Adventures Across Gamma Terra
Welcome to the game thread. This is a campaign set in Gamma World, the post-apocalyptic, mutated future earth where for a brief moment (now remembered as the Big Mistake) all realities converged into one horrible explosion of chaos, destruction, and radiation. After that, things got a little weird.
The world as it stands now is full of mutated freaks, strange monsters, and dangerous plants - particularly marigolds. They did not mutate well. In any case, one of the realities that came to Earth was the one that contained the Apocalypse Readiness and Recovery Center, or ARRC.
The ARRC is a secret underground facility, a
vault, you might say, where people, plants, animals, technology, and other things were stored in anticipation of some kind of horrendous apocalyptic event. Sadly, the Apocalypse Recognition Sensory Equipment wasn't particularly well designed (thanks
Obama), so no one was woken up when the apocalypse actually did happen. It's now 107 ABM (After the Big Mistake), and the ARRC's Environmental Stabilization Core has malfunctioned. You're the crew that was just recreated from a mixture of genetic goo and raw material who's job it is to get the parts necessary to fix it.
Unfortunately those parts are in (what was) California and you're in (what was) Kentucky. Fortunately, you're the best crew that the ARRC has ever reconstructed from the malfunctioning remains of its Regenesis Center. I'm sure everything will go smoothly. Speaking of you, you are:
Bofsat, Wheeled/Exploding unstable robot, played by
@wildwood.
Harmless, Rat Swarm/Temporal swarm of temporal rats, played by
@GrimmyTOA.
NT-MTR, Demon/Android hell-fueled robot, played by
@Antimatter.
Octzi, Octopoid/Shapeshifter tentacled mechanic, played by
@Gatsby.
arrcd, Demon/AI possessed android, played by
@DarkPrimus.
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The five of you will be posting your actions and such here, in the game thread. I am not going to use an OOC thread. If you have out-of-character things to say/questions to ask/etc, just post them in
DarkGrey text.
Also remember to bookmark the game thread so that you can find it even when your notifications don't alert you to a new post. Bookmark by clicking the little bookmark icon. You can then find your bookmarked threads
here or by clicking the little star icon next to your name. If you're using one of those fancy alternative skins for the forums then things might be different, but if you're doing that I'm sure you're savvy enough to figure it out. Just don't lose track of the thread is what I'm saying.
You should use invisiblecastle or orokos to handle your rolling. I'm handling your sheets, and I will update them when necessary. I'm also probably going to redesign them in the near future because I want to redesign them in the near future.
Now, on with the game!
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Posts
Now that the soothing-yet-authoritative voice of the ARRC's primary computer system has given you your orders, it's time to act. You've been instructed to retrieve a Core Repair Kit for the Environmental Stabilization Core of the ARRC. These kits are located in a facility in California. The ARRC is secretly located beneath a secret vault beneath Fort Knox in Kentucky. That would be a long trip, if it weren't for the convenient teleporter.
Your first order of business is to go to Supply Depot B7 on Level Waterfall 2 of the ARRC. From there, head to Sunshine 4 to find the Teleportation Platform.
For reference, you are currently in the Crew Orientation Conference Center, in the south wing of Level Bluebird 8.
Here in the COCC, you're surrounded by four white walls, each adorned with an array of video screens that are currently playing a looped promotional video for all of the enjoyment life in ARRC cryo-stasis has to offer. The room is roughly 50 feet wide, 200 feet long, and 20 feet tall. A row of tables to your left is laid out with Intelligently Non-Selected Edible/Consumable Treats, all of which are still sealed and are Guaranteed for Freshness*.
There are four large double-doors on each wall, though only three of them actually go anywhere. The fourth is entirely for decoration, to help achieve one of the ARRC's seven primary design goals: symmetry.
Based on NT-MTR's map, the door on the north wall will lead you toward the elevator.
"Do we have a map?"
"Nope."
"Oh."
"We've got a dog with a laser gun attached to its forehead, though!"
"Oooh!"
"You'll have led on when everyone else is ready, NT-etcetera."
"Don't forget that we're totally harmless!"
"Bofsat is ready. What needs hauling?"
Pleasantly forgettable music plays in the background as you begin your ascent. The ride seems unnecessarily long for only traveling two floors, but it gives you a chance to hear a brief news blurb to catch up on recent events. Sadly it's a clip you've heard before, so it's mildly annoying instead of being informative.
Finally, you hear a DING as the elevator comes to a halt. The doors slide open, at which point you feel the elevator shake slightly. The movement is accompanied by a distant thud and a few of the lights flickering. After a second the flickering stops, and everything appears normal. According to NT-MTR's face, Supply Depot B7 is two intersections straight ahead, one to the left, then one to the right.
There are between two and three hundred of them, but it's really hard to tell exactly -- both because of the constant writhing and because individual rats keep popping in and out of existence with tiny little *BAMF*s. At one point you notice Benji arguing with himself. They keep up a constant chatter, but they move with a strange uniformity of purpose, more like a school of fish than anything else. It takes you a while to put it together, but eventually you realize that some of the rats are hopping forwards in time and then returning to the past to let the others know where the rats had chosen to go. It's a bit eerie.
"So I says to him, I says 'cheddar? Are you kidding me? give me a nice soft goats cheese, or..."
"We mean none of you any harm! We've said that already, right?"
"This is a long hallway, huh? Should'a put the rooms closer together, huh?"
"I don't even like cheese that much. Give me a nice warm eyeball any day."
"Shh! You'll scare them."
*BAMF*
"Nah, they were okay with it for now. We went a little more to the right up here."
Before you stand huge, heavy steel doors. These are the kind of doors you would expect to see on a giant underground military vault in a movie. They're a dull green, have a large, complicated-looking locking mechanism, and are probably several feet thick. There are even caution stripes painted along the edges of the doors where they come together. The doors are surrounded by an array of security cameras, three of which are pointed at the control panel to the left.
Yellow caution lights begin spinning when you press the large red button marked "OPEN" while the complicated-looking locks begin to rotate, shift, and slide into and out of a variety of positions. Eventually the two doors begin to slide open, but stop suddenly with a loud bang and a spray of sparks, leaving a space of about three inches between them. The control panel does not respond to further button presses.
"Well that doesn't seem right."
"No."
"Nope."
"Doesn't it?"
"No, Arthur!"
"Oh."
"Hmmm."
Can I send a rat or two through the gap to see if there's a switch on the other side?"
NT-MTR (Passive Perception): Peering through the small gap between the doors, you can see what appear to be large piles of, well, junk. Broken crates, empty cases, a boat for some reason, even a wagon. From your position you can see shelves along the back wall that appear to have backpacks on the middle shelf, a few portable generators (with fuel) on the lower shelf, and some camping supplies on the top shelf. Although a lot of the gear in this room appears to be broken or missing, there's still some that should be usable, provided you can get the door open. You can't see a control panel from where you are.
Harmless (Passive Perception): While NT-MTR presses his no-light optics against the gap between the doors, you break down into a stream of rats that scurry into the dark room. After half a minute of sniffing and crawling, you find the control panel. A helpful display on the panel indicates the problem: "ERROR. DOOR STUCK. PLEASE CLEAR OBSTRUCTION." After pressing the button to turn on the lights, you see a robot torso jammed into the track the door slides on. You also see a robot leg nearby, and a head, and part of an arm, and various other robot parts scattered about. The pieces all seem to radiate out from a big hole in the left wall where something appears to have exploded. A large pile of dirt and metal shards fills the hole now, as though there was a tunnel that collapsed.
Everyone: Another thud sounds in the distance, this one louder than previous thuds. The lights flicker and go off momentarily, coming back on after several seconds.
"Yes indeed."
"We'll try to fix it."
The rats pour towards the robot jammed into the tracks, and begin to bicker about how best to remove the obstruction. Once they hit on a solution (they decide to pull it out) they get to work.
Inside, Harmless swarms over the broken robot. Each rat takes hold of a part of the torso, then in a flash they appear in another time-space in which they had already pulled out the robot. Free of the obstruction, the door opens.
Side Note: I used a creative application of Temporal Fugue, your Temporal origin's novice power, even though you're not technically attacking anyone. I encourage all of you to come up with creative uses for the powers and such that you have available to you. If you can come up with a justification for it, it's fun/cool/interesting, and it would move along the story, just assume that I will allow it. In combat you'll have to use your powers as written, but otherwise just go for it.
With the doors open, you can see what NT-MTR described to you. There's some useful stuff here (the gear and Omega Tech listed on your character sheets), and a whole lot of broken and/or looted junk. You can also see the remains of a blown-up robot and a big hole in the left wall that appears to be a collapsed tunnel.
Bofsat wheels over and around the debris, looking for anything useful. He settles on a finely polished sheet of metal and a bright red wagon with all-terrain wheels. He rolls it back and forth a few times before nodding and attaching its handle, pulling it behind him. "Rats want a ride?"
Aside from moving around a bit to try out the wagon, Bofsat waits for NT-MTR to keep leading the way.
I look forward to explodifying something soon.
1d20+2 → [17,2] = (19)
sorry, didnt see that you had the sheets up already!
"A ride?"
"Maaaybe."
"Tell them about the generators!"
"Oh yeah!"
"And the tunnel!"
"We should take the portable generators..."
"And the fuel."
"...and the fuel."
"We're gonna neeeed them!"
"And it looks like something dug through the wall over there."
"In or out?"
"What am I, a coal miner?"
"Also we should look around this room some more."
With that the rats spread out and begin rifling through the supplies, looking for useful items.
Scavenging: 1d20+4 20
Science check: 1d20+5 = 21
Harmless: Being made of rats, scavenging is something you're quite good at when you want to be. You're able to scrounge up some more supplies that could come in handy, or taste good, or are shiny, or possibly all three.
You find the following in addition to what's listed on everyone's sheets: 1 kaleidoscope, 1 clock radio, 1 electric blender, 2 boxes of paperclips (20 paperclips in each box).
Octzi: Although there is an exploded robot on the floor, that's probably not what actually opened up the hole. It certainly helped, but the real blast was probably from some kind of grenade or similar-sized explosive. There was indeed a tunnel here, but it was poorly constructed at best, and it's no wonder that the thing didn't stay open for very long considering people were blowing up robots and grenades inside it. You can also tell that the explosion came from inside the tunnel, meaning that someone dug into the supply depot, rather than out of it.
"Whatever caused it seems like it didn't want any followers. I'm more than happy to oblige that request, personally."
"ONWARDS!"
"-wards! Dammit."
"Oh come on! Who did that?"
"I thought it was one two three shout, not one two shout."
"... Get it together, Humphrey."
Bofsat follows behind NT-MTR, trying to avoid any big potholes or bumps.
Inside the elevator, you're treated to another long wait while mild music plays softly in the background. After what seems like several minutes, you hear a loud BOOM and feel the elevator lurch and grind to a stop. The lights go out, and after about 10 seconds red emergency lights come on in their place. You feel another lurch, then the elevator continues its ascent toward Sunshine 4.
Finally, you arrive at the main entrance to the Teleportation Platform. The doors open without incident, at which point a small arrow whizzes past NT-MTR's head and lodges itself in the wall behind him. Inside the room, you see two what can only be described as badger-people, each one with a crossbow pointed at you. Behind them, two pig-people are guarding a huge hole in the wall, each one carrying a crude flail. All of them are wearing dirty biker clothes, which makes sense when you see the gang of five people driving away on motorcycles in the large tunnel. Two of the four riders are badgers, one appears to be some kind of robot, and the last is a rabbit-person with a large, red metal cylinder strapped to his back.
You only have a few seconds to take in the scene before one of the pigs screams at the other mutants. "What are you waiting for? KILL THEM!"
Roll Initiative!
Initiative: 1d20+10 12
1d20+5=9
I'm assuming that the wagon needs to be detached before combat, right? Although a robot trailing a wagon of sniper rats does have a certain appeal...
1d20+0 = 4
1d20 + 2 = 21
The room is awash in a shifting blue glow that gives everything a strange, dreamlike quality. The glow is coming from the teleportation platform, which has a plate ripped off of one of its sides, some frayed wires sticking out, and probably a few pieces missing. This seems to have caused the platform's quantum nano-field to become unstable, so it's probably best not to get too close to it. Unless you're interested in dying. Then it's fine. The walkway is kind of a pain to clean though, so at least don't die up there.
As the remainder of the gang speeds off out of sight, the two badgers and two pigs remain in the room, presumably to stop your pursuit. Octzi and one of the badgers arm their weapons at almost exactly the same time, but the badger is just a hair quicker. He fires of a shot that hits NT-MTR square in the chest, easily piercing the android's armor, then scurries back toward the pigs, hoping to put their girth between you and him.
Badder 1 (B1) - 22/22 - AC 15; F 13, R 14, W 13
Location: E9 - Status: Normal.
>>>Octzi - 23/23 - AC 19; F 11, R 16, W 15
Location: O10 - Status: Normal.
Badder 2 (B2) - 22/22 - AC 15; F 13, R 14, W 13
Location: G10 - Status: Normal.
Porker 1 (P1) - 29/29 - AC 17; F 16, R 13, W 12
Location: D8 - Status: Normal.
Porker 2 (P2) - 29/29 - AC 17; F 16, R 13, W 12
Location: E10 - Status: Normal.
Harmless - 26/26 - AC 20; F 13, R 15, W 14
Location: O6 - Status: Normal.
NT-MTR - 11/20 - AC 18; F 15, R 15, W 13
Location: N9 - Status: Granting CA to adjacent enemies (so B1 nt).
Bofsat - 32/32 - AC 15; F 17, R 14, W 11
Location: N7 - Status: Normal.
Hazard: Unstable Teleportation Platform (active)
Up next: @Gatsby
Notes: If anyone triggers the hazard I will let you know. You can learn about it ahead of time with a DC 19 Science check (no action). On your turn, please tag the next person in line at the end of your post so that they (or I) know to go.