]
Projectile Weapons: 4  [DEX:30 + 40 = 70%]

Gauss Rifle
Damage 3d10/8d10 burst
Ammo 40 rounds SEU - 30/40
Rate 2/1*
Defense Inertia
Range(meters) PB 0-10 Short 11-65 Medium 66-200 Long 201-600 Extreme 601-1200

Desiraye looks down at the wound she just received and is thankful it isn't nothing more than a scratch (thanks to the skeinsuit she's wearing).  She begins to reload the Gauss rifle with a fresh magazine and turning to the others, "Everyone top off with fresh mags and clips.  If we're going to do anything, we need to do it pretty quickly.  Theres no telling what the rest of the facility knows or doesn't know right now.  We don't know if we're going to have air pretty soon unless we fix the problem by letting the maintenance 'bot do it, do it ourselves or, wait to see if anyone else comes down to check.  We need a plan quickly!  Floor's open."
Hammer
Player, 215 posts
40/40
Pause. Computing.
Wed 10 Jun 2015
at 20:48
  • msg #60

Re: Dark Side of the Moon - Day 10-2

Hammer says, "I think we have to push on and see what we're dealing with.  We're just fish in a barrel back in this room."
Sgt. Porter Min
player, 90 posts
UPF Marines Recon
Thu 11 Jun 2015
at 01:35
  • msg #61

Re: Dark Side of the Moon - Day 10-2

Porter retrieves his dropped rifle and reloads. After checking to see that his albedo screen is ready to be switched on if needed, he dons his gas mask.

"If we encounter any living resistance, I'll try to use the doze grenade on them. If you've got masks, you might want to put them on as well," comes his now muffled voice from behind the mask. I probably should have said that before putting on the mask, he thinks.

Porter is ready to move out.
GM Heath
GM, 2128 posts
Thu 11 Jun 2015
at 16:20
  • msg #62

Re: Dark Side of the Moon - Day 10-2

I'm going to help you out a little here because I don't want this section to unnecessarily take up too much time or effort, which will take away from its enjoyment.

Hammer and S'krllk go to work on the nearby computer station.  They are able to download a basic schematic for the floor you are on (Level 4).  Here is what they find:



You are in room 10 (maintenance room)
Rooms marked 5 are staff and guest (i.e., patient) rooms, and 6 marks the balconies to the rooms that overlook the steep cliff you just climbed.

Room 11 is a storeroom with typical nonfood items stored. (You don't know exactly what at this point.)

Room 12 is a robot storeroom, which stores, not surprisingly, robots and their parts, along with charging stations.

The places marked with a "3" are the elevators on the floor.  There are three total.

A circled "c" indicates where a security camera is mounted.

You also discover that there are invisible infrared beams at the location marked IR, and are likely tied to an alarm.

A door with a dot means the door is security locked.  (As you can see, on this level, they are to make sure the "patients" do not leave their areas or escape.

The two doors leading to the maintenance room are in the form of an airlock door to maintain pressurization of the inside of the sanitarium (since the area you are at has that direct garbage chute that would interfere with that.  The airlocks are not locked.
Orvo
player, 71 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Fri 12 Jun 2015
at 06:10
  • msg #63

Re: Dark Side of the Moon - Day 10-2

"I would think we want to make use of elevator 3a or, with the power out, that shaft. There's no reason for it to have security on it if it doesn't go somewhere important."
Sgt. Porter Min
player, 91 posts
UPF Marines Recon
Fri 12 Jun 2015
at 07:01
  • msg #64

Re: Dark Side of the Moon - Day 10-2

Porter nods at the Dralasite, "I agree. But I'd like to know a bit more about what we're in for before we set off any alarms. It might not hurt to scout a bit from elevator 3b first."
Desiraye Lipost
player, 1712 posts
Unemployed Gun-Chick
Military PSA
Fri 12 Jun 2015
at 14:36
  • msg #65

Re: Dark Side of the Moon - Day 10-2

Orvo:
"I would think we want to make use of elevator 3a or, with the power out, that shaft. There's no reason for it to have security on it if it doesn't go somewhere important."

"Looks like this level is where they keep their 'patients' while they stay here for treatment.  I guess they wouldn't want them wandering around."
Desiraye Lipost
player, 1713 posts
Unemployed Gun-Chick
Military PSA
Fri 12 Jun 2015
at 14:40
  • msg #66

Re: Dark Side of the Moon - Day 10-2

Sgt. Porter Min:
Porter nods at the Dralasite, "I agree. But I'd like to know a bit more about what we're in for before we set off any alarms. It might not hurt to scout a bit from elevator 3b first."

"I would say a very quick recon but, once we find out what we need, time is of the essence now.  I'm sure S'Krllk needs a couple of minutes for his new toy so, I say we've got about 15 minutes, tops!

Sarge, you and Orvo got the recon.  Me and Hammer will hold secuirty here while S'Krllk works on the robot."

Hammer
Player, 216 posts
40/40
Pause. Computing.
Fri 12 Jun 2015
at 17:01
  • msg #67

Re: Dark Side of the Moon - Day 10-2

Hammer says, "That IR defense is still up and running, right?  Doesn't that make it hard for us to go to elevator 3a?  How do we get past the IR?"
S'Krllk
player, 438 posts
Sat 13 Jun 2015
at 00:38
  • msg #68

Re: Dark Side of the Moon - Day 10-2

S'Krllk rubs his carapace where the robot batted him, and says, "It won't take long. I'm just going to set him with the task of switching the generators to check the running one for faults, repeatedly."

OOC: just in case, I did a few rolls for this
19:38, Today: S'Krllk rolled 117 using 3d100 with rolls of 18,30,69. playin' with robbie robo.

Sgt. Porter Min
player, 92 posts
UPF Marines Recon
Sat 13 Jun 2015
at 01:38
  • msg #69

Re: Dark Side of the Moon - Day 10-2

Porter nods at Desi's suggestion. "Alright, Orvo, let's move out."

The marine heads to the first pressure door and activates the mechanism to open it. (Or is it still open from when the robots came in? If so, he heads through to the hallway beyond.)
Orvo
player, 72 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Sat 13 Jun 2015
at 02:17
  • msg #70

Re: Dark Side of the Moon - Day 10-2

Orvo resets the power level on his rifle and follows Sgt Min.
Desiraye Lipost
player, 1714 posts
Unemployed Gun-Chick
Military PSA
Sat 13 Jun 2015
at 02:53
  • msg #71

Re: Dark Side of the Moon - Day 10-2

Hammer:
Hammer says, "That IR defense is still up and running, right?  Doesn't that make it hard for us to go to elevator 3a?  How do we get past the IR?"

"It could be.  Be careful you two!

Can we get any other schematics up?"

GM Heath
GM, 2129 posts
Wed 17 Jun 2015
at 22:32
  • msg #72

Re: Dark Side of the Moon - Day 10-2

The hallways past the pressure doors are clear.  You cannot pull up any other schematics from here.  The only reason you found the one you did is because it was already pulled up.

S'krllk begins fiddling with the maintenance robot.
Desiraye Lipost
player, 1715 posts
Unemployed Gun-Chick
Military PSA
Thu 18 Jun 2015
at 18:54
  • msg #73

Re: Dark Side of the Moon - Day 10-2

"How much longer do you need S'Krllk?"
GM Heath
GM, 2130 posts
Thu 18 Jun 2015
at 19:12
  • msg #74

Re: Dark Side of the Moon - Day 10-2

S'krllk doesn't find any faults with the generators, but his expertise soon lets him figure out which circuit breakers power the IR rays, which can be unplugged.  Unfortunately, the cameras are on a different system and cannot be disconnected.
S'Krllk
player, 439 posts
Fri 19 Jun 2015
at 05:52
  • msg #75

Re: Dark Side of the Moon - Day 10-2

"I can just unplug the IR, but the cameras will still work. If I took a bit more time I might be able to mis-direct the feeds from both, even feasibility will take a moment to figure out."
While he lets his subconscious chew on those ideas, he starts to look through the wreckage of the security robots for usable weapons (maybe to give to the maintenance robot).
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