Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Hibou

Pages: [1]
1
Twin Suns Supply: Darkened Seas
Allow me to introduce you to the planet Murray. Originally, this frontier planet was an ice ball floating near the outer edge of its star's habitable zone. That is, until terraforming pioneers settled here and started pumping gases into the atmosphere to warm the place up. This did achieve the goal of melting the ice, but the process released more gases from underneath the sheets, causing a runaway reaction that turned this place from a sunny ocean getaway into a dark, dangerous planet constantly battered by a worldwide maelstrom.

Humans, as stubborn as they are, remained here for some time, unchecked by galactic governments. Drilling and fishing settlements came and went on its surface, and rumors circulated of more mysterious things happening beneath the waves. Nobody was quite sure what was going on, but more stories kept popping up about how one fisherman saw lights deep in the water, or a weather satellite picking up strange energy waves from the middle of the sea. People speculated, myths propagated, people claimed they found record proving it was a sunken space ship, or a vault full of gold, or the answer to life itself. Nothing concrete, of course, but it was enough to inspire people to go searching for these unclaimed treasures.

Riggers.

People looking for those treasures were called Riggers, because the unforgiving sea required special equipment to explore, and their impatient hands jerry rigged submersibles to descend into the waves. Very few came back, and none with treasure. Only more stories. That's how it was. Riggers had big dreams and empty hands, that is until you and your team of Riggers somehow came across a mysterious datachit during one of your outings. It was just lying there in an old box you found in a rusty shed out by the coast. It didn't seem very promising at first, but upon plugging it into your own console, you found that it carried a ton of encrypted data and a set of coordinates leading to some spot in the middle of the ocean. You're not sure what it could mean, but you've spent enough time on this planet to know people would kill for this kind of opportunity.

It looks like you guys had your first clue.



Another rainy day.

The team had gathered in their usual place, a previously abandoned basement office space. It was below a single story building, which also happened to be an old office owned by a financial firm or something similar back when people needed that kind of thing. It had been abandoned for some time before yours and a few other teams of Riggers decided to move in and use it to store supplies and possible leads. It had been fixed up pretty well, all things considered. The walls hadn't caved in and the water damage was moderate at worst. There was even a receptionist in the lobby, a nice woman named Maria. (She didn't do a lot as a receptionist, though. Not many people came seeking out Riggers. She was always waiting with a smile, even on the stormiest days, however. And she made a mean pot of coffee.)

Some might call your team's space a situation room, others might see a command center, and some: a complete mess. In truth it was somewhere in between. It had several tables set up in the central area that once was filled with cubicles, each one covered in something. Papers, gun cleaning tools, half-built contraptions or computers. The type and amount of clutter varied depending on who's table it was. The floor was similarly also messy, multiple wires snaked along the aging linoleum, leading to various lights and machines in the center of the office.

The northern part of the room had several doors set into it, each leading off to private offices that had been converted into living spaces, for those long nights on the job. Each door had a small sign with the handwritten name of each member of the team on it.

The southern wall was mostly bare, with a few small windows at the top edge that could see out into the concrete lot in front of the building. As usual, it was raining hard and the windows were now partially submerged, obscuring your view of the front.

The western wall had several bulletin boards on it, each mostly covered in photographs, printouts, and clippings related to previous attempts at trying to find the treasure. The rest of it was mostly plain, except for a few holes in the drywall, put there over time by smaller conflicts, fits of rage, or the occasional explosion. There wasn't a lot of excitement here most of the time, but when there was, it usually got very interesting.

The eastern wall had two sets of doors, one heavy wooden door that led to the stairwell, and another pair of thick metal doors that were supposed to be for the elevator. The elevator winch had been rusted and scrapped years ago, however, so now it was mainly there for aesthetic purposes. There was also a table dedicated to food and drink, and sitting on it were several unopened bottles of water, a coffee machine, and an open box of donuts Maria had brought down earlier that morning. Now that the afternoon had arrived most of them were gone, leaving only crumbs.

The entire room was in a state of organized chaos, built up after several months of trying to find that fabled treasure. Of course, none of it brought you any closer to the goal, except for that datachit.

It was sitting next to one of the old computers in the back. It was a small storage drive about the size of a wallet with a bright yellow plastic case. It had a retractable cord set in the side so it could be plugged into a device, and three small lights on the top of it. Two reds, and a green. Currently it sat inert, but someone could plug it into the computer and attempt to decode the data on it, or log into the Extranet and try and find some information on the coordinates.

Something happens.

The sound of a speeder's hover engines spinning down in the lot above is accompanied by a low rumble of thunder. The muffled sound of a door being thrown open comes from upstairs, followed by several demanding voices. Maria's voice replies, but the words are hard to make out. She sounded worried. The people didn't sound like any of the other Riggers in the building, and none of them owned a speeder. It wasn't uncommon for loan sharks to come looking for Riggers to pay off their debts, treasure hunting was an expensive hobby with few payouts, but Maria knew how to handle those types. This was different.

A few of you could go up and see what the commotion is all about, or stay unnoticed and listen to it play out.

(click to show/hide)

2
Twin Suns Supply: The Darkened Seas

(click to show/hide)

Welcome to the jungle.
Allow me to introduce you to the planet Murray. Originally, this frontier planet was an ice ball floating near the outer edge of its star's habitable zone. That is, until terraforming pioneers settled here and started pumping gases into the atmosphere to warm the place up. This did achieve the goal of melting the ice, but the process released more gases from underneath the sheets, causing a runaway reaction that turned this place from a sunny ocean getaway into a dark, dangerous planet constantly battered by a worldwide maelstrom.

Humans, as stubborn as they are, remained here for some time, unchecked by galactic governments. Drilling and fishing settlements came and went on its surface, and rumors circulated of more mysterious things happening beneath the waves. Nobody was quite sure what was going on, but more stories kept popping up about how one fisherman saw lights deep in the water, or a weather satellite picking up strange energy waves from the middle of the sea. People speculated, myths propagated, people claimed they found record proving it was a sunken space ship, or a vault full of gold, or the answer to life itself. Nothing concrete, of course, but it was enough to inspire people to go searching for these unclaimed treasures.

Riggers.

People looking for those treasures were called Riggers, because the unforgiving sea required special equipment to explore, and their impatient hands jerry rigged submersibles to descend into the waves. Very few came back, and none with treasure. Only more stories. That's how it was. Riggers had big dreams and empty hands, that is until you and your team of Riggers somehow came across a mysterious datachit during one of your outings. It was just lying there in an old box you found in a rusty shed out by the coast. It didn't seem very promising at first, but upon plugging it into your own console, you found that it carried a ton of encrypted data and a set of coordinates leading to some spot in the middle of the ocean. You're not sure what it could mean, but you've spent enough time on this planet to know people would kill for this kind of opportunity.

It looks like you guys had your first clue.

But before we all go off gallivanting into adventure, I've got a few questions for you. Just a formality, I promise.

What's your name?
What do you look like, exactly?
If you came across a difficult situation, would your first instinct be to try and TAKE IT HEAD ON or THINK YOUR WAY AROUND IT?

If you choose TAKE IT HEAD ON, answer the next couple questions. If you didn't, skip on ahead.

What kind of high-caliber ass-kicking machinery do you have on you?
What would you say are the two things you're the best at? And don't say kicking ass again.

You chose THINK YOUR WAY AROUND IT? Alright then,

What kind of civilian grade self-defense items do you have right now?
What would you say are the four skills you're the most proficient with?

(click to show/hide)

What other stuff do you have on you?
Any other special traits or quirks I should be worried about?

Well, that's all of them I've got written down, but there's one more thing I gotta know-

Who were you before you became a Rigger?
And how did you meet the rest of your team, anyway?

Huh. Not exactly what I expected, but an answer's an answer.

Post your character's answers here in this thread and once we've got enough people, we'll get this thing underway!

3
Twin Suns Supply: Something, Probably
also known as the gritty version of delfino plaza

The Current Situation

Welcome to Livma-6, a beautiful island planet harboring a number of archipelagos that nearly two billion humans and a host of unique plants and animals called home. But, two years ago, a mysterious virus appeared on the planet that turned any manner of life into bloodthirsty mutants. Within a few days, the entire planet was reporting heavy losses and military forces were being ordered to pull out. A planet wide quarantine was put into effect. Two weeks later, the last known survivors stopped reporting.

In the present day, July 12th, 2215, a TSS passenger ship carrying a number of company executives was ripped violently out of warp near the planet, and at the last known position it was crash landing near Ward Cove. A rescue team has been dispatched, and twelve hours after the crash, it's arrived at Livma-6.

Their mission is simple: Land on the planet, locate the crash site, retrieve any survivors, and get out. However, there are some complications. The crash site is crawling with malfunctioning robots, angry wildlife, and the ever-not-friendly mutants. To make matters more interesting worse, there are survivors on the planet that the rescue team isn't aware of. (As far as they know, everyone's dead.) The rescue team can't allow any contaminated substances, or organisms, onto their evacuation vehicle, but let's face it, if you lived on a post-apocalyptic planet covered in mutants, you'd want to leave too, and the evac ship is their only ticket off planet.

Let the fun begin.



(click to show/hide)

Mechanics: The risk I took was calculated, but man, am I bad at math
Mainly I'll just be rolling monsters'/players' evasion stats against the attacker's accuracy stats. Accuracy will differ between weapons, and they all have effective ranges. That means that hitting someone 500 feet away is easy with a rifle and hard with an SMG, but at 5 feet the SMG is superior. With a rifle, you'd have an easier time just whacking them.
Speaking of whacking: Damage! Armor helps a lot with reducing damage on cutting/piercing attacks like metal swords or bullets, but there's a lot of different types of damage to worry about. Armor might protect against bullets and lasers, but there's not much you can do against being electrocuted or hit by a supersonic cinderblock. Be prepared to take some and give some.

All stats are going to be measured in "relative" terms. A gun won't have +4 accuracy, it'll have "Very accurate" accuracy. Weapons won't deal 12 damage, they'll have "Very likely to blow someone's arm off." damage. This system is in place because numbers are for nerds, I like writing silly phrases, and in real life damage isn't measured in numbers, it's measured in shrapnel.

For skill checks, if you're good at it you won't fail. If you're not good at it, you'll have a hard time. If you're bad at something, don't try it. Whatever you're working on will blow up in your face. Yes, even if you say you're bad at first-aid. That is the one and only outcome. Wear goggles.
(click to show/hide)

Monsters: Aah!
By request, there will be mutants. They're more interesting than zombies and that means that new, innovative combat techniques are going to be employed. Fighting a flesh ooze is different than fighting a corpse, and mutant teeth tend to be sharper than the rotting human variety.
But mutants aren't all! The future might have really nice beaches, but that doesn't mean you're safe from sand worms. Robots, pissed wildlife, and even talking plants will all be there trying to kill you. Why? Because variety is the spice of life, my friend. Also it's because different weapons do different amounts of damage depending on it's target, and you guys should get a chance to capitalize on that. I won't say exactly what weapons damage what, just use your noggin to figure it out, or be very surprised when that plant mutant is reduced to green, grassy mist by your new pistol.

Perks: It sounds like a personal problem
You're all humans, but each group comes from a different background and the gameplay will reflect that.
Rescue team members are highly trained mercenaries. They shoot better, run harder, and jump higher than anyone under normal circumstances. They also start with very high grade equipment and body armor, courtesy of the multi-trillion credit corporation that is funding the operation.
Survivors might have been normal citizens two years ago, but to make it this far you've got to be of a different breed. They'll have higher resistance to pain, and take more hits before going down. They also are more quiet when moving around and are harder to sneak up on, a skill gained through years of avoiding dangerous mutants. They'll start with lower grade equipment and armor, because they've had to scavenge what they've got.
VIPs don't really have much going for them, aside from their time as a TSS executive. They work really well under pressure, and when a stressful situation presents itself, like being ambushed by ten foot tall mutant seagulls, they will run and react quicker than most others in the same situation. As an extra, things that recognize people, like robots or fingerprint scanners, are much more obedient towards a high ranking corporation member than to some guy off the street or a hired gun.

Infection: Incredibly deadly diseases and you
Survivors are the only people that are immune to the virus because of the natural genetic immunity they were born with out of sheer luck. There has been no vaccine created as far as anyone knows, and the signs of active infection are obvious throughout the city. Lucky for those un-immune, the disease only completely turns dead people. Probably. However, if someone is bitten or infected fluids enter their bloodstream through some other way, they will become sick.
Being sick slows a person down, makes them sneeze and cough, and occasionally causes hemorrhaging in the eyes and lungs. As the sickness advances, people may start to experience mutations. For the most part, it would be things like weird bumps and change in skin color, but other times you might end up with an extra eye or long tail. How is this decided? Well, every time you post while being sick, I roll a die. If you get unlucky, or maybe lucky, you mutate. Don't worry, the chance is small. There is no known cure, but with some know-how and a lot of luck, you could make one.

(click to show/hide)


Okay, I'm ditching the class system in favor of even more flexible characters, and so I don't have to worry about giving appropriate loot. Weapons are not included in the sheet; you'll get them in the intro.

Character Sheet: The only thing that everyone's guaranteed to read

Name: (Usually it's two words, maybe a third word in between the two. Usually.)
Age: (A number, usually between 0 and 100)
Appearance: (Face, hair, scars, that kind of thing. Survivors, if you have any mutations, put them here. Nothing too crazy.)

Faction: (Be it Survivors, Rescue Team, or VIPs. Other positions include Ship AI, and dog.)
Skills: (Pick three pretty broad things. VIPs, stick "Weapons Training" here if you want it. Everyone else is good with all weapons, but can have a specialization if you so desire.)
Armor: (Futuristic stuff for the rescuers ((hardsuits n' stuff. full helmets are welcome and recommended)), cool apocalypse gear for survivors. road sign breastplates and stuff.)

Backstory: (Optional, but it'd be nice.)
Other: (Anything else remarkable about your character, or just stuff you wanted to add. Fears, ticks, and personalities can go here.)

4
General Discussion / Forum Records!
« on: October 08, 2014, 05:21:29 AM »
ITT: Post forum-wide records for various arbitrary acts here. A thread for some of the most awe-inspiring acts that you've seen on the forums, or just something ridiculous that happened and you want to carve it into stone. Try to give some info and numerical values when puttin' up them records so they can at least be ranked.

Record for the Fastest Locked Thread goes to Perigin and his thread "if you were to kill someone". Total thread time: 6 minutes, 21 seconds. RIP.

5
In a future where humanity has finally found extraterrestrial life, but it has gone horribly wrong, you are the sole person who can find out why. Welcome aboard the RSS Adreptius, Inspector.

This is...
Incubation Period

You are a freelance investigator hired by the Society for Extraterrestrial Life Research and Study to board the RSS Adreptius and figure out why they haven't sent any research reports back in nearly a month.
The last transmission they received said that they had finally found what they had come for, a living specimen of C74, named C74-B6.

This RP is a suggestion RP where you guys control an investigator as they travel through the claustrophobic and dark hallways of the Adreptius. There will be combat elements as well as crime solving, talking with people, and breaking your way into critical areas. All the while you're having to deal with whatever managed to take out a hundred man crew.

(click to show/hide)

Well, let us begin.

You wake up in your pilot's chair with a start, having just had a bad dream you can't seem to recall. You let out a sigh, it sounds rather...

feminine.
masculine.
neutral.

6
So, starting this new naval RP I've been working on for a couple days. The premise is that it's about twenty years in the future, and a new miracle metal has been found. It's been named "viridium" and deposits rich in the stuff have been found along the eastern coast of Africa. Mining operations have been founded all along the area, and ships laden with the material are sent off to Europe and America for experimentation and application.

However, some of these ships have been lost to pirates, and with them billions of dollars worth of viridium. As a result, a task force has been created to man a fleet of ships to guard these transports with the reasoning that they'll pay for themselves in a minimal amount of time and rid the area of piracy. At the same time, these modern pirates have been selling the metal on the black market and have been getting more dangerous with each day.

SO! Here is where you come in. Right now you've all been called into a conference with Admiral Johnson of the United States Navy. He's here to help you men decide what kind of ship you want built to most effectively guard the shipments of viridium. I'll put up some individual character sheets later but for now you can discuss what kinds of equipment you want.

Johnson waits until you're all settled, and then starts up a projector bringing up a PowerPoint presentation with the title slide "PROJECT GUARDIAN" Written in big, American looking text.

"Well, this is your ship. Or what will be your ship, it's in the design phase right now. We want something that'll keep our supplies safe, and you men are the best we've got. So, take your pick."

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

"Alright, I'll let you gentlemen discuss what kind of things you want on your ship while I prepare your mission briefs. Don't go overboard." You can hear the Admiral chuckling on his way out of the door, and you are left alone with your future crew mates.

7

Six and a half hours left at the time of writing. I have no idea what it could be counting down to, but I sure hope it's new weapons. Discuss below.

8
The Rec Room - Forum Games and Roleplaying / [RP][OaD] The Chase
« on: June 01, 2014, 05:35:13 AM »
The lights flash and adrenaline pumps through your veins as the tires screech and you fly around another corner. The buildings are blurring together and you've lost track of how long you've spent in this chase. Seconds, minutes, hours, it's all the same. All that matters now is bringing it to an end.

Welcome to...
THE CHASE

PICK A SIDE.
PICK A CLASS.
PICK A WEAPON.
PICK A CAR.
JOIN THE CHASE.

SIDES - THIS AIN'T NO TETRAHEDRON
POLICE or CRIMINAL

CLASSES - STAYING AHEAD IN MORE WAYS THAN ONE
DRIVER - Bonus to driving, comes with a GLOCK 9mm or a .357 MAGNUM and two clips.
GUNSLINGER - Bonus to pistols. Comes with two GLOCK 9mm or two .45 pistols and six clips.
SHARPSHOOTER - Bonus to rifles. Comes with an M40 or an AK-47 sniper variant and four clips.
THE POWER PLAYER - Bonus to shotguns. Comes with a Remmington 900 and or a two sawn offs, you crazy bastard. Both start with 32 extra shells.

WEAPONS - IF ONLY CARS TRAVELED AS FAST AS BULLETS
9mm - Holds 12 bullets, does standard damage. Normal reload, normal fire. POLICE WEAPON
.357 - Holds 6 bullets, does twice the damage of a 9mm. Normal reload, normal fire. CRIMINAL WEAPON.
M40 - Holds 10 bullets, does 3x the damage of a 9mm. Can't be fired unless the vehicle is still. Slow reload, slow fire. POLICE WEAPON.
AK-47 - Holds 15 bullets, does standard damage. Can't be fired unless the vehicle is still. Slow reload, normal fire. CRIMINAL WEAPON.
Remmington 900 - Holds 8 bullets. Does 4x the damage of a 9mm. Very slow firing and reload speed. POLICE WEAPON.
Sawn off - Holds 2 bullets. Does 4x damage of a 9mm. Normal reload and fast fire. MANIAC WEAPON.

VEHICLES - A DIME A DOZEN
((Profile means how easy the car is to shoot. Things will explode.))
Cruiser/Sedan - Low profile, low armor, holds four people.
SUV - Medium profile, medium armor, holds six people. POLICE VEHICLE.
Truck - Medium profile, low armor, holds six people. Easy to shoot from. CRIMINAL VEHICLE.
[SPECIAL] Armored van/SWAT van - High profile, high armor, holds six people. Easy to shoot from.
[SPECIAL] Bubble Copter/Police helicopter - Medium profile, no armor. Holds four people. Easy to shoot from. Does not need roads.
[SECRET]
[SECRET]
[SECRET]
[SECRET]

EACH SIDE STARTS OFF WITH TWO CARS FULLY LOADED.
CHASE CONTINUES, MORE CARS JOIN, HEAT GOES UP.
AS HEAT INCREASES, THINGS GET CRAZIER.

GET KILLED.
TAKE OVER AN NPC.
GO AGAIN.
END THE CHASE.


Character Sheet
Name:
Side:
Class:
Weapon:
Car (Starting cars are the ones that are unmarked):

There is no escape. There is no end to the City. One of the two sides must be eliminated. Let THE CHASE begin.

((This is the first one of my One and Done series, hope you like it. Also the first one I'm aware of that has a respawn system so loose as this. If all four slots are taken, you will be added to the RP. Just wait until something explodes. Heat increase has a curve to it, so you'll get the first few levels pretty quickly. Don't ask where the criminal cars keep coming from. They just do.))

9
Hibou's RP Emporium

You finally manage to lever the door open to this old, abandoned place. The old, cracked frame nearly gives way as you push it aside and the tarnished bell rattles above you. A torrent of dust and crumbling ceiling pours onto your shoulders as you cross the threshold into this forgotten place. The sign outside said it was some kind of shop or museum, but now as you look around, the only things left in this place are some tables strewn at odd angles and an ancient counter in the back. It was only a shell of its former self. Dust-laden shelves line the left wall. On the right, light rectangles mark where pictures once hung, contrasting with the dirty walls. Rusty bent nails stuck out of the plaster like tiny tombstones. Only one faded photograph remains in the entire shop.



It doesn't give any more insight than the rest of this place as to what it was once for. The man's jovial expression holds as many answers as does the gentle breeze wafting into the shop from the open door. Dust motes dance in the slowly setting sunlight. You sneeze. The force of your lungs rocks the already crumbling shop as something clatters to the ground noisily behind you. Startled, you whip around to see what had fallen, only to find another piece of the ceiling had fallen down. However, something else catches your eye. Further back, behind the counter, there is a doorway. It looks just as ancient as the rest of the shop, but when you get closer you find there are footprints in the dust leading through. By now the sun has nearly fallen behind the horizon, and you can barely make out a few figures in the back room.

A small worktable rests against the wall on your left, a cabinet looms in the dark on the far wall, and another picture hangs on the right. This one is of a pine forest. There's no sign of whoever made those footprints, and everything in here looks just as old as the rest of the shop. Perhaps they were just your imagination.

The sun has set, and the moonless night now hangs overhead. You decide to leave the strange emporium. Making your way through the shop in the dark, your elbow hits something. No- someone. You jump back frantically, bumping a table that squeaks in protest, but find that nobody is there. The shop is just as empty as it ever was. You hurry to the exit, and slip out the door you came in. Pulling it shut, air rushes out through the crack, pushing dust and debris against the aging wood. The door shuts with a muffled click, and the old brass bell jingles again.

A thousand stars twinkle overhead. You decide to go home.


CURRENT RPs
The tables are bare, the shelves empty. Only dust lives here now.

IN THE WORKS
Nothing.


10
It is the year 2122. This takes place in a universe where the space race never ended and humanity has spread throughout the galaxy.

You are a member of a team hired by the company Twin Star Supply to land on the planet VCL-47. It is known to the inhabitants as Juno. Local topographic and subterranean scans indicate a large supply of precious metals beneath its surface, and terraforming of the atmosphere has proven successful. Mining teams have touched down a few months ago and are beginning to dig down into its surface. Supply drops are currently the only substantial source of food and water, as the soil is incapable of growing any known crop. (Small hydroponics labs are around, but they are moreso research than food oriented.) The reason you are being sent down is that your employer's main competition, Matterhorn Industries, has also spied the planet and set down mining operations at the same time. You are to disrupt and remove these posts with any means necessary. Out here, there are no laws, so don't let them stop you.

So to recap: You work for Twin Star Supply and have to free a planetary gold mine from their rival company by any means necessary.

Now for character introduction.

The shuttle shudders and jerks through your flight as the air conditioner above your heads sputters to keep the interior from becoming an oven.

The interior is not lit and you are having trouble seeing the other occupants in what little ambient light there is. The seats you've been sitting on are rather hard and the harnesses cut into your shoulders with each bump.

You are sitting in two rows facing one another in the tubular fuselage of the craft, to the back is a hatch that opens and doubles as a loading ramp. To the front is an airlock that leads to the cockpit. One of the seats on the left side is missing and is replaced by a shallow stairwell leading to another exit door in the side of the shuttle. You haven't had much to do except twiddle your thumbs for what must've been hours now.

You think about your destination. The riches that await and the dangers that guard them, all kept awfully vague by the company. They could be hiding something dangerous, or perhaps they just want to dump you on this backwater planet because you've done something wrong. In either case, you're about to land...

Welcome to...
Twin Sun Supply: Juno
Alternate titles include: Space Cowboys: The Text Adventure
There's a Venomous Extraterrestrial Reptoid in My Boot!
Dying of Thirst Simulator 2122
"Rootin', Tootin', Alien Shootin'" and Other Great Hits.

Character Sheet
Name:
Age:
Appearance:
Job title (Anything from rifleman to hydroponicist to office worker, extra points for creativity):
Equipment (Nothing too OP):

11
I'm fairly certain this has already been discussed, but here goes.

So, in pre-Cataclysm New England, there was a need for moving goods around. The main grunt of the work may have been taken by trailer-less semi trucks, but there's got to at least be a few trains around there somewhere. Or at least train tracks, with above ground train stations full of zombified commuters and vending machines. The trains themselves could have various cars, some for shipping vehicles, or military supplies, or a few metric tons of wood. Others filled with cabins much filled with similar loot to lab dorm rooms. Even more with dining cars, or the all important engine with accompanying engineer zombies and various tools as well as the possibility of restoring these trains to their former unstoppable glory.

The main issue I see is that the trains would have to be exactly on top of the tracks, and should they be capable of restoration and operation, they would only be able to move along said tracks.

What do you guys think about this stuff?

12
The Rec Room - Forum Games and Roleplaying / Sigil 3: Interest check
« on: April 03, 2014, 11:11:39 PM »
Wanted to make a proper thread for this, and also rewrite a few things.

Wall of text past spoiler, but this explains most of the stuff the people onboard would know.

(click to show/hide)

For those who didn’t read all of that, here’s a shorter version.

(click to show/hide)

Gonna try for that "in space nobody can hear you get mauled by zombears scream" sort of atmosphere. I wanted to leave a few options for players, they could either find out what's happened on Sigil 2 and perhaps try to re-activate its comms array, or wait until 5 stops by and find out what we can from them about the other stations and what they might know about the ground. Or, they could remain on station and try to keep it in shape now that the supply shuttles aren't coming for a while.

So, lemme know what you think (and help me put together the actual game mechanics. Lore is sooo much fun to write.) and if you'd be interested in playing in such a universe.

13
So, Cataclysm, in space.

Caution: Wall of Text past the spoiler.
(click to show/hide)
(I jumped around a lot in that, didn't I?)

tl;dr version: You're on a spaceship built by a megacorporation 150 years after present day, and it's beginning to show wear while you're getting communications blackouts from every other source of information you can muster. Lotsa mystery and lotsa secrets to  make up on the spot discover on your possibly permanent stay onboard the Sigil Research Station III.

Feel free to tell me your thoughts. Criticism is wanted and encouraged, as this is my first time doing something like this.

Pages: [1]