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[Archive]The Galaxy's Requiem

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Post  mnewton1 Tue Feb 22, 2011 11:33 pm

Title: The Galaxy's Requiem
Author: Dragonchampion
Genre: Soft SciFi, not steampunk.

Information: This one will be located in the farthest Terin Quadrant of a far galaxy. Humans have evolved to use spaceships to travel across the stars using Hyperwarp technology.

You begin the game with little memories, and on a massive derelict space station. You do not know how or why you are there, but you do know that you want off.

More Information will be posted here as you discover it ingame, but here is some basic info.

The year is 4436. Mankind lost Earth to Antimatter weapons in the late 3rd Millenium, leading them to become the outcasts of the world. When the Arenia Conglomerate, a coalition of human-racist aliens took control of the Milky Way Galaxy, the last remaining humans were shipped off and sent to a neighboring galaxy, where they had to make a new home. Rebuilding their race took time, but by the 42nd Century, they managed to rebuild a world similar to earth, and start their race anew. Players that begin this journey were once workers on a Plasma-Mine in space, which harvests Plasma from space itself to power humanity's machines. Contact with the Homeworld, Cylar, was lost weeks ago. Other than this information, players who begin this game have little other information.

Powers include psychic abilities, mechanics, and other such mind-control things, with more fantastical properties impossible, such as Biomancy. however, science is also possible, with mutations, study of mutation, and scifi weapons as well, which range from lasers to guns that fire depleted uranium shells.

Index:


Last edited by mnewton1 on Fri Feb 25, 2011 7:25 pm; edited 2 times in total
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Post  mnewton1 Tue Feb 22, 2011 11:51 pm

Roll #1

Daravel
Major: Learn telekinesis
Minor: Explore my surroundings and identify any exciting looking places, then return to the main group.


Power Check: Success

You sit down and begin to focus your powers. Your mind opens like a book, and you soon realize that you have unlocked things that others would have only dreamed of. Where other powers require influence on outside sources, you have learned that telekinesis is actually the influence of external source on your mind, and your mind controlling those external sources. You feel tired, though, and realize you will not be able to learn any abilities for a while. Well, non that require thought, anyways.

Sight Check: Success

You see the others in the party around the surface of the platform; you realize that the platform is completely silent, but oddly the shielding on the outer deck remains in place, allowing all of you to breathe. You see that the control tower is still in palce, where you remember a little; you know it controls many of the surface items on this platform, and controls when ships come in to dock. You cannot see anyone inside of it; this might not be a good sign.

Strength: 0
Smarts: 3
Sight: 3
Power: 4

Abilities:
Telekenisis

Inventory:
None


bigkahuna
Major: Learn Technokinesis.
Minor: Find out What is Going On, then Look Around for Things that might be Helpful.


Power Check: Failure

Your internal energy is much too low to even attempt to gain a power so advanced as Technokenisis. You are not sure what is going on, however, just that you remember a large explosion below deck and suddenly losing consciousness. You walk around, and search for anything useful.

Sight Check: Success

You spot a small metal bar near you. While clumsy, it will serve as a decent weapon in case something indeed happens.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
None

Inventory:
Metal Rod (Minor damage, Crushing Effect)


XxoriginxX
Minor: Examine my surroundings, seeing exactly where I am.
Major: Learn Atmidokinesis, the ability to create vapor, and shift materials into vapor form (and possibly back, if I get a high enough roll). No, this will not work on me or anyone else, that would be unfair.


Power Check: Failure

The power of such a massive ability is beyond you right now. You do not know how to gain that incredible power, but it is definately something you want in the near future. You look around to see that you are close to the edge of the platform, which is protected by the cosmic shield so nothing can get in. Space is beautiful, but you have been tired of looking at it lately.

Strength: 4
Smarts: 2
Sight: 2
Power: 2

Abilities:
None

Inventory:
None


Shakenspear
Major:Try and remember my past and see if I have any traits that will help me in any form.
Minor:Look around and see where i am and if there is anything interesting.


Smarts Check: Success

You remember a little; this platform was a mining operation to gather a rare crystal, Elementalium, from the surrounding asteroid field. You look around and see- Wait.

There is no asteroid field.

This is bad.

Strength:1
Stamina:1
Sight:3
Power:5

Abilities:
None

Inventory:
None


ShadoWKilleR
Major: Learn Matter/Energy conversion.
Minor: Look around me for any obvious armaments lying around.


Power Check: Failure

You are close to gaining the power, but feel that it slips right out of your fingers. You vow to try again once you gain more knowledge in the area.

Sight Check: Success

You look around, and find a large metal hammer near an area of destroyed platform. You take the hammer, its weight comforting as you feel the head of the hammer, made of a metal similar in density to iron. This will work as a weapon, for now.

Strength: 1
Smarts: 1
Sight: 3
Power: 5

Abilities:
None

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)


Selene / Acutelaios
Major: Learn Asterokinesis.
Minor: Sit down.


Power Check: - -

Asterokenisis? That is insanity. You will never be able to gain that much power this soon in your life. Maybe in a few decades or so.

You sit down on the metal platform.

Strength: 2
Smarts: 3
Sight: 2
Power: 3

Abilities:
None

Inventory:
None

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Post  mnewton1 Fri Feb 25, 2011 7:23 pm

Roll #2

Acutelaios
> Relax
> Try to learn Clairaudience


Power Check: Failure

You try to hone your skills, but find that your mind is not ready to handle that kind of power. Your mind shudders as it quickly undoes everything you try to do as you attempt to learn the ability; you realize if you keep pressuring your mind it could snap.


Strength: 2
Smarts: 3
Sight: 2
Power: 3

Abilities:
None

Inventory:
None


Bigkahuna
> Attempt to remember what has happened to me...
> Attempt to learn Telekinesis.


Power Check: Success

You sit down and start to focus. As you do, you begin to levitate, and you see that stones and pieces of metal around you are starting to hover as well. Gently standing up, you sigh, and the items clatter to the ground.

Smarts Check: Success

You remember flashes of memory, seeing energy blasts and falling people around you. You see a strange, disgusting looking face in front of you. Then you snap out of it.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Metal Rod (Minor damage, Crushing Effect)


Shadowkiller
> Meditate for mental bonus.
"One more time.."
> Learn Telekinesis


Smarts Check: Failure
Power Check: Success

You concentrate, and the objects around you start to orbit your head, flowing together in a peaceful harmony. They fall to the ground as you open your eyes, and you sigh.

Strength: 1
Smarts: 1
Sight: 3
Power: 5

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)


XOrigin
> Search for a viable weapon
> Also try to learn photokinesis (Alter light, redirect it into a laser, etc...)


Sight Check: Failure
Power Check: Failure

You find nothignt hat you can use as a weapon without harming yourself or others, such as a glass shard and other rocks. When you sit down and attempt to gain an ability, you sit on a piece of glass and have to pull it out of your arse.

Damnit.

Strength: 4
Smarts: 2
Sight: 2
Power: 2

Abilities:
None

Inventory:
None


Shakenspear
> Search for a weapon.
> Learn Electrokinesis.

Sight Check: Failure
Power Check: Success

You cannot find any weapons, but you do find an excellent spot that allows you to focus near the edge of the platform. Sitting down and meditating, you suddenly hear bolts of electricity strike the metal near you, and you can see electricity sparking around where you are sitting.

Strength:1
Stamina:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
None


Daravel
"Guys, I'm going to check out the control tower"
> Enter the control tower, keeping an eye out for any weapons or supplies
> Attempt to access the main computer and find the logs and space station diagnostics


Smarts Check: Success
Smarts Check: Failure

You realize that going up alone could be a bad idea if there is something there. However, you do find an old terminal near the base of the tower. You attempt to hack in, and see the following screen:

MARKINAT INDUSTRIES MINING RIG #402

RUNNING DIAGONSTIC...

DIAGNOSTIC COMPLETED.

LOGIN REQUIRED FOR FURTHER ACCESS.



Game Events
The hairs on the back of your neck stand up. Something is coming.

You all look through the atmosphere shield to see a massive cosmic storm... and the platform is heading towards it. You might be able to move the platform aside if any of you has some mechanical skill, otherwise, yu realize you will need to take cover; cosmic radiation is blocked by the shield, but only so much, and storms have enough to fry your brains five times over.

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Post  mnewton1 Wed Mar 09, 2011 2:31 am

Roll #3

Shadowkiller:
"The control tower might have shelter in it, do you want to try or fry?"
Major1: Go inside he control tower Major2: Search for a room with higher insulation.

No Check Required
Shadow runs into the tower, and gets to the top of the tower itself, looking down. The tower is well designed; with security doors and insulation against storms on the inside. This would be a good place to ride out the storm.

Strength: 1
Smarts: 1
Sight: 3
Power: 5

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)


Bigkahuna:
Minor: Find some cover! "Shakenspear - could you use your electrokinesis to hack into the system and move us away from this storm?"
Major: If my cover is inadequate, attempt to use my telepkinesis to cover me with objects that would block out the radiation.

No Check Required
You run into the tower as Shadow yells out over an intercom that the tower is safe. The tower itself, you find, is like a fortress. But you notice something out of the corner of your eye...

Sight Check: Success

You notice some dried blood on the floor, smeared as if something was dragged through it, leading through a massive bulkhead door. The blood is relatively fresh; it has only dried within a few hours.


Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis


Xorigin:
Major: Find some sort of cover from the massive amount of radiation.
Other Major: If cover is found, attempt to learn the ability of perspective distortion. (Basically, use a point of perspective to alter reality, endless staircases, etc...)

No Check Required
You run into the tower and sit in a chair at the top of the tower itself, leanign back and focusing your mind for what will come next. Reality distorst around you slightly, as you begin to focus.

Power Check: Failure

However, your mind has trouble grasping what you wish to learn; and reality shifts back to normal around you.

Strength: 4
Smarts: 2
Sight: 2
Power: 2

Abilities:
None

Inventory:
None


Shakenspear:
Major 1: Hack into the terminal with electrokinesis and move us away from the storm Major 2: Follow ShadowKiller into the tower

Power Check: Failure

You have a hard time hacking into the terminal, but you do manage to activate the mechanics on the bulkhead doors inside. The doors will open, if you press the lever near them. You go inside with Shadow, and prepare to ride out the storm.

Strength:1
Stamina:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
None


Acutelaios:
Major1+2:
> Try to find some cover from the storm
> Relax my mind...

No Check Required x2

You make your way into the tower, and start to relax your mind once there, with the comfortable seat at the control room helping out.

Strength: 2
Smarts: 3
Sight: 2
Power: 3

Abilities:
None

Inventory:
None


Daravel:
Major: Head up to the control tower, once everyone who is coming to the tower is inside, use my telekinesis to shut any protective doors/windows leadng into the control room.
Major: Search the cupboards for supplies and a piece of paper with a forgetful workers username and password.

Power Check: Success
Sight Check: Success

You seal off the blast doors as you enter the tower and make sure noone else is outside. The tower seals tight against any radiation, and also seals the way back out onto the platform. You then start to walk around and search the lockers in the room nearby; you manage to find a scrap of paper with the login information of the supervisor of the control tower.

Strength: 0
Smarts: 3
Sight: 3
Power: 4

Abilities:
Telekenisis

Inventory:
None


Game Events
The tower is now sealed tight against the radiation, and not a moment too soon. The first blasts for radiation shoot from the storm in the form of stellar lightning, striking the platform multiple times. As the storm increase in ferocity as you get close, you all hear a noise coming from the bulkhead behind you, a pounding sound on the door itself and another muffle noise, which sounds like shouting.

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Post  mnewton1 Thu Mar 17, 2011 11:53 pm

Roll #4

Daravel
Smarts Check Failure
You cannot figure out how to log into the terminal at all. In fact, it is making your brain hurt. A continuous stream of symbols run across the screen after a minute... you have no idea what you just did.

Power Check: Failure
Unfortunately, your headache does nothing to help you learn Astral Projection. You fail miserably.

Strength: 0
Smarts: 3
Sight: 3
Power: 4

Abilities:
Telekenisis

Inventory:
None


Acutelaios
Sight Check Success
You see a small map on the wall, but unfortunately, most of it is ripped away, leaving only a small portion that shows the control tower, and the bulkhead door which reaches to the lower decks.

Power Check Failure
You sit down and try to concentrate, but your mind is in too much disarray... it might be from the radiation, but you hear a faint buzzing in your ear.

Strength: 2
Smarts: 3
Sight: 2
Power: 3

Abilities:
None

Inventory:
None


Shakenspear
No Roll Needed x2
You sit down and meditate, trying to focus your mind long enough to learn Metalokenisis. Suddenly, something stops you. You look outside, and notice the storm is building, and a portion of the storm is headed right towards you. Perhaps it is from the energy you gave off from meditation, or trying to learn a new power, but you do not know. But one thing is for certain, the blastdoors over the viewport need to be closed... NOW.

Strength:1
Stamina:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
None


Xorigin
Sight Check Success
You manage to find a small laser pistol, industrial grade, nothing more. You check the clip and see there are only two shots... you had better make them count.

No Roll Required
You move to a table opposite the door and turn it over, using it as cover from the door when it opens.

Strength: 2
Smarts: 2
Sight: 2
Power: 4


Shadowkiller
Power Check Fail x2
You feel lightheaded from the amount of radiation coming from the windows as the storm cloud gets closer and closer. You feel like you are going to faint, so ;learning a new skill and even practicing a new one will have to wait until the blastdoors are closed.

Strength: 1
Smarts: 1
Sight: 3
Power: 5

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)


Bigkahuna
If you open that bulkhead door, you will have other things to worry about besides the radiation about to fry all of your brains. You all have other things to do before you head down to the crew and mining decks.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Metal Rod (Minor damage, Crushing Effect)

Spoiler:

Game Events
The radiation is getting stronger... you need to seal that blast door and FAST. Also, to make things worse, you are starting to hear scratching on the other side of the bulkhead door.

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Post  mnewton1 Sat Mar 26, 2011 11:47 am

Roll #5

Bigkahuna
Strength Check Success
Sight Check Success
Power Check Failure

You quickly run over and slam the metal blast doors shut over the glass viewport. After you finish, you latch it shut and start looking for any useful supplies. You manage to find a few minor things, but the most useful item is a small mining laser, a laser meant to prevent explosions by decreasing the heat it puts off. Unfortunately, its reactor battey is long dead, making it nothing more than a hammer for pistol-whipping. While you search, your mind delves deep into itself to try to unlock the mysteries hidden behind that 75% that you never use. However, your mind seems to be preoccupied with other things, and fails to enter the "dark zone" of your brain.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Metal Rod (Minor damage, Crushing Effect)
Depleted Mining Laser (No Ammo)


Daravel
Smarts Check Success
Strength Check Success
Sight Check Failure

You walk over to the terminal and begin to log into the computer. You manage to find half-corrupted data logs about the station, mostly ineligible, but what you do manage to get out of them is that something was found inside of an asteroid... something inhuman. That something is not on the station, and the station itself is not extremely off course. After you gather the information, you begin to help close the blast doors, and make a check around the tower to see if there are any still open. You close a few more on the smaller windows, and then breathe a sigh of relief as the radiation stops buffeting your mind. You the start to search the tower for any interesting objects, but unfortunately, you do not spot anything specifically useful.

Strength: 0
Smarts: 3
Sight: 3
Power: 4

Abilities:
Telekenisis

Inventory:
None


Shakenspear
No Roll Needed
Sight Check: Failure
Power Check: Failure

You start looking around now that the blast doors are closed and soon find out this place is a mess. This are thrown everywhere, and there are ominous bloodstains on the wall and floor near the blast doors leading deeper into the station. The sight repulses your somewhat, and you start to focus yourself to try to gain a power. Unfortunately, your mind does not seem to wan to cooperate, and soon you have a nice headache to go with the troubles everyone is currently in.

Strength:1
Stamina:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
None


Shadowkiller
No Roll Needed
Sight Check: Success
Power Check: Failure

Once the blast doors are sealed you scour the area for any needed supplies. You manage to find a locker stuffed with junk food and snacks, as well as bottled water and rations. This guy must have really been paranoid, saving all this food. You alert everyone to the supplies, and then start to focus on your mind, hoping to gain a power. Unfortunately, your mind is nowhere near equipped to handle the stress from the power. As you start to learn it, you feel your head about to burst, and you immediately stop. You are going to need better focus on your mind before you can attempt to gain such a powerful ability.

Strength: 1
Smarts: 1
Sight: 3
Power: 5

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)


Acutelaios
No Roll Needed x2
Power Check: Failure

Your attempts to gain a power only manage to give you a headache that was only matched by the time you were drunk seven years ago so badly that blood was pouring from your ears for some reason. You have no idea what the hell happened that night. The blast doors are sealed, however, but there are no maps lying around... they would be on a computer terminal, not on paper.

Strength: 2
Smarts: 3
Sight: 2
Power: 3

Abilities:
None

Inventory:
None


Game Events
The storm buffets the area outside when you notice a slight whimpering coming from one of the lockers. You open it up and a terrified man dressed in security armor falls out. The man nearly screams as he does, then notices that you are all human. You all notice that for some reason, X has disappeared, and the blast doors leading outside seal themselves quite suddenly, as if someone had opened and closed it quickly...

New Player: Talkal
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Post  Bigkahuna Sat May 21, 2011 6:08 pm

Roll #6

Shadowkiller
You manage to find a small generator, but there is no way you can take it with you; it is huge, possibly the size of your head and about 500 kg. The power pack, it appears, on the mining laser, however, is missing. You will need a new one before you can even begin to charge it.

You train with your mind to use telekenisis, and giggle a bit when you remember some old holovids about a 20th-century film, Star Wars, reminding yourself about the "Force". The objects float for a second, before you gently put them to the floor.


Strength: 1
Smarts: 1
Sight: 3
Power: 5

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)


Shakenspear
The security officer, has no weapons it seems. Even his security armor, standard issue, is torn apart and completely useless. However, after meditating about your past, you do remember a bit, including how the officers of the rig seemed to be nervous recently before the incident, and constantly talking about "Unitec," a large company that funded this mining rig. Odd, considering they normally do not interfere with most mining operations, and contact with them was very small and infrequent, if at all.

Strength:1
Stamina:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
None


Bigkahuna
After a bit of tinkering and some judicial use of the newly-found generator to power an arc welder nearby, you manage to fuse your items into a useful item. Also taking some junk off the floor, you find an arc generator, a small battery used in watches, and place it into the weapon to electrify the pole and give the blast a larger range. The completed weapon is quite well made, considering you had nothing but scrap and a few useless items. to power it up, you simply take one of the uranium cores from the generator, and put it into the weapon. Not very safe, but you'll take uranium poisoning, which would be protected against by the gun's core, over death by aliens anyways.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude Uranium Laser Rifle (Chance to overheat and cause damage to self, has a very small chance of melting down and incapacitating or instantly killing the user or anyone around it, moderate damage, ranged)


Znurb
You meditate, but soon find it to be something you are not even remotely capable of doing, considering everything that has happened. you instead begin looking for useful items, and find a wrench under a desk near the closed viewport.

Strength: 2
Smarts: 3
Sight: 3
Power: 2

Abilities:
None

Inventory:
Wrench (Fast Attack, light damage)


Daravel
Hacking into the computer system once you are logged in is deceptively simple. You manage to memorize a basic map, at least the major areas. Through the blast doors, deeper into the mining platform, is the mess hall, and then deeper is a slew of bunkers and mining equipment. Even deeper, near the bottom, is the medical labs and miner's headquarters, where they prospect for new minerals.

You manage to find over a hundred credits in the lockers. Considering the amount of blood on the lockers themselves, you realize that the owner's won't mind if you take it. You also find a crude weapon of some kind... if you didn't know better, you could say it is an old 21st century projectile weapon. Weren't those outlawed years ago? This thing is dangerous... it even has ammo. One wrong shot and you puncture the hull... and it will all be over.

Still, it is a weapon. You shrug, and take it. Might be good for something later.

Strength: 0
Smarts: 3
Sight: 3
Power: 4

Abilities:
Telekenisis

Inventory:
50 cal Desert Eagle, 8 bullets


Game Events
The pounding behind the blast door has stopped. Either whatever was making the noise has stopped, or it has left. Either way, thanks to the energy storm outside, you will probably not be going back outside, so inside is the only direction you can take.


Or is it? You notice three sets of biosuit gauntlets on the wall, the kind that covers the body in a shield to protect against radiation when outside the dome. Some of you might be able to leave the shield dome and find another way into the platform, but that will take times, something that you might not have.

A third option is to wait it out; you might be able to use the controls in the room to hail a passing ship; normally you get one or two a cycle, which is around 7 earth days. It has been about 6 since the last one, so the next should be arriving soon. However, if they don;t realize anything is wrong, and try to dock, the procedures that are sent by the control tower might not be able to give the correct trajectories of the asteroids, which would mean death for the ship and crew...

Choose your path.
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Post  Bigkahuna Sat May 21, 2011 6:09 pm

Roll #7

Bigkahuna

Placing an energy gauntlet on your wrist, you activate the shielding, and it appears around you as a layer of pure energy. You always found these energy suits interesting, and even marveled at the military class ones that actually create a jumpsuit out of a pair of gauntlets.

You then walk over to the door and engage the hydraulics. The black steel door opens to reveal... nothing.

The next room is a long hallway, with three doors. A streak of blood shines on the steel floor, eerily fresh, leading off into the left doorway, which open a slight amount. The right door is closed, and a steel quarantine door has covered it, preventing access unless you can end the quarantine.

The third door is a large hydraulic steel blast door leading deeper into the mining platform. However, you look closer and notice that the massive steel door has been welded shut, with a blowtorch. You won't be getting in there except with some sort of high powered laser or explosives.


Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude Uranium Laser Rifle (Chance to overheat and cause damage to self, has a very small chance of melting down and incapacitating or instantly killing the user or anyone around it, moderate damage, ranged)

Light Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by 25%. Attached Grappling Hook. 15 Minutes Air)



Shakenspear
You take the suit and activate it, the energy flowing around you to form a biosuit that also changes carbon dioxide back into breathable oxygen. Heading outside, you walk over to the edge of the shield bubble, the shielding on the suit protecting you from the cosmic radiation from the storm. You then leap off, engaging a grappling gun on the gauntlet to attach itself to the edge of the platform.

You use thrusters to maneuver yourself now that you are outside the artificial gravity, and look around for an opening to get deeper into the platform. You notice that there is some meteor damage on the outer hull, and there is a large opening that you might be able to fit through. However, it is far enough away to be a one way trip; your air might not last long enough to get out of there if there is not enough air to recharge your air supply.

Strength:1
Stamina:1
Sight:3
Power:5


10 Minutes (2 turns) of air remaining.


Abilities:
Electrokenisis

Inventory:
Light Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Shadowkiller
Putting on the third and final suit, you take point with Bigkahuna as he enters the hallway. Nothing attacks or comes out, but you don't let down your guard... anything can happen.

Strength: 1
Smarts: 1
Sight: 3
Power: 5

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)


Daravel
You begin to type on the computer terminal, sending out a distress call on all frequencies, and making sure to add that the meteor location program is malfuctioning. Surprisingly, it doesn't take more than five minutes before you get a response on the screen. Odd enough, you see it is a typed communication, not a video or audio feed:


This is the UPC Battlecruiser Night's Fury. We copy your distress call, Miernion. What is your situation?


Strength: 0
Smarts: 3
Sight: 3
Power: 4

Abilities:
Telekenisis

Inventory:
50 cal Desert Eagle, 8 bullets


Znurb
You search the lockers for any clothes that you can find. You find a miner's uniform. While you have always hated the style of clothing the basic miners have worn, you realize now is not the time to be picky. Taking off your battered, torn apart armor, you don the miner's gear and start to do some push ups on the floor. The time you spent locked in that locker has left you with some very serious cramps!


Strength: 2
Smarts: 3
Sight: 3
Power: 2

Abilities:
None

Inventory:
Wrench (Fast Attack, light damage)


Game Events
The Battlecruiser is still awaiting a reply when you suddenly hear an inhuman scream from the room that the left doorway is leading to. Blood begins to pour from the slightly open doorway, leading out into the hall and mixing with the streaks of blood. A small window over the door is drenched in crimson as blood splatters over it, and you hear an odd clicking coming from behind the doorway.

Shakenspear is still grappled onto the side of the platform, his air about a third of the way depleted. He can see a large hole, as previously stated, large enough to get through. However, if the hole is depressurized or has no access to the main platform, he will be unable to restore his air and most likely die of lack of oxygen.

The Battlecruiser is nowhere to be seen; which means that it must still be a ways away; Battlecruisers are the largest ship in the United Planet's Coalition Fleet, spanning over 1,000 feet long. It would be equipped to handle the situation, but can you last long enough for them to get here?

Finally, there are three doors that you see through the blast doors that Bigkahuna opened. One of them is covered in blood and has blood coming out from the room adjoining it. The second, to the right, is covered with a steel quarantine door. The third, which leads deeper into the station, is sealed with a blowtorch and thus impossible to get through withoput explosives or a high powered laser.

Choose your path.
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Post  Bigkahuna Sat May 21, 2011 6:10 pm

Roll #8

Shakenspear
You head back up and start searching for an emergency air mask. Unfortunately, you are unable to find one; everything is already thoroughly searched through.However, you do manage to find an auxiliary air tank in the locker where you took the suit; you wonder why you didn't notice it before. You take the air tank and head out, making your way to the hole. When you get inside, you see corpses floating in the hole itself, some torn apart in multiple ways. A door is sealed shut nearby, with a computer terminal next to is, glowing slightly. You notice a cord sticking out of it has been severed, you would need to fix it if you want to use the terminal.Strength:1
Stamina:1
Sight:3
Power:5


20 Minutes (4 turns) of air remaining

Abilities:
Electrokenisis

Inventory:
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)


Bigkahuna
You ready your rifle and go through the door. You are immediately spotted by three... beasts. Their knotted, evil looking skin is covered with blood, and you can also see their muscles throbbing under the semi-clear flesh. What makes you nearly throw up is the fact that you realize that they are human- or at least were. Their arms have been shrunk to make forepaws, and the lower halves of their bodies are torn off, and two new hind legs have grown in place. The beasts growl at you and look up from their meal- a twitching, half alive security guard, and pounce, blood dripping from their fangs.

You fire a blast of three shots, and manag to take down one. You leap aside as they get close, and the other two leap out into the hall and immediately spot the rest of the party.

Oh crap.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Shadowkiller
You ready your hammer and, using your telekenisis bring it down on one of the little beasts as they enter the hallway. The sledgehammer hits the closest one, which, as it is recovering from a pounce cannot get away in time. The beast's head explodes from the force of the hammer, covering you with blood and gore. The hammer continues through the body, snapping bone and tearing flesh before embedding itself in the floor.

Strength: 1
Smarts: 1
Sight: 3
Power: 5

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed) {Embedded in Floor}


Znurb
You attempt to find a weapon, but much to your despair the room has already been stripped clean. You then go back into your locker to hide when you hear the growlings of the beasts in the hallway where Shadow and Big just went.

Strength: 2
Smarts: 3
Sight: 3
Power: 2

Abilities:
None

Inventory:
Wrench (Fast Attack, light damage)


Daravel
You start typing furiously, and give them the information they requested, also informing them where each of you are ocated. Finally, you request identification codes, which the ship readily sends, due to the fact the defensive orbital cannons on the platform are still online. The identification codes are a lot of mumbo jumbo, but you manage to decode some of them as they flash before your eyes:

Night's Fury
Class C UPC Battlecruiser

Armament:
Class C Ion Cannon, Bow
Class B Turbolaser Cannon, Bow
55 Class E Turbolaser Batteries, Starboard
55 Class E Turnolaser Batteries, Port
15 Class E Turbolaser Batteries, Stern
5 Class D Ion Batteries, Stern

History:
255 AUPC, Battle of Excelion V, Participant
266 AUPC, Battle of Aurelion Prime, Participant
268 AUPC, Battle of Jineris, Flagship of Fleet Admiral Jilus Marcus
275-Present, Flagship of Fleet Admiral Angus Tilec

Crew:

1500 Normal Crew

250 Firestorm Squadron Members, led by Sergeant Kilborn Arelai
50 Black Skull Squadron Members, led by Commander Hilertan Howe
1 Fleet Admiral; Angus Tilec


After you find out the information on the ship, you manage to hack into the communications system of the platform and activate the audio part of the platform's intercom system. Luckily, it is two way, and you are also able to gain access to the security systems, although much of it is still offline. You do manage to trace the fault to each individual camera, and if your team can find and fix the cameras, the security system will be brought back online in that sector, even if it is only the video and audio feeds.

Level Up: 4 Points remaining.

Strength: 0
Smarts: 3
Sight: 3
Power: 4

Abilities:
Telekenisis

Inventory:
50 cal Desert Eagle, 8 bullets
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Post  Bigkahuna Sat May 21, 2011 6:11 pm

Roll #9

Bigkahuna
The laser blast from your rifle hits the beast in the hind legs, severing both of them with the power of the laser. The beast whines, and attempts to get away by pulling itself away with its front paws.

You then turn your attention to the crew member, but his eyes dim; he is dead.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Shadowkiller
Pinning the dangerous one down with telekenisis, you pull the sledgehammer out with a quick movement, courtesy of physics. The sledgehammer is once again back and ready to be used.

Strength: 1
Smarts: 1
Sight: 3
Power: 5

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)


Znurb
You run up to the closest monster, and brandish your wrench. With a few strikes, you break the beast's front and back legs, snapping them cleanly in two and making it impossible for the beast to move.

(Note you have 2 majors each turn, Tal.)


Strength: 2
Smarts: 3
Sight: 3
Power: 2

Abilities:
None

Inventory:
Wrench (Fast Attack, light damage)


Daravel
Night's Fury, confirm course of action.

The message is quickly responded to, as if they were waiting for it.

The purpose of this mission is to sterilize the vessel of any and all of the so called "Corpsefire Plague" That was reported a week ago by the ship's captain. All infected personell will be eliminated, and any survivors removed.

You then ask the group if any of them know about the UPC; only Talkla has a responce:

"You idiot! How could you have forgotten that the United Plaents Coalition are the people that OWN this place! They are the ones who fund and supply us!"

Strength: 0
Smarts: 5
Sight: 4
Power: 5

Abilities:
Telekenisis

Inventory:
50 cal Desert Eagle, 8 bullets


Shakenspear
The hacking appears to be a little too complicated for you; you soon find yourself staring at endless streams of code. The console refuses to unlock the door.

(Same as Talkal, Shake. You have two majors each time, use em.)

15 Minutes (3 turns) of air remaining

Abilities:
Electrokenisis

Inventory:
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
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Post  Bigkahuna Sat May 21, 2011 6:11 pm

Roll #10

Shadowkiller
With a quick movement, you use your sledgehammer with a swinging underhanded strike to the creature's head. You hear a sickening CRUNCH, and the creature's head goes flying and whacks Bigkahuna on the side of the head.

"Watch your aim, bastard!" He totes towards you.

You the focus your abilities on the other creature, and with a quick thought, whip the creature around and pin it to the floor for a final blow.

You do notice, however, that your arms are getting a little tired from swinging the huge sledgehammer. You will need to rest for a bit after this.

Level Up: 4 Points Remaining

Strength: 1
Smarts: 1
Sight: 3
Power: 5

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)



Znurb
Leaping into the fray, you swing your wrench a few quick times to the creature's skull. Finding it surprisingly soft, the creature's head slits open, revealing rotting, disgusting brains that spill out with a putrid stench.

You search futilely for a map; you know that a map is only stored on the terminals, and because of the lock-downs the maps would be fragmented, at best. You will have to search for security terminals and bring them online to enable maps.

Level Up: 4 Points Remaining

Strength: 2
Smarts: 3
Sight: 3
Power: 2

Abilities:
None

Inventory:
Wrench (Fast Attack, light damage)



Bigkahuna
You look around for anything it might have dropped. Unfortunately, it seems the beast has nothing of any value. Going over to the dead person, you search his body for any signs of infection. Unfortunately you are not a knowledgeable man with these things; you have no idea if he is infected or not. You find an ID tag, however, stating he is an Intern to the labs. He must have come a long way from the lower labs to be up here. Perhaps he was trying to escape?

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)



Daravel
With a bit of practice, you manage to learn basic hacking skills at the terminal, delving into the art of the computer. A handy skill to have, you have a feeling that this will come in handy n the future.

You then start to put your new-found skills to use, utilizing the docking matrices to broadcast coordinates to the Night's Fury. The ship's pilot sends a confirmation, and you see the massive ship appear from behind an asteroid. The ship is beautiful; its black steel making it look like a shadow in space.

The ship is nearly as large as the platform itself, but you don;t worry; the platform is meat to have docking sequences that extend a docking bridge to large ships for refueling; only smaller ships would actually "land" on the platform itself.

Strength: 0
Smarts: 5
Sight: 4
Power: 5

Profession:
Hacker

Abilities:
Telekenisis

Inventory:
50 cal Desert Eagle, 8 bullets



Shakenspear
You practice your electrokenisis a bit, and you notice that th storm is actually ampifying it a little. Shrugging, you then electrify the door, specifically the motors, and the door begins to slide open. However, there is not enough power from your basic skills in Electrokenisis, and the door opens only about six inches before it powers down. Air is starting to leak out into the void in a whipping wind; if you cannot get inside soon you should seal the door before the entire station depressurizes.

10 Minutes (2 turns) of air remaining (WARNING. NEXT TURN IS THE POINT OF NO RETURN. RETURN TRIP TO CONTROL TOWER REQUIRES 5 MINUTES OF AIR.)

Abilities:
Electrokenisis

Inventory:
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
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Post  Bigkahuna Sat May 21, 2011 6:12 pm

Roll #11

Znurb
You look around the rooms for a security terminal, but the only terminal that is there it seems is the main terminal in the control tower, which is being used by Daravel. You look around again to make sure, but ure enough, there are no terminals. Perhaps in one of the sealed rooms?

Strength: 3
Smarts: 3
Sight: 5
Power: 3

Abilities:
None

Inventory:
Wrench (Fast Attack, light damage)


Bigkahuna
You shoot the man in the vitals to make sure he is dead, releasing a trio of shots; one to the head, another to the heart, and finally one to the lungs. You hope that will be enough. You then quickly get a layout of the platform from Daravel, who gives you instructions on how to get to the docking platform.

However, with the sealed door, he notes that you would have to go on the outside of the ship, forcing those without suits to wait until you with suits manage to unseal the door. You head out onto the platform outside, making sure to open the doors when everyone else is safe behind some radiation shields, notably the blast doors leading into the hall. After you leave, you then look around.

The platform is still as boring as when you all went inside, but you do notice the path that Shakenspear took, heading off the side of the platform.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Shadowkiller
You activate your own suit and follow Bigkahuna. The ship is acting completely normal, with none of its guns pointing at you guys, thank goodness. The ship is completing docking procedures, which will continue for about five minutes.

Strength: 2
Smarts: 1
Sight: 3
Power: 8

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)


Shakenspear
You seal the door with little problems, as far as you know, anyways, and then head back up to the platform. Your oxygen tanks refill automatically when you enter the energy dome, and you then follow them to the edge of the platform. When they jump off, you follow, heading down to the same gap that you were before. The three of you position yourselves around the doorway, and start working on trying to get inside.



Strength:1
Stamina:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
Emergency Air Tank (+10 Minutes Max Air)


Daravel
"Night's Fury, this is Control. We have a team attempting to open a path to the Docking Quadrant. Do you copy?"

Finally, for the first time since you have registered their loaction on the control panel, they give an actual voice. Oddly enough, it is a woman.

"This is Angus Tilec. We copy, and will send some forces to escort your team from the outer perimeter when we locate them."

You nod to yourself, and then pinpoint the exact location of the docking bay, which is two floors down from your current location. The sealed door leads to a stairwell, but while it is sealed you cannot get through. Shadow, Bigkahuna, and Shakenspear had better come through.

Strength: 0
Smarts: 5
Sight: 4
Power: 5

Profession:
Hacker

Abilities:
Telekenisis

Inventory:
50 cal Desert Eagle, 8 bullets
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Post  Bigkahuna Mon Feb 27, 2012 11:14 pm

Roll #12

Bigkahuna
You are unable to find any forms of locks on the door, at least any mechanical ones. You then try to aggravate the door with your powers, and the door opens by a small amount.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Shadowkiller
You force open the door as best you can, causing a massive rush of air to spurt out of the inside. You then grab a bar nearby and hold on until the windstorm stops. When it does, you hurry everyone inside, and seal the door with your telekinesis.

Strength: 2
Smarts: 1
Sight: 3
Power: 8

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)


Daravel
You conduct one final search of the system and find something interesting; the location of a large stash of weapons, that were originally planned to be used in the case of a riot. There is some high-powered gear in the stash, which seems to be down the hall, on the other side of the sealed door.

Strength: 0
Smarts: 5
Sight: 4
Power: 5

Profession:
Hacker

Abilities:
Telekenisis

Inventory:
50 cal Desert Eagle, 8 bullets


Shakenspear
To fully seal the door, you drain the last bit of electricity in it, causing it to go into lockdown and become unopenable. Luckily, you are inside.

Strength:1
Stamina:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
Emergency Air Tank (+10 Minutes Max Air)


Znurb
You try to open the sealed door, but it appears to be welded shut. How very odd.

Strength: 3
Smarts: 3
Sight: 5
Power: 3

Abilities:
None

Inventory:
Wrench (Fast Attack, light damage)
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Post  Bigkahuna Mon Feb 27, 2012 11:15 pm

Roll #13

Daravel
You manage to relay the location of the weapons stash to them, and then attempt to improva eyour telekenisis. However, you only manage to develop an odd habit of spinning things you grab with your telekinesis around at Mach 5.

Strength: 0
Smarts: 5
Sight: 4
Power: 5

Profession:
Hacker

Abilities:
Telekenisis

Inventory:
50 cal Desert Eagle, 8 bullets


Shakenspear
As you head to the weapons stash, you find something quite disheartening; the stash has been picked clean. The power suits are gone, and only a few mining lasers remain. You take one, and then prepare it for combat.

Strength:1
Stamina:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
Emergency Air Tank (+10 Minutes Max Air)
Mining Laser (Light Laser Damage)


Bigkahuna
You open the docking bay door with little trouble, and proceed down towards the docking area. The station is oddly quiet...

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Shadowkiller
You follow Bigkahuna to the docking area, also noting how quiet it is. You prepare for anything that might be coming your way.

Strength: 2
Smarts: 1
Sight: 3
Power: 8

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)


Game Events
The ship has finally docked, and soldiers are beginning to come off into the station. Two of them, wearing the armors of a recruit, stop at Shadow and Bigkahuna, and nod. "We are here to help. What do you need us to do?"

New Players:
Chatix
Creonto
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Post  Bigkahuna Mon Feb 27, 2012 11:15 pm

Roll #14

Shadowkiller
You go to the armory and quickly pick up two mining lasers, and then go back to Bigkahuna. Both of you arm them and turn their intensity to the maximum burn.

Strength: 2
Smarts: 1
Sight: 3
Power: 8

Abilities:
Telekenisis

Inventory:
Sledgehammer (Moderate Damage, Crushing Effect, Slow Speed)


Bigkahuna
The new recruits seem unresponsive. Odd.

You head back towards the main platform, and find the sealed door. The reason it is sealed becomes clear; it seems the door itself has been wleded shut. You will need to burn a way through it, at least the parts that have been welded.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Shakenspear
You rejoin Shadow and Bigkahuna, and thankfully nothing eventful happens.

Strength:1
Stamina:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
Emergency Air Tank (+10 Minutes Max Air)


Daravel
You relay the team's information to the Night's Fury, and then sit down. Luckily, it seems one of the lockers has some good books in it, which you begin reading. +1 to Smarts.

However, you realize that Znurb has disappeared. No sounds are coming from the hallway, now. Odd...

Strength: 0
Smarts: 6
Sight: 4
Power: 5

Profession:
Hacker

Abilities:
Telekenisis

Inventory:
50 cal Desert Eagle, 8 bullets
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Post  Bigkahuna Mon Feb 27, 2012 11:16 pm

Roll #15

Rolling Now.

Shakenspear
Practicing your Electrokenisis goes well, for toe most part. But it seems you do not have the Smarts to learn any more, for now.

Strength:1
Smarts:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
Emergency Air Tank (+10 Minutes Max Air)


Bigkahuna
The sounds of the station around you seem darker, and more horrid than ever before. Shadows flicker around you from the little light streaming from the emergency lights that have turned on in the hall. Looking around, you just manage to see a glimpse of Shadowkiller as he runs off in the general direction of the sealed door. You attempt to stop him, and your hands barely brush against him, but it is too late, and he fades into the darkness.

Your natural intellegence tells you that you should be able to turn on some more lights, even for a little while, if you can find a computer or terminal of some kind. Suddenly, you remember something that Daravel stated before; you walk over in the hall and reactivate the security cameras. A slight humming ensues, and the camera begins to pan around the room.

"Kahuna! About time!" Daravel says through the newly-reactivated intercom. "Where's Shadow?"

"He ran off into the darkness. I need some lights turned on, if you can."

"On it."

After a few seconds, lights begin to flip on one after another in the dark hallway. However, much of the hallway is still unlit.

"That's all I can do for now." Daravel says through the intercom.

"That will have to do." You reply, then tighten your grip on your mining laser and walk down the hall into the shadow.

You head towards the door when suddenly you stop, an eerie sound echoing in the corridors around you. A slight dripping, like that of a liquid. Whirling around, you fire a blast into the wall, illumination the corridor...

Then gasp.

Hanging on the ceiling in front of you is Shadow's body, skinned alive, dripping blood slowly onto the floor. You gag, but your inner strength keeps you from throwing up.

You turn to the door and notice that Shadow managed to cut through a portion. You focus on the door and cut a peron-sized hole in the door, and call throguh for Daravel.

However, as you finish, a sinister hissing noise startles you.

Whipping around, you see Shadow's body literally cut itself down with a large blade that is sprouting from his hands and feet. His head splits itself open to reveal a massive jaw, and an eye can be seen in the chest.

The beast is blocking the way back to the way you came. It is either retreat back into the Control Room, or fight.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Daravel
Your hack is unfortunately unsuccessful, but it seems that it was obvious; your smarts are nowhere near the required amount to hack into high security systems.

You then hear a welding noise, which suddenly stops. Making your way to the hallway, you notice a half-cut doorway in the door itself. You wonder what might have happened.

Suddenly, the welding begins again, and the door is finished, with a foot kicking it aside, and a familiar face looking at you.

"Kahuna! Good to see you!"

However, he seems to be backing away from something that is happening behind him. He is taking up much of the doorway now, you will have to push by him to get through.

Strength: 0
Smarts: 6
Sight: 4
Power: 5

Profession:
Hacker

Abilities:
Telekenisis

Inventory:
50 cal Desert Eagle, 8 bullets


Chatix
ou and the other recruit raise your blasters and progress farther into the station.

Suddenly, with a bestial screech, something spears your companion right through the power armor and drags him into the darkness, while the poor man is screaming. His screams echo until you hear a sickening crunch, which ends the sounds.

This has shaken you up quite a bit, and because of your low inner strength, you start to whimper. Any thoughts about learning anything have been completely squashed.

However, you then notice someone run down the hallway. Odd, considering you are in another area than where the rescuees said they would be, but you hurry and follow. You notice the man find a corpse of what appears to be his companions. This sight makes you gag, and you barely manage to open your visor before you throw up your lunch on the floor.

However, the man seems to be unperturbed, and walks over to a large door and cuts a passage through it.

Suddenly, you nearly scream as the body literally cuts itself down and stands in front of the man. What was once a human body has now been morphed to something... alien.

Power: 1
Smarts: 1
Sight: 3
Power: 5

Profession:
Soldier

Abilities:
None

Inventory:
Military-Grade Armor Suit (Reduce damage by 40% and reduces Radiation/Chemical/Poison Damage by 50%.)
Laser Rifle, Grade V15 (Low Damage, Long Range, Inaccurate)
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[Archive]The Galaxy's Requiem Empty Re: [Archive]The Galaxy's Requiem

Post  Bigkahuna Mon Feb 27, 2012 11:18 pm

Roll #16

Bigkahuna
You fire a few shots into the eye, blinding the creature and sending it staggering backwards with another hiss. You take the opportunity to fire a few more blasts, shooting at the creature's jaw.

The creature seems to recover after a few seconds, however, and swings what used to be Shadow's arms directly at you. One of them slashes you shallowly across the chest, the damage mitigated by your suit of armor.

Running back into the room is not an option it seems, as Daravel is blocking the opening.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Shakenspear
You quickly find some cover with the recruit that came up behind you, and prepare to use some form of electrokenisis when she fires. Perhaps electricity will slow the beast down.

Strength:1
Smarts:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
Emergency Air Tank (+10 Minutes Max Air)


Chatix
You take cover and open fire, blasting the creature from behidn with shots of your rifle. Shimmering electricity appears around your blasts as you fire them, and you notice another of the survivors kneeling next to you and concentrating. You will have to ask him about that later.

Using your training, you quickly fire into the body, expecting pain to send the creature falling to the ground... but it doesn't. The blasts simply scorch the creature a bit, and it turns and focuses on you.

Power: 1
Smarts: 1
Sight: 3
Power: 5

Profession:
Soldier

Abilities:
None

Inventory:
Military-Grade Armor Suit (Reduce damage by 40% and reduces Radiation/Chemical/Poison Damage by 50%.)
Laser Rifle, Grade V15 (Low Damage, Long Range, Inaccurate)


Nick
You look around and find yourself in some sort of containment room. You rack your brainds for any sort of information, and then suddenly remember why you were here.

You were a recruit in the Security Corps of the station before those... THINGS took over. You and a few other survivors managed to make it in here, to the containement ward, where there was plenty of food and supplies, and seal the door.

However, the other survivors wanted to try to gather some more of the metal from the relic they found, and left the room, leaving you here, alone.

You suddenly hear some commotion coming from outside the door, and walk over to it, looking through the unbreakable glass. You see one of the creatures in combat with some more survivors, and what appears to be a Military recruit helping them?

Smashing the release button for the door, you open it up, your blaster ready. Using the skills you learned whil;e running from the blasted things, you fire two shots; one at a hollow above the creature's eye, and another at a second hollow where the man's groin would have been.

The two shots literally tear the creature apart, and you holster your weapon.

"Aim for the hollow spots. That is where the parasite penetrates and controls the body."

STR: 3
SMA: 3
SIG: 4
POW: 0

Profession:
None

Abilities:
Parasitic Knowledge (Critical Hits vs Parasiticials are multiplied by 10)

Inventory:
Blaster Pistol (Medium Damage, Medium Range, Slow Recharge Time)


Johnratchet
You are going to die.

You are unable to move, and are being carried by one of the Parasiticals deeper into the station. You don't know why and you don't know how to get out of this situation, either.

Suddenly, the Parasitical seems to stop dead in its tracks, its eye looking at something ahead. You struggle, and suprisingly, it drops you and runs. You slowly find feeling in your arms and legs again, and stand up, and notice several other people staring at you, with a dead Parasitical next to them.

Odd. You didn't think the Parasiticals felt fear, but it worked out for you in the end.

Profession:
None

Abilities:
None

Inventory:
None


If Daravel doesn't post by the next roll he is dropped from the game.
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[Archive]The Galaxy's Requiem Empty Re: [Archive]The Galaxy's Requiem

Post  Bigkahuna Mon Feb 27, 2012 11:18 pm

Roll #17

Bigkahuna
After explaining to Nick that you are survivors, he nods and speaks into his gauntlet. "This is Recruit 0B046. We have a man down, and have made contact with the survivors. The infection seems to be growing fast, however, we will need immediate support."

However, after a few seconds, they only response is static.

Not good.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Nick
You grab Johnratchet and hurl him into the wall, pointing your gun at him. "Don't move. You may be infected... Where did you come from?"

"Deeper in the platform... I was caught though, and it was carrying me... somewhere."

"Do you have any injuries? Any cuts, or exposed blood?"

"No sir... At least, none that I can see or find."

You nod. It seems he isn't infected.

STR: 3
SMA: 3
SIG: 4
POW: 0

Profession:
None

Abilities:
Parasitic Knowledge (Critical Hits vs Parasiticials are multiplied by 10)

Inventory:
Blaster Pistol (Medium Damage, Medium Range, Slow Recharge Time)


Johnratchet
Your mind is still in shock, due to the fact you just barely escaped the Parasitical by sheer luck, and the fact that a fully armed soldier is aiming a laser rifle at you. You have no idea who you are, how you came there, or what you did... for now.

Strength: 4
Smarts: 3
Sight: 2
Power: 1

Profession:
None

Abilities:
None

Inventory:
None


Shakenspear
You manage to find one of the railings a bit loose from the wall. You jimmy it off and twirl it. A rather basic weapon, but it'll do.

Strength:1
Smarts:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
Iron Pipe (Light Damage, Crushing)
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
Emergency Air Tank (+10 Minutes Max Air)
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Post  Bigkahuna Mon Feb 27, 2012 11:19 pm

Roll #18

Johnratchet
Looking around for anything that is not nailed down, you manage to find quite a few things just tossed aside or thrown away. You find several lengths of wire, some metal plating, and a small portable arc welder.

Strength: 4
Smarts: 3
Sight: 2
Power: 1

Profession:
None

Abilities:
None

Inventory:
3ft Wire
3 Metal Plating
Miniature Arc Welder


Bigkahuna
You hurry everyone into the Control Center and secure the area, making sure to keep an eye on the way in and out. Once everyone is in there, you begin to practice your telekinesis. You find you are able to lift things that you can carry, which means the more that you can lift, the more you can carry with telekinesis.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Shakenspear
You electrify your pole, to the point that small bolts of electricity can be seen at the end at times. This will make a good weapon.

Strength:1
Smarts:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
Iron Pipe (Light Damage, Crushing)
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
Emergency Air Tank (+10 Minutes Max Air)


Nick
You stand beside the entrance to the control Center, keeping an eye out for any Parasiticals.

STR: 3
SMA: 3
SIG: 4
POW: 0

Profession:
None

Abilities:
Parasitic Knowledge (Critical Hits vs Parasiticials are multiplied by 10)

Inventory:
Blaster Pistol (Medium Damage, Medium Range, Slow Recharge Time)
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Post  Bigkahuna Mon Feb 27, 2012 11:20 pm

Roll #19

Shakenspear
You do not know if a group is coming to help you or not, but hopefully there are. Heading out, you head down the hall, your pole ready. However, you realize something is very odd. The area around you is oddly quiet, you could even hear a pin drop...

Strength:1
Smarts:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
Iron Pipe (Light Damage, Electrical)
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
Emergency Air Tank (+10 Minutes Max Air)


Nick
You follow Shakenspear, preparing to open fire on any parasiticals. However, you notice that the area is oddly quiet...

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Johnratchet
You open the security console, and find it already pre-hacked by someone with considerable skill. You manage to notice, however, that there are a few opimizations... You quickly hack into a few security cameras, and then scream.

Climbing up the stairwell is a massive parasitical, resembling a large snake made of human corpses. Eyes can be seen all along its sick and twisted body, and a huge mouth, made of sharpened bone as teeth, is at the forefront.

Your strength manages to keep you from throwing up, but then your heart stops.

The three others are within two minutes walk of the stairwell.

Strength: 4
Smarts: 3
Sight: 2
Power: 1

Profession:
None

Abilities:
None

Inventory:
3ft Wire
3 Metal Plating
Miniature Arc Welder
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Post  Bigkahuna Mon Feb 27, 2012 11:21 pm

Roll #20

Johnratchet
You quickly create a small trap in the hole in the door, putting the arc welder above it and running your wire into the wall to the console that would activate it. Due to the fact the door was welded shut, this means that whenever you press the button, the trap will go off, and electrocute the entire doorway instantly, and then fire the Arc Welder to finish off whomever is coming through.

You then go back to the command station, and Explore the options. Most of the security is down, but you do notice a few sentries are active, and able to be launched in this very room. You might be able to hack into their artificial intelligence systems and make them hostile to the Parasiticals, (Due to the fact they inhabit former employee bodies, they would not attack normally) but it would take some time.

Finally, you open up a communication channel over the station. The video feed is down, but you manage to get the intercom system back online. "Guys, what the hell? You left me here alone! Anyways, watch out! There is a MASSIVE parasitical coming up the stairway from the underbelly of the station!"

Strength: 4
Smarts: 3
Sight: 2
Power: 1

Profession:
None

Abilities:
None

Inventory:
3 Metal Plating


Bigkahuna
Once Johnratchet says that there is a massive parasticial coming your way, you begin to prime your laser rifle, preparing for a charged shot. Sparks fly around the nozzle, lighting up the air around you, and you hear a soft humming.

Bring it, beast.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Nick
As soon as John states that a massive parasitical is on its way, you panic, waving your weapon around, firing it at random shadows. You have completely freaked out.

STR: 3
SMA: 3
SIG: 4
POW: 0

Profession:
None

Abilities:
Parasitic Knowledge (Critical Hits vs Parasiticials are multiplied by 10)
Freakout (-1 to aiming for 1 turn)

Inventory:
Blaster Pistol (Medium Damage, Medium Range, Slow Recharge Time)


Shakenspear
Considering your only weapon is a melee one, vantage points are something of no effect to you. Also, Nick seems to have freaked out, while Bigkahuna has managed to overcharge his weapon. Well, at least you have some firepower.

You hear a clanking and skittering coming from the far end of the station. It is followed by a massive BANG! and groaning metal.

The beast has arrived. It is only a matter of time before it finds you.

Strength:1
Smarts:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
Iron Pipe (Light Damage, Crushing)
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
Emergency Air Tank (+10 Minutes Max Air)
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Post  Bigkahuna Mon Feb 27, 2012 11:22 pm

Roll #21

Johnratchet

You begin to fiddle with the opimizations on the console, but find with some dismay that the loudspeaker system is offline, cut off from somewhere on this floor. However, you do manage to find access keys to the automated defenses within the lab, these might help; if you can activate them, that is.

Strength: 4
Smarts: 3
Sight: 2
Power: 1

Profession:
None

Abilities:
None

Inventory:
3ft Wire
3 Metal Plating
Miniature Arc Welder


Bigkahuna

You notice one of the intercoms nearby, jutting out of the wall as if someone ripped it out by hand. You walk over, and notice the frayed wires are an easy fix, and suddenly, is hums to life. You hear a confused voice on the end.

"Guys, is that you?"

"John, good to hear from you. Are you alright?"

"Never mind that! There is a massive parasitical coming from the stairs! RUN!"

Suddenly, you hear a screech, and ship around. A massive parasitical shaped like a snake is towering over the three of you.

There is no running now.

You open fire, pulling the trigger as fast and as hard as you can, aiming at the creature's head. The shot pierces right through the beast, dripping thick red coagulated blood. The creature screams in anger, and a human arm falls out of the hole you just made.

Strength: 3
Smarts: 2
Sight: 2
Power: 3

Abilities:
Telekenisis

Inventory:
Crude
Uranium Laser Rifle (Chance to overheat and cause damage to self, has a
very small chance of melting down and incapacitating or instantly
killing the user or anyone around it, moderate damage, ranged)

Light
Energy Suit (Prevents Radiation/Chemical/Poison Damage, lessens enemy
attacks by 25%. Attached Grappling Hook. 15 Minutes Air)


Nick
The appearance of the beast is the last straw. Something inside you snaps.

You flip your blaster to full power and fully automatic, and open fire, pressing down the trigger hard enough to cause blood to stream down it.

The blaster loses a blazing inferno of laser bolts, firing into different points of the beast. The small blaster begins to heat up, but you continue with your mad shooting, opening fire again and again, peppering the huge beast is laser fire and slicing off limbs, heads, even spines as the red-hot bolts shoot right through it.

The beast screams or roars, you are unsure which, as it attempts to get out of the furious laser fire, but to no avail. Suddenly, just as the beast is about to take a lethal shot, you hear a high-pitched whine from the gun. Not noticing it, you press the trigger even harder.

With that, the gun explodes in your hand with the force of a hand grenade. Your hand is completely taken by the blast, and much of your arm as well, covering your right half of your body with scratches as your armor takes the shrapnel from the gun and protects you from a lethal piece.

Shock kicks in, making you giggle uncontrollably, and you fall to your knees.

STR: 3
SMA: 3
SIG: 4
POW: 0

Profession:
None

Abilities:
Parasitic Knowledge (Critical Hits vs Parasiticials are multiplied by 10)
Insane Rage (Gain massive bonuses in combat, but weapon has a 75% chance of breaking, or, if it can, self-destructing. Cannot do anything for 1 turn afterwards.)

Inventory:
None


Shakenspear

As soon as the beast appeared, you leapt behind a large piece of metal, protecting you from any attacks it might launch. However, it seems to have bitten off more than it can chew after Bigkahuna and Nick literally tear it apart. After Nick's pistol explodes, you look out cautiously to see the creature seem to look at the two of them, and then slide back down the stairs. Obviously, the creature thought that eating the two of them was not worth getting killed over.

Strength:1
Smarts:1
Sight:3
Power:5

Abilities:
Electrokenisis

Inventory:
Iron Pipe (Light Damage, Electrical)
Light Energy Suit
(Prevents Radiation/Chemical/Poison Damage, lessens enemy attacks by
25%. Attached Grappling Hook. 15 Minutes Air)
Emergency Air Tank (+10 Minutes Max Air)
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Post  Bigkahuna Wed Mar 07, 2012 7:27 pm

This game was presumably discontinued. The author disappeared.
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