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Unread 29 Jun 2004, 23:18   #132
Bakan
To Old to Die......
 
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Join Date: May 2000
Location: Within the flame
Posts: 1,018
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Re: Trapped - Shadows of Brightness

DM-age: I'm BACK! And ready to go! Be warned, after this DM's those who have NOT yet posted will start to die off. If you can't post for whatever reason, let me know and you will somehow survive :-P. This is your final warning.
  • Location - Connector Spine - The spine is approximently 50 meters in length and 10 in width. You see large pipes along the ceiling, with the floor composed of a mesh metal. There are a few scattered boxes scattered about, stacked against the walls. There are also 12 hatches, all of them sealed, with red lights on over them, indicating that there is no atmosphere on the other side of the hatchway. The lights in this section flicker oddly, as if there was barely enough power to operate them. On either end are large set's of double-airlock doors, both sealed, yet with green lights indicating atmosphere on the other side.
    • Mad Cat - Congradulations, you are a corpse, with a significant amount of meat eaten off of you by Gen_Eath.
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health - D-E-A-D!!! (Now get the hell outta my thread)
    • Mouse -
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health - Left hand missing last 3 fingers. Suffering from blood loss and shock.
    • Blake - As look at the pipes along the ceiling you notice that many of them seem to be oddly cracked, as if they had been taking pressures for to long of time without replacement. It MIGHT be possible to tear out one of the pipes with your hands, but you have no clue which pipe contains what.
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health - Drugged with mild sedative to slow your reflexes.
    • Richard -
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health -
    • Dragonsjem -
      • Clothing - Cryo-Suit
      • Items Carried - Fire Neutralizer, Survival Suit
      • Health -
    • Spritely Zombie / Gokan -
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health - Interference chip inserted in neural interface (Effects - Disorientation, Inability to think clearly)
    • Darkling - [I approved of him killing the NPC.[
      • Clothing - Cryo-Suit
      • Items Carried - Fire Neutralizer (mostly empty), Survival Suit
      • Health -
    • General D. Eath - After feeding on the corpse, you feel stronger, more alert and happier now that you have a filled stomach. However you still feel the drugs working on you, preventing you from transforming into your more deadly form.
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health - Drugged (Effects - Disorientation, General Weakness, Nausia, Inability to shift into squid form - 5 hours until effects wear off)
    • Zorro - Opening the box, you cough and gag as a incredible stench containmates the air. Holding your breath, you looking inside. The inside of the box was a refrigeration unit, that failed a long long time ago. At the bottom of the box are dozens of tiny blackened lumps, with the decaying carcasses of insects laying there, obviously dead.
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health -
    • Killer-of-Lawye - Working on the corpse, you are shoved aside by the insane prisoner, unfortunally that, combined with your disorientation and bad timing causes you to cut open you hand as you yank out the bit of bloody metal. However while dull along the sides, the tip is still pretty sharp, and thus you are able to craft a makeshift weapon.
      • Clothing - Cryo-Suit
      • Items Carried - Makeshift-Knife.
      • Health - Drugged (Effects - Disorientation, General Weakness, Inability to focus eyes properly - 2 hours until effects wear off)
  • Location - Engineering - This chamber is the largest on the ship, bar the cargo bays. To the far end are the beginning segments of the ion drives. Each drive has a hatch to allow access to the internal workings, all of which are sealed. Many of the display panels and dimmed out, with a few flickering. The lights as well flicker between nominal brightness and pitch-blackness. Except for the panels, the section is bare of anything else.
    • Flapjack - Crawling into engineering, you find yourself at a major disadvantage without legs. However you are able to spy a glance at one of the panels, apparently for the #4 Ion Drive, with the nice message saying it is out of fuel.
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health - Both leg's destroyed, lower torso filled with holes. Authorities determined that you ARE a energy based lifeform, and thus hastely created a coller that interferes with your energy matrix. This leads to you being disorientated, dazed, unable to fully concentrate, and unable to channel energies.
  • Location - Cryo-Chamber #1 - The chamber is simple in design. A rounded shape, there is a single airlock door in a indent. The rest of the walls are filled with 12 cryo-pods. The middle of the chamber is the preparation table, where you were prepped for your freezing. There are no boxes nor containers, the only thing visible is a standard first-aid kit next to the airlock door, and a fire-neutralizer unit on the other side of the doors. The airlock doors are shut, but you see dimly a green light, indicating there is atmosphere on the other side of the doors and that they are unlocked. As you look around at the other prisoners, you see all but 3 move. Those 3 that are not moving have a good reason not to be, for they are corpses in various states of decomposition.
    • Socrates
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health -
    • Aglarzir
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health - Drugged - Causes disorientation and tiredness, along with slowing of reflexes. Will wear off in aproximently 2 hours.
    • Heiro -
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health - Mechanical Arm Removed before freezing.
  • Location - Cryo-Chamber #2 - The chamber is simple in design. A rounded shape, there is a single airlock door in a indent. The rest of the walls are filled with 12 cryo-pods. The middle of the chamber is the preparation table, where you were prepped for your freezing. There are no boxes nor containers, the only thing visible is a standard first-aid kit next to the airlock door, and a fire-neutralizer unit on the other side of the doors. The airlock doors are shut, but you see dimly a green light, indicating there is atmosphere on the other side of the doors and that they are unlocked. As you look around at the other prisoners, you see all but 1 move. The 1 that is not moving has a good reason not to be, for it is a corpse.
    • Zappa Tenderlea
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health - Drugged (Disorientation, General Weakness, Inability to focus eyes properly, Slows your reactions to under baseline human level, Occupies your healing factor, making your injuries heal exceptionally slowely. - 2 Hours until effects wear off)
    • Phange
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health -
    • Inspectre -
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health -
    • No Dachi
      • Clothing - Cryo-Suit
      • Items Carried - None
      • Health -

ALL: Without warning, you all hear a long "BANG" echoing throughout the ship, starting from the fore end and working it's way back towards engineering, followed by a intense shaking. All of you are brought to your knees and the ship shudders violently. Without warning it pitches towards it's side, throwing you all off again. Then a alarm, designed to be as annoying as possible, to warn everyone of the danger starts to go off, a decompression alarm, from the forward end of the ship.
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Last edited by Bakan; 29 Jun 2004 at 23:30.
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