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Unread 15 Feb 2005, 14:47   #151
Fluffie
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Re: Doom

Some fool was disrespecting Fluffie's way o' killing stuff. Admittedly, blowing up stuff in the hangar, or at all on a Martian base, was kind of silly, but still... That man had no right in calling someone who obviously was going to experience a bad day and who was holding a bigger, better and badder chain gun compared to a pair of sissy hand cuffs. No right at all.

But he seemed to know how to fly that shuttle, which after a quick yet resolute observation seemed the only way out of there. It bought him his life, but not respect. That might follow after a succesful flight out of said blowing up and about to be vented hangar.

Fluffie turned his ass about, beginning to double time it to the craft.

"Marines, move!" he shouted as he did so, his way of kind of sharing that he felt stowing theirselves in the ship was a cool and good idea.
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Unread 15 Feb 2005, 17:36   #152
Hewitt
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Re: Doom

ooc: what of the two NPC marines in our squad?

"Sgt Kelly! You've gotta nail 'em zombies in the head! Everyone has to know this, come in over!"

*Hewitt curses as he clicks off the comms gear for the third time since leaving the small conference area. Zombified humans, weird crab-like creatures, the presitant use of the colour orange and now the brief glimmer of an organised command structure rising out of this whole mess seems to have vanished.

And after only getting a few hours sleep this morning, Hewitt was REALLY craving that luke warm mug of coffee.*

"*Running with the rest of the squad.* Does anyone have the slightest idea of just what the holy flying f*ck is going on here?"

*Hewitt continues to grumble inwardly as the squad rounds a bend in the dimly lit corridor. The sight that greets them causes Hewitt to mentally freeze. Two ex-civilians obviously subdued by a couple of those crab-thingies stumble mindlessly about but it is the large creature with them that instantly draws Hewitt's attention.
The monster is friggin huge, almost seven feet tall, has dark-brown skin and a strangely elongated head. As the entire squad of non-zombified marines rounds the corner into the intersection it gives out a nasty hiss and let's loose with friggin fireballs from it's hands!*

"Oh shit!"

*Hewitt quickly dives right as the two scientifically impossible glowing orbs sail past him and towards the resident flying doctor whom appears to be the target of the attack. The good doctor dodges the attack easily and soon the corridor behind them is alight with flames. No way out that way.*

"God damn it! Now it's friggen fire-throwing demons! *Hewitt brings his chaingun to bare.* I'm just about getting bloody sick of this evil-themed shit!"

*Ignoring the two crab-controlled ex-civilians charging Duke, Hewitt aims for the centre of the fire-creatures torso and pulls the trigger. As soon as he does this however, he lets the natural kickback of his heavy-duty weapon ride upwards suddenly, sending a quick volley that hopefully will completely shred the brown-skinned creatures elongated head along with half it's backbone...*
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Unread 15 Feb 2005, 19:59   #153
Dunin Hemm
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Re: Doom

Roxborough's masked face turns to the attackers, he arms twitching in muscle-memory, wanting to bring up the flamer. But she surpresses the reflex as monster and single civilian are delt with. Besides: The flames obviously didn't stop these things from getting through to their tarkets. She tseps back and waves to her marine collegues, ordering the prvates: "Gun it down!"

Said and done: The two men raise the assault rifles and sends of a swarm of lead into the body of the wretched creature. Its whole body convulses and drops down on teh flor as the attack ceases. Roxborough nods in approvement and looks to the other corporal, saying "Time to move on?"

But then, a movement from the fallen civilian catches her attention. Swiftly, the crab detaches from the dead man and deftly jumps in among the pipes before anyone can open fire at it. Mocking click canbe heard as it scuttles away among the piping, beyond their reach.

What Roxborough feels his hard to tell, her face covered as it is. Demon business and all, the whole situation hasn't really placed itself in her mind yet, her brain wondering what to do with all this.

Last edited by Dunin Hemm; 16 Feb 2005 at 22:56.
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Unread 15 Feb 2005, 20:00   #154
Bakan
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Re: Doom

Fair warning.

If you miss 2 DM posts in a row, you will DIE!!! (Unless you talked to me before, cause well, I'm lazy, and if you stop posting without letting me know, well, I assume you left and will kill you quite messily)
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Unread 15 Feb 2005, 20:19   #155
Fluffie
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Re: Doom

Quote:
Originally Posted by Bakan
you will DIE!!! will kill you quite messily)
the missus is already getting to him. no longer a free man, so we're going to suffer

tee hee
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Unread 15 Feb 2005, 22:00   #156
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Re: Doom

ooc/ can i have fluffie's weapons?
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Unread 16 Feb 2005, 10:09   #157
Fluffie
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Re: Doom

lol
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Unread 16 Feb 2005, 17:25   #158
Hewitt
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Re: Doom

ooc: I've got dibs on Fluffie's ammo packs

Quote:
Originally Posted by Dunin Hemm
"Time to move on?"
*Hewitt looks back at Roxborough as he finishes off the large brown-skinned demonic critter.*

"Oh yeah... just can't wait to see what other nasty being decides to make an appearance, it's the four horsemen next right?"
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Unread 16 Feb 2005, 17:35   #159
Fluffie
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Re: Doom



lolly roffle.

Bakan said on MSN I knew what I had to do.

*Starts building a shrine devoted to Bakan and his Missus who actually have a really good and cool and nifty and superly super sweet relationship devoid of any frustrations that Bakan would feel like unleashing on nice people such as Fluffie.

HEWITT ON THE OTHER HAND IS FROM AUSTRALIA! OH NOES@!@!!!!!
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Unread 16 Feb 2005, 17:46   #160
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Re: Doom



Oh sure, discriminate against me because I live at teh arse end of the earth...

Bloody Dutch.


(heh)
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Unread 16 Feb 2005, 18:12   #161
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Re: Doom

tee hee
i saw something called "outback jack" or something on telly the other day
something about girls trying to win the heart of this aussie adventurer jack

he's butt ugly
i hope you look better

(subliminal message: AUSTRALIAN PEOPLE ARE UGLY! KILL'EM! KILL'EM GOOD!)
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Unread 16 Feb 2005, 18:35   #162
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Re: Doom

Of course I do

And as for that show yeah I heard about it, even saw the adds for it but never watched it... thank god. It was on late at night sometime....

Wait a second.

OH NO!

You've lured me into a non-plot based conversation! :eek:

*Shakes fist*

Damn you! You deviously deceitful dutch erm... dentist? no... denizen yes! denizen!

*Shakes fist again then runs and hides from the oncoming wrath of the almighty DM.*
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Unread 16 Feb 2005, 20:47   #163
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Re: Doom

ooc/ *grabs fluffie and hewitt by the ears and drags them together*

Now kiss and make up,

Hewitt- stop mocking the dutch, americans are far worse, i should know i am one

Fluffie- leave australlia alone, they are already the worlds largest prison camp they need not mre grief
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Unread 16 Feb 2005, 22:14   #164
Fluffie
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Re: Doom

kiss hewitt, eh?

i'm too much for him to handle i'm afraid...
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Unread 16 Feb 2005, 22:35   #165
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Re: Doom

[OOC] While I hate to interrupt the peace conference, I'd better post before someone takes my weapons/equipment/life. [/OOC]

“Shooting anything in the head usually works corporal.” Richard calls over as the squad moves out into the next length of corridor. A few moments of relative silence later he rounds another corner and almost crashes into the back of Duke, who appears to be doing a very good job of back-pedalling away from a pair of incandescent globes – Richard initially avoids thinking of them as fireballs since he doesn’t like the magical connotation.

He only just has time; in between avoiding the sprawling medic, the twin masses of heavy armour coming up from behind, and the zombies coming from the front; to realise that compared to the semi-dead people he’s come across in the last few minutes, fireballs aren’t that difficult a concept to handle. At this point the female mass of armour gives what sounds like the most sensible order Richard has heard today.

As he brings the rifle back against his shoulder and trains the sights on what appears to be the larger creature’s neck, he thumbs the selector down to full automatic. He holds down the trigger and a fraction of a second later the narrow spray of bullets streams into the creature, jerking its head back mere moments before a chaingun launched torrent smashes into its torso, forcing it backwards through sheer force. Richard considers his contribution to be made and turns his attention to the civilians, only to find one without a head lying almost at the medic’s feet and the other lying in pieces on the floor with it’s headpiece missing.

As the corporals confer over whether to move on - a conversation Richard cannot see the point of since there isn’t anywhere to go but on - Richard checks his magazine, not wanting to be caught out if they come across more than one of those… things.
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Unread 16 Feb 2005, 23:28   #166
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Re: Doom

DM'ing at some random point tonight/tommarrow.
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Unread 16 Feb 2005, 23:38   #167
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Re: Doom

Hearing the barked order, Grave shoulders his weapon and checks the cartridges left. 5 in the shotgun and 8 in a box. Plus three quarters of a rifle clip. How lovely, he thinks to himself, How utterly f*cking lovely.

"Nothing but the red dusty sands and the dying red sunset to see tonight, eh, Marines."

Grabbing his bag, crowbar and all, he dashes off toward the shuttle, knowing his fellow marine, the chaingun wielder, was right. He'd really have to introduce himself soon, or there really would be trouble.
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Unread 17 Feb 2005, 05:11   #168
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Re: Doom

DM #8 – Holy, titty-fukking….
  • Squad #1
    • Location: Section A5
    • Personal:
      • AcidK – Opening fire as you move, you mostly clear the fireball. However, your left arm gets a small bite of it, which thankfully is reflected by your armor, so that all you feel is some warmth. However, your weapon does more damage, tearing the creature in half with the amount of firepower. It falls, slowly disintegrating. Hearing a beeping noise, you see that your chaingun is starting to run low on ammunition. You also wonder what happened to the 2 Marines you left behind.
        • Health: In Good Health
        • Marine Type: Heavy
        • Armor: Heavy
        • Weapons:
          • Chaingun
          • Pistol
        • Equipment
          • PDA
      • Spritely Zombie – Using your shotgun, you pump several shots into the creature. The first sends it staggering back, its side leaking a black substance from the wounds. The second takes off its left arm, with the stump sending gouts of black stuff into the air. The third and final shot takes it in the head, practically destroying it. The creature falls to the ground, and before your eyes disintegrates like the zombies you killer earlier. You also wonder what happened to the 2 Marines you left behind.
        • Health: Minor Bruising along left torso
        • Marine Type: Specialist
        • Armor: Light
        • Weapons:
          • Pistol
          • Pistol
        • Equipment
          • Flashlight
          • Security PDA
          • Ammo Clips (Pistol)
          • Power Crowbar
      • Mrmao – NO POST FROM YOU TIME 2! PREPARE TO DIE!!!

        Standing still, you are slashed open by the creature. Its first swing tears the armor off your body, with the second swing cutting you open. Staggering back, you grab your intestines as they try to escape the confines of your body, but to no avail as they fall out painfully, along with most of you last meal and blood, lots of it. Falling down, the creature slashes again, opening up your throat. The raw pain is too much for you, and you’re your vision starts going grey. You pull out your pistol and in a last act of defiance, shoot the creature through the head and it falls on top of you, into your chest of all places, and in this state you die.

        Goodbye, do not pass go, do not collect life.
        • Health: DEAD, with a Imp in your chest
        • Marine Type: Specialist
        • Armor: Light
        • Weapons:
          • Pistol
          • Pistol
        • Equipment
          • Flashlight
          • Security PDA
          • Ammo Clip
          • Ammo Clip
          • Medical Kit
      • Slick – Firing your weapon, your shots take the Imp apart, literally. It falls to the ground, where it starts to disintegrate. Falling to the ground in pain, you see that the other Marine in the area, Mrmao, just got killed, but not before apparently killing the Imp that was after him. You then notice that his corpse has a medical kit, and while you are not trained in their full use, you do know how to use the emergency bio-foam to fill the wound, stimulants to keep you awake, plasma to replace blood loss. If you are able to use those, it might be a good idea to catch up to the other two Marines, assuming they are still alive.
        • Health: Bullet Wound in Left Arm
        • Marine Type: Standard
        • Armor: Standard
        • Weapons:
          • Shotgun
          • Machine Gun
          • Grenades
        • Equipment
          • Flashlight
          • PDA
  • Squad #2
    • Location: Section A2
    • Orders: SURVIVE!
    • Personal:
      • Hewitt – Your coffee cravings were really starting to set in as you try to get through on the comm channels again. However, you then remember that the comm’s in the helmets were short-range only, to get beyond a few rooms they needed to be tied into the base computer, due to the metal causing interference. Not so good now that there was minimal power, if even that. These thoughts leave your mind as the new creature throws fireballs at you, which miss and start small fires behind you, wasting precious oxygen. Letting loose with a cutting comment, you open fire with you Chaingun, cutting apart the Imp in a explosion of black liquid as it starts to disintegrate.
        • Health: In Good Health
        • Marine Type: Heavy
        • Armor: Heavy
        • Weapons:
          • Chaingun
        • Equipment
          • Ammo Clips (Chaingun)
          • PDA
      • Dunin Hemm – Deciding to save your napalm for a later day, you watch as the creatures are killed. However as the one crab creature escapes, you are the only one to see it, which could be bad in the future. In any case, it might be advisable to get some extra non-flame weapons very soon.
        • Health: In Good Health
        • Marine Type: Heavy
        • Armor: Standard
        • Weapons:
          • Flamethrower
          • Shotgun
        • Equipment
          • Flashlight
          • PDA
          • Ammo Clip (Shotgun)
          • Ammo Clip (Napalm)
      • Richpur – Your weapons fire contribution to the slaughter of the invaders is hard to determine, however the end result is ideal for all parties involved, all creatures dead, all of you alive. Checking your clip, you see that you are starting to run low, and quickly swap clips and check the chamber, and see that everything is in order.
        • Health: In Good Health
        • Marine Type: Standard
        • Armor: Standard
        • Weapons:
          • Machine Gun
        • Equipment
          • Ammo Clips
          • Ammo Clips
          • PDA
          • Flashlight
      • Disruptor – The Doctor Airplane – Coming out of your roll, you dodge the fireballs. However, when you attempt to trip the zombie, you do nothing to it as it almost ignores you. It then reaches down, and picks you up by the ankle, and throws you away. In mid-air you fire your shotgun, catching it in the head, causing it to disintegrate. You then fall to the ground painfully.
        • Health: Heavy bruising of left shoulder
        • Marine Type: Medic
        • Armor: Light
        • Weapons:
          • Shotgun
        • Equipment
          • Ammo Clips (Shotgun)
          • PDA
          • Enhanced Medkit

    *Clearing through the last of the enemies, you are greeted by the sigh of the armory. However, the doors are closed, and covered with blood, human blood apparently. Looking around, you see a severed arm laying around nearby, with it’s owner, a Marine named Johnson you recall seeing a few times on the ground, looking peaceful, despite a slashed open throat. Opening the doors to the armory, it looks like a hell of a fight took place. Equipment is strewn all over the place, damaged weapons and ammunition cover the ground, but there is probably some . There are also corpses, 2 Marines, slashed with what appears to be claws, then….. mauled. As you go through, you hear a beeping noise. Looking at one of the corpses, you see that next to one is a military demolition pack, with a timer that is slowely ticking down, currently at 4 minutes. The disarming of it would take a specialist with tools, and if the disarming panel was not removed and welded up, preventing the pack from being disarmed. You might want to try to grab whatever you can and RUN!*

    [ooc]Grab what you want (from the list on page one, not the new one posted below), if I think you got to much, will choose for you. Oh, and please, shut the door on the way out.[/ooc]
  • Squad #3
    • Location: Section A1 – Entrance to Mars Base
    • Orders: SURVIVE!
    • Personal:
      • Fluffie – Double timing it to the Dropship, you see it is similar to the others you had been on in the past, which was good. Getting on, you see the pilot, or rather, the zombie in its place, leaping at your new pilot. This was not so good. You also start to feel pain near your appendix. But you may want to do something about saving your pilot first.
        • Health: In Good Health
        • Marine Type: Heavy
        • Armor: Heavy
        • Weapons:
          • Chaingun
        • Equipment
          • PDA
          • Ammo Clips
          • Cigarettes
      • No Dachi – NPC Till Back From Vacation
        • Health: In Good Health
        • Marine Type: Specialist
        • Armor: Light
        • Weapons:
          • Machine Gun
        • Equipment
          • Flashlight
          • PDA
          • Ammo Clips
      • Heiro – Running onto the dropship, you have to think of the irony, barely arrived on Mars, and already you are getting back on the ship that you came in. Getting on, you see one key difference, the pilot seems to be suffering from a case of the zombies, and is about to attack your new pilot.
        • Health: Minor Plasma Burn on Left Arm
        • Marine Type: Standard
        • Armor: Light
        • Weapons:
          • Shotgun
        • Equipment
          • PDA
          • Ammo Clip
      • Inspectre – Feeling much better now that you can move your arms freely, your good mood is ruined by the incompetent marines as they set fire to the entrance, collapsing it in the process. Hearing the decompression alarm, you rush towards the transport. It appears to be a UAC Standard Solar Dropship, capable of travel within the Solar System. Capable of holding about 20 People with a crew of 4, you recall checking out some of the more…… interesting systems on it while dating that one pilot. In any case, you feel comfortable that you can fly it, and run to the docking hatch, which is open. Entering you find yourself in the passenger compartment, set up with 2 rows of seats on each side. However, there is a problem, a zombified pilot standing at the entrance to the cockpit. Hissing something, it leaps at you, arms outstreached.
        • Health: In Good Health
        • Marine Type: Civilian
        • Armor: One nifty business suit
        • Weapons:
        • Equipment
          • Handcuffs – Burnt into 2 pieces

  • Squad #4
    • Location: Section B4
    • Orders: SURVIVE!
    • Personal:
      • Flapjack – Firing into the brown-skinned creature, your shots fire true, and take off parts of it’s head. However, instead of dying, it falls to the ground twitching randomly. You barely escape being hit by the mutant creature, and attempt to fire into it, but you pistol is empty. You reach for your clip and manage to reload as the mutant rushes you. You raise your weapon and fire blindly, covering yourself in blood, as the mutant falls back, disintegrating. The doctor looks up, still shaking, then starts pointing at the twitching brown creature.

        “It’s….. it’s to late……
        • Health: In Good Health
        • Marine Type: Specialist
        • Armor: Light
        • Weapons:
          • Pistol
        • Equipment
          • Portable Power Generator
          • Security PDA
          • Flashlight
          • Medical Kit

Base Status: No main power. Only dim emergency lights in all sections are active. In addition, the ventilation systems are down, thus atmosphere will run out in a few hours.

Last edited by Bakan; 17 Feb 2005 at 06:13.
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Unread 17 Feb 2005, 06:12   #169
Bakan
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Re: Doom

UPDATED EQUIPMENT and WEAPONS and other IMPORTANT stuff list
  • Armor - All Marines are assigned armor. The armor construction varies based on it's classification, however, they all have the universal helmet. The helmet has built in air-scrubbers, 15 minute oxygen supply for use in a no-oxygen environment, visor with infer-red built in, and a short-range communications system.
    • Light Combat Armor – Standard light armor, covers the torso, upper arms and pelvic area. Designed to allow the maximum amount of freedom of movement as possible. The armor itself can resist small arms fire for a bit, but its primary purpose is to deflect incoming fire away from vital organs. Has a built in combat knife as well.
    • Standard Combat Armor – 5Covering the entire body, with a optional helmet, this armor is designed to resist most small-arms fire. Mobility is mildly limited, but the a skilled user, one would barely notice a difference. Has a built in combat knife as well.
    • Heavy Combat Armor – This full-body suit of armor is nearly invincible to small-arms fire and can take even a Rocket blast with minor damage. In addition it enhances its users base strength through the use of servomotors. However the power demands for the servos is high, and the built in power units can only last for a day of nominal use before being depleted, and once depleted, the person inside the armor is unable to move.
    • Powered Combat Armor - This full-body suit of armor is almost a foot thick all around the user's body. Using a bio-feedback system, it augements the users strength by a factor of 10. Each "hand" ends in a modified G64 Minigun, capable of punching holes into dropships and armored doors. However, the top speed of the user while using this armor is a "fast trot", with agility being non-existant.
  • Weapons
    • Pulse Pistol – A fairly simple weapon, containing standard 9mm armor piecing explosive rounds, these pistols hold 12 shots per clip. Highly accurate, they are a standard weapons for all Marines. Can be duel-wielded if needed.
    • Pulse Assualt Rifle – Standard weapon of choice among Marines, this weapons carries 60 shots per clip, with the rounds consisting of standard 5.56mm armor-piercing explosive rounds. Accuracy is best with single shot mode, with is decreasing exponentially the more shots are fired. Can be duel-wielded if needed.
    • Pulse Chaingun – Considered a heavy weapon, this chaingun can fire its 60 clip magazine of 10mm explosive armor-piercing rounds in 10 seconds. Heavy and cumbersome, the chief advantage of this weapon is its capacity to spray an area with fire in a short amount of time. Only Marines wearing Heavy Combat Armor could possibly hope to duel-wield this weapon.
    • Flamethrower – A short range weapon, this weapon fires off a burst of flame approximately 10 meters in front of it. Chief problem is its limited fuel supply.
    • Pulse Shotgun – A short range weapon, the standard shotgun is the double-barreled UAC model, designed to fire either one barrel or both at the same time. Excellent at short range, horrible anything beyond medium range. Can be duel-wielded.
    • Grenades – Coming in package of 3 grenades, one flashbang, 2 explosive, these have both proximity and timer on them. The grenades, once activated can not be disarmed, thus be careful when you are about to throw them.
    • Plasma Rifle - A experimental weapon developed by the UAC to deal with heavily armored foes. It fires a ionized plasma blast at the target. Upon contact, it instantly heats up the target to the melting point of most metals. Requiring specialized plasma ammo clips that are expensive and time consuming to produce, this weapon has not seen mass-deployment until a most cost-effective solution to production of ammunition is implimented. However, Mars Base has a limited number of them laying around in some of the weapons labs.
    • B.F.G. Model #9000 - The experimental weapon is still in the developmental stages according to UAC press releases. The proposed design will be a weapon that fires a series of plasma beams, targetting up to 8 hostiles at once. Each beam is about 1/20th the strength of a blast from a plasma rifle, however it is still enough to serious wound/kill lightly armored targets. The secondary fire is proposed to fire a concentrated plasma blast, with estimates placing it in the range of being able to completly pierce standard UAC starship armor.
  • Equipment
    • Flashlight – Due to the age of some of the parts of the Mars Installation base, power is sometimes cut off, thus in order to see, a flashlight is needed. Most weapons have slots on them to attach a flashlight to, and all armors have slots on their shoulders to attach flashlights.
    • Portable Power Generator – These tiny generators can provide temporary power to sections to restore computer activity in a section, doors, elevators, lights, and can be used to recharge Heavy Combat Armor.
    • PDA – The PDA provides real-time uplink to the Mars Base computer network, allowing one to access their messages, maps of the installation, work orders, and communicate with others.
    • Security PDA – This PDA is equipped with enhanced processing to allow it to access secured systems.
    • UAC Laptop - Essentially a mini-mainframe, the shape and size are similar to the initial series of portable computers in the late 20th century, the laptop. These can be used to hack into system, connect to base mainframes, and even take remote control of certain types of spacecraft.
    • Ammo Clips – Containing ammo for weapon, these containers hold 2 spare clips.
    • Power Crowbar – This crowbar is equipped on one end with a powered multitool, the other end the standard heavy metal end that can open a variety of objects.
    • Basic Medical Kit – Containing a variety of bandages, bio-foam and stimulants, this kit is designed to be used by Marines to get their wounded back on their feet and fighting, or retreating depending on the situation. Contains Bio-Foam, which can be injected into wounds to stop off bleeding, universal stimulants to keep a Marine awake, and universal plasma that can be injected into a Marine to replace lost blood.
    • Enhanced Medical Kit – Only usable by Marines trained in first aid, these kits contain more advance medical equipment that can seal off severed limbs, patch internal organs, practically something in the kit can bring one back from near-death.
  • Other
    • UAC "Helo" Dropship - The standard Dropship used by the UAC, these ships are capable of traveling through the solar system on a full load of fuel. There are two standard universal airlocks on either side towards the aft section, and one assualt airlock aft.
      • Crew: 4
      • Passengers: 20
      • Engines: 4 Multi-Angle Solar Ion Drives - These drives, mounted at the ends of the 4 wings, can rotate a full 360. Two engines are mounted forward, two aft.
      • Weapons: Standard Payload
        • 2 Long-Range Archer Missiles
        • 4 Short-Range Interceptor Missiles
        • 4 Forward Mounted M23 Plasma Cannons
        • 2 G64 Minigun Turrets - One Mounted Topside, One Mounted Bottom
        • 2 Chaff Turrets
      • Assualt Airlock - Used in boarding operations, this airlock can extend and burn through hull armor from the aft end of the dropship.
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Unread 17 Feb 2005, 12:39   #170
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Re: Doom

*Cid tried to get up, managing it after a short amount of time in his thick armour, and turned back to where the other marines are. Deciding that it would be best to stay in a group he started to walk back to the others. He was tired and needed a rest after this is all over... if it ever becomes all over. He placed his chaingun to one side and pulled out his pistol, muttering curses about it as he very carefully looked around for an amunition storage bay. He pulled out his PDA with his spare hand and decided to use the locator to find his comrades easier, not knowing where he actually ran.*
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Unread 17 Feb 2005, 13:44   #171
Dunin Hemm
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Re: Doom

Roxborough is not late to act upon the situation: She drops her shotgun and the extra ammo she carries and instead equips herself with a chaingun plus 5 extra clips (excluding the one already inside the weapon). She attaches the flashligt to the barrel and also changes her PDA into a security version.

"All set?" she asks, and when all are ready she runs out through the door, letting anyone after her close it.
She's carrying a heavy gun in her hands and two napalm tanks on her back - but with a body that is like a portrait of compact strength, she doesn't falter in her steps.
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Unread 17 Feb 2005, 14:58   #172
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Re: Doom

Flapjack got back up quickly and walked over to the monster, quickly taking in its shape and form so that he could draw it later, before putting several more shots into what appeared to be the creature's head, before turning back to the doctor as it disentegrated behind him

"You say you blocked this area off, can we still get to the armory? And we'll need to unblock the area to get the wounded in here. I'll try and contact command."

Without waiting for an answer, Flapjack pulled out the black marine's PDA and checked the map of the area, before pulling out his own PDA and sending a message to command: "Medical bay secured, but blocked out of the rest of the area. Maintenance shafts only current entry to the area, will attempt to clear corridor."
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Unread 17 Feb 2005, 15:48   #173
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Re: Doom

Quote:
Originally Posted by Fluffie
kiss hewitt, eh?

i'm too much for him to handle i'm afraid...
ooc: Yeah, I would never forgive myself

*Hewitt looks back towards Richard as they walk towards the blood-stained door of the armour in order to reply to his previous comment.*

"I'm well aware of that fact private. But considering you can normally take a man down by shooting him in either the easier to hit places of the chest, gut or back I figured any information proving otherwise might be at least somewhat important..."

*Hewitt enters the armour and is visibly taken aback by the carnage wrought within. Guess that means no more Sgt. Kelly.*

"...not that it matters anymore. Jesus."

*As the squad files into the armoury, quickly determining the area to be clear, Hewitt finds himself being drawn to a faint beeping noise. He soon spots the timer and explosives.*

"Oh bugger... Hey everyone! Listen up! This place is gonna blow in less than four minutes!! So grab what you can from this mess and then get the f*ck out off here!"

*Quickly the small room is filled with the noise of a full squad of marines bashing about as they scramble to grab as much useful gear as possible in as little time as possible. As for Hewitt, he clips his chaingun into one of the mounts on the side of his heavy armour and instantly pushes his way to the back of the room where all the heavy gear is normally kept. Sure enough he finds a series of arms lockers stacked against the hard metal surface and instantly goes to open. But there is a problem, it's locked.*

F*ck.

*Searching around frantically as the seconds race away, he turns to a series of shelves behind him and instantly begins ripping into the loose items there looking for something with which to pry the lockers open. Shotgun shells, pistol clips and spare PDA's go flying all useless to Hewitt. He finds a torch (read: Flashlight) during this rummage which he quickly turns on and fastens to his armour. This helps somewhat and sure enough he strikes gold.

He finds a powered crowbar.*

Sweeeet.

*He instantly starts ripping into first locker with the curved metal end. *Crack!* the doors slams open and Hewitt tucks the crowbar in his utility belt. The first thing he grabs is a second chaingun which he loads with fresh ammo from the locker. This quickly gets hooked in the weapons mounting on the otherside of his armour. He grabs all of the excess ammo clips, stuffing them hurriedly onto his utility belt. More seconds passby... *Crack!* The next locker is opened. Jackpot. Hewitt grabs hold of the Portable Power Generator and straps it to his back. *Crack!* The next locker is opened. Hello my pretties... This one is full of grenades. He grabs a couple of the magnetic packs and sticks them to the front of his armour. He is about to reach for more when he notices it's become very quiet. Shockingly he realises he's the only one left in the armoury!*

"Wait! Wait! Don't close that door!"

*Sprinting towards the enterance as fast as his augmented legs can carry him, Hewitt berates himself for letting himself loose track of time. Lucky however, he reaches the doorway and the explosives are yet to go boom. Being the last one out, he quickly slams the door shut and dives around into the intersecting corridor close by to take cover.*

Equipment Grab Summary: (In order of first to last items taken)
- Flashlight
- Powered Crowbar
- Second Chaingun (then loaded with ammo from an arms locker)
- Three extra spare ammo clips (Chaingun)
- Portable Power Generator
- 2 Sets of Grenades
- and a partridge in a pear tree

ooc: *Realises he probably looks like the futures answer to Rambo right now *
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Unread 17 Feb 2005, 16:11   #174
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Re: Doom

With more than just suprising speed and souplesse for an Heavy Marine, Fluffie launches forward. His left fist flies even faster than his torso, just barely missing Inspectre's head and slamming straight and very hard into the zombies head, intended to send the poor sod's nose-bone on a one way trip to where his brains should've been.

Don't these...

His left wasn't as good as his right though, so he let go of his Chaingun and pushed Inspectre (perhaps rather rudely) aside, while in the same movement he brought his right fist down and around for a nice uppercut, connecting with the zombies chin and sending it jerking upwards in a rather unpleasant looking fashion.

..have a crew of four...

Having closed the distance between his own body and the zombie's now too, he grabs the back of former pilot's head with both hands, smirks and then slams it down, while bringing up one of his knees. And he does that hard, fast 'n furious.

...and then some passengers?

Fluffie knew how apple pies tasted and how cheeseburgers smelled. He had seen glorious and beautiful things, but looking down on what remained of the zombie's head. Nah. Describing it wouldn't honour it much.

"Someone secure the ship."

While saying that, he didn't look at anyone in particular, just staring around the cockpit. He then looked at Inspectre, however, and spoke again.

"The wheel is all yours..."
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Unread 17 Feb 2005, 16:54   #175
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Re: Doom

Stepping up into the ship, shotgun first, just in time to hear the 'order' from the heavy marine accompanying them. Moving into the rear of the shuttle, he sees two Zombies, one without legs, obviously caught by the doors, and one with legs, moving toward the front of the ship. Without a care in the world, he drops down the internal ladder, just in time to rifle-whip the first one across the forehead with a sickening crack. Watching it fall backward, he steps into it's place and pushes the shotgun against the temple of the legless zombie.
"He he he he he"
Pulling the double trigger, he unloads both rounds into it's head. Kicking the bloody, disintergrating remains away from himself he reloads the chamber with another two rounds and aims at the other.
Finally cracking, he tosses his shotgun aside and reaches into his bag for his power crowbar. Before the second zombie reaches its feet, he smashes it hard in the back of the neck, gore splattering up his legs and onto his chest. retreving his shotgun, he fires a single shell into it's head, watching it disintergrate moments later. Clambering back to the cockpit, he addresses his heavy marine companion.

"Ship secured sir. I'm Grave, by the way."

Extending a hand, he uses the other to replace the fired shotgun shell.
2 left inside, 8 in the box.
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Unread 17 Feb 2005, 17:40   #176
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Re: Doom

ooc/ Typical Aussie style, almost getting blown up... /ooc
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Unread 17 Feb 2005, 17:54   #177
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Re: Doom

Heh, thought I was already in the cockpit, but it seems we weren't. Could've shot too

Bakan said there was at least another zombie in the cockpit and that I was sending in poor Inspectre alone. Will fix

//

"... I'm Grave, by the way."

"Good to see you Grave. The name's Fluffie."

Fluffie reached down, taking a hold of the barrel of his weapon. He really should've been more careful with it, these babies cost a lot. And they could only take so much loving before they'd stop working... The way things looked now, the way shit had just hit the fan, Fluffie's guess was that he needed a working Chaingun. Because as reluctant as he was to use it aboard vessels, a little voice inside of him told Fluffie that he wouldn't be onboard forever.

*Evil hissing sound of mean zombie...*

He looked up and ahead, past Inspectre, who was walking to the cockpit once more. His relation with the man so far had been... "bad", with him calling Fluffie names and whatnot. Admittedly, Fluffie had rather rudely pushed him out of the way a mere amount of moments before, but that was to save lifes. Saving lifes justified rude behaviour...

*Evil hissing sound of mean zombie + Evil quick sighting in cockpit door!*

"Oh man..."

Muttering softly, Fluffie once more launched into a short sprint, heading towards Inspectre. Tightening his grip on the chaingun's barrel, he swung it backwards, while reaching out for Inspectre with his left hand. Then, the zombie hisses again, louder and more aggresively, before leaping at the civilian, its arms outstretched in a manner suggesting it wanted to do more than just cuddle.

Oh man...!

Taking a hold of Inspectre just in time, Fluffie quickly jerks him down and onto the ground while stepping over him protectively, swinging the butt of his weapon forward at the same time, aiming for the zombie. Hoping the momentum would be at least enough to stop and maybe force back the attacking creature, Fluffie this time tries to more gently put down his chaingun, like dropping it on a chair for example, before quickly getting back to using the what-once-was-a-person as a heavy duty boxing ball, much like he did on the one before.

//

Probably should go into the cockpit and clear it, eh? Can't Dachi do that? Otherwise he won't have as many kills as us to write home about? I'm sure the athletic fellow can jump over some chairs and yell "Don't worry Fluffie, I'll clear the cockpit without destroying it entirely!" and then do as he told me, without getting killed. Nifty, eh? Maybe he can fly too so we don't need Inspectre!
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Unread 17 Feb 2005, 18:15   #178
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Re: Doom

Quote:
Originally Posted by flapjack
ooc/ Typical Aussie style, almost getting blown up... /ooc
ooc: The keyword here is almost
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Unread 17 Feb 2005, 18:43   #179
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Re: Doom

Dropship people - You all started towards the aft end, where the airlocks are.

And Dachi, being the lazy bum and being on vacation, is not shooting that well. Don't worry, all zombies dead, one pilot didn't turn and well, let's say he was the main course for the zombies while he was in the pilot's chair
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Unread 17 Feb 2005, 21:09   #180
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Re: Doom

Duke walks down the corridor after everyone else and into the destroyed armory. Before entering he notices the massive amounts of blood on the walls and floor and the poor bastard in the middle of it all, with his neck ripped apart. Duke tips his head to the dead man and walks into the armory just in tiem for Hewitts bomb announcement.

Duke rushes over to the closest cabinet marked 'explosives' and opens it to find it empty. He look down and sitting in the bottom of the locker are 6 of the best things he has seen since his cup of coffee oh so long ago. Six grenade. Duke picks them up and places them in his shoulder medpac (shoulder bag with strap on right shoulder, bag at left hip). He then wanders over and looks for shotgun ammo.

He rips through four lockers before find one full of boxes of shells and he decides to load up while they are ripe for the picking. Duke loads his shotgun wth shells and then stuffs all of his available ammo holders with clips. Feeling weighed down by the additional 6 clips, Duke decides he has enough and run out of the Armory, closely following Roxborough.
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Unread 17 Feb 2005, 22:46   #181
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Re: Doom

Slick gets up dazed, and he staggers to pick up the medkit, and it slips through his hand as the blood makes his grip wet. he picks it up again, with success and uses the bio foam stopping the bleeding and healing him
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Unread 19 Feb 2005, 03:11   #182
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Re: Doom

Waitng for a few others to post before DM'ing.
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Unread 19 Feb 2005, 09:50   #183
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Re: Doom

Arlan, in quite a reasonable hurry to get into the dropship and seal it up, leaps through the still-open loading hatch and enters the passenger area. If this dropship was exactly like the one he had practiced piloting, and it should be, then the cockpit should be directly . . . oh, great, yet another insane human being. Evidently this raving lunatic had once been one of the dropship's piloting crew, and now he was in Arlan's way, and looking in his direction rather hungrily.

As the zombified crewmember leapt towards him, Arlan found himself roughly shoved to one side and head-first into the nearby wall. As such, he didn't witness one of the heavy marines quickly and quite messily tear apart the zombie with his bare-hands. "Oww . . . . *deep intake of air through clenched teeth* . . . mother******!!!" Arlan shouted, rubbing his pounding forehead in a vain attempt to suppress the pain as he picked himself up off of his position on the floor. "I'm alright . . . I'm alright . . . just stay away from me in the future, ok?" Arlan admonished, staggering towards the open cockpit door.

Reaching the doorway, Arlan was greeting by the hissing of another lunatic. Still somewhat dazed from his meeting of minds with the dropship's wall, Arlan was in no state to defend himself, and weakly attempt to throw up his hands as this zombie too leapt towards him. Once again, Arlan felt himself being pushed out of the way by the same heavy marine, although this time it was more like being pulled back at high speed, and then unceremoniously thrown onto the floor. The heavy marine, no doubt not knowing the strength of his suit, jerked Arlan off his feet with such force that he slid across the floor for a second or two after being dropped, causing him to slam his wounded head against one of the first row passenger chairs.

Although this didn't seriously injure him, it did aggravate his already annoyed forehead, which sent another spike of pain directly into his brain. Hurriedly picking himself up off the floor to see that the heavy marine had once again dealt with the threat with his bare hands, Arlan decided to vent some of his pent-up rage. Thrusting his arms out on either side of him, he shouted, "Woah!! No more pushing and pulling me about like that!! Next time one of you tries that, you'll probably rip one of my limbs off, to say nothing of ruining this fine suit!!" Still angered at the general incompetent displayed by these marines, Arlan hastily brushes off any dust and zombie bits that had found its way onto his formerly perfectly white suit, and then continued his journey towards the dropship's controls. Shooting an annoyed glance behind him at the still-open hatchway, he snarled, "And somebody close that d*mn door before I asphyxiate!"

Entering the cockpit at last, Arlan could see that the controls hadn't been smashed, thankfully, although the pilot seat was still occupied by a half-eaten corpse. "Ew." Arlan said, tapping in the commands necessary to route the controls over to the co-pilot's seat, and then plopping himself down into that seat (after making sure that it wasn't similarly occupied). Looking back over his shoulder at the three marines standing around in the passenger area still, looking like lost school children, Arlan shouted, "I suggest all of you strap yourselves down into a seat! I suspect this ride is going to be a bit bumpy!" He then quickly followed his own advice, and turned his attention back to the maze of controls in front of him.

Grasping the flight stick with his left hand, Arlan pressed what he hoped were the buttons to activate the maneuvering thrusters, and then did his best to carefully move the dropship down the loading bay, and towards the still-open hatch.
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Unread 19 Feb 2005, 12:12   #184
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Re: Doom

Incompetent? That's the last time I save your life
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Unread 19 Feb 2005, 22:09   #185
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Re: Doom

I don't think I'm going to manage a post today; suddenly found myself at the end of friday classes with 3 pieces of work to get done for monday - so far I'm half way through one. I think I hate differential equations. If the others turn out to be easier I'll try and post tomorrow, no promises there though, and if I'm too late then so be it.
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Unread 20 Feb 2005, 11:30   #186
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Re: Doom

I'm back, could someone fill me in on what our merry little group is up to?
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Unread 20 Feb 2005, 11:50   #187
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Re: Doom

"Would anyone care to hazard a guess as to what Mr. Spiny is?

"I'm drawing some interesting theological conclusions. I'm hardly a religious man, hell I'm not in the slightest bit inclined towards religion. But, tall, leathery, spines, fire...." He trails off suddenly as he notices Cid running off, again.

"Do we have to run everywhere?" he sighs before quickly following Cid, blocking out the slight pain from his bruised ribs...
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Unread 20 Feb 2005, 13:19   #188
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Re: Doom

ooc: Erm, I just noticed something. The armoury is in section A4 right? So how come it says we are still in section A2..... typo?
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Unread 20 Feb 2005, 13:29   #189
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Re: Doom

Quote:
Originally Posted by No Dachi
I'm back, could someone fill me in on what our merry little group is up to?

Well someone (obviously not me, this Heiro ) blew up the hangar entrance thingy while shooting people/zombies with plasma guns and started "suck out" of all air.. so we ran to the ship you came in, heiro killed some zombies, i threw inspectre around a bit and boxed up some zombies..

and now we should start flying. if inspectre posts.

and yeah, my appendix might explode
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Unread 20 Feb 2005, 19:25   #190
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Re: Doom

Blatantly not me. I blame Inspectre, for bringing them along anyway.
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Unread 21 Feb 2005, 10:16   #191
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Re: Doom

good point.. so he was trying to blame US for HIS mistakes eh? i say we dump him as soon as we have no more use of him
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Unread 21 Feb 2005, 16:41   #192
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Re: Doom

DM'ing today. Those who will die.

Fluffie

Those who will live.

Everyone else.
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Unread 21 Feb 2005, 17:10   #193
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Re: Doom

oh man
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Unread 21 Feb 2005, 18:16   #194
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Re: Doom

“…” is a pretty good approximation of the sound made by Richard on noticing that the room he has just entered has about three and a half minutes of habitable time left in it.

“****.” Would be a better one.

In the quarter second this takes his supply list is curtailed to the bare essentials, or rather less than what Richard considers essential considering the last ten minutes; this list including such items as suits of powered armour, chainguns, high explosives, and another division or two of men to wear them. Since there isn’t enough time to change armour, the possibility of dragging a chaingun around also drops off the list. This is shortly followed by the high explosives since all these creatures need to have their head destroyed before they die and most grenades have an unfortunate tendency to detonate from the ground up. There being a lack of decent rocket launchers in the area, Richard turns to other options.

First off he takes a pistol from the nearest equipment rack and checks the basic workings out, slots a new clip into it, chambers the first round, ejects the magazine and, dropping the original to the floor, loads a new one. Richard smiles to himself as he reaches back into the rack for a 9mm ammunition holder; that kind of waste would never be tolerated if the entire room weren’t about to blow up. A few moments later the holder has four full clips of the larger calibre ammunition stored and attached to his right hip just behind the pistol itself.

Richard checks the timer: two minutes remaining. He grabs a couple of magazines for his rifle to replace the partially expended ones and starts looking around again. Shotgun? The damage would be nice, but the ammunition capacity is awful – why anyone decided to make a military shotgun without a pump action reload he will never know.

“Oh well.” He sighs, running out of other options. As he leaves he picks up the already loaded shotgun and spare ammunition dropped by Roxborough on her way in. With only a few tens of seconds left he is just about to close the door when the last occupant comes running towards the door with so much hardware strapped to his armour it would be comical - if it wasn’t keeping the blast door open. As the door slams shut and they both rush around the corner a loud rumbling explosion resonates down the corridor.

“Sir.” Richard starts; looking up at the corporal in his somewhat overcrowded armour. “You cannot outgun a demolition charge. Don’t try it again.”


Acquired:
-Pistol (13 loaded, 4 spare clips @12 each)
-Rifle ammunition replenished
-Shotgun (2 loaded, 2 spare clips @2 each)
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Unread 21 Feb 2005, 18:39   #195
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Re: Doom

ooc/ lol true enough...you can outgun a demolition charge as well as i stay on the ground.
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Unread 22 Feb 2005, 03:14   #196
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Re: Doom

ooc : Damn, i really wanna join this shizzle, maybe you can like...work me in or something, like i fell out of a airduct with my pants around my ankles? : ooc
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Unread 22 Feb 2005, 06:04   #197
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Re: Doom

Muha, you can join. Need a character before I can insert you. If you provide one before the next DM, you will be added then.

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Unread 22 Feb 2005, 07:27   #198
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Re: Doom

Key Information – You might notice at the end of your DM’s I left it semi-open ended. The quality of your responses will determine what happens to your characters, such as reasonable combat again the amount of enemies one would expect to run into in a Mars Base being invaded by demonic creatures :P, but be warned, people WILL be hurt following the next DM, of course, if you write your own injuries, it might be better than what I have in store for you . In any case, you have been warned.

DM #9 – “You cannot outgun a demolition charge.….”
  • Squad #1
    • Personal:
      • AcidK – As you check your PDA, you see the lights that indicate your squadmates. One is next to you, the others are well, farther away. As you run, you see them both start to blink rapidly, then one of them vanishes. That means either one of two things, the arm implants were disabled, or the person was dead. Reaching the room you originally came from, you see that the other two members of your squad had fun, for one is obviously dead, the other is attempting to manipulate the contents of a medical kit with shaking hands, apparently from the gunshot wound suffered.
        • Health: In Good Health
        • Marine Type: Heavy
        • Armor: Heavy
        • Weapons:
          • Chaingun
          • Pistol
        • Equipment
          • PDA
      • Spritely Zombie – Following AcidK, you feel your ribs ache, but they don’t seem to be broken. Reaching the area where all the crazy shit started happening, you see the corpse of one of your former squad mates, and the other attempting to use a medical kit with shaking hands, apparently suffering from shock from the gunshot wound. For some reason, thinking about the creatures you just faced, the best term you can think to describe them is….. imp.
        • Health: Minor Bruising along left torso
        • Marine Type: Specialist
        • Armor: Light
        • Weapons:
          • Pistol
          • Pistol
        • Equipment
          • Flashlight
          • Security PDA
          • Ammo Clips (Pistol)
          • Power Crowbar
      • Mrmao
        • Health: DEAD, with an Imp in your chest
        • Marine Type: Specialist
        • Armor: Light
        • Weapons:
          • Pistol
          • Pistol
        • Equipment
          • Flashlight
          • Security PDA
          • Ammo Clip
          • Ammo Clip
          • Medical Kit
      • Slick – With shaking hands, you manage to pry the medical kit from the corpse of mrmao. Opening it up, spilling blood onto it, you see the equipment neaty inside, and you attempt to think back to basic field training. First thing, stop the bleeding, and for that you pull out the injector module for the bio-foam, and with a grunt of pain you stick the injector into your arm. The discomfort is quickly replaced with the feeling of fire ants going through the wound as the bio-foam is injected. Bio-foam, a miracle substance, is a inert protein designed to fill a wound, aiding in halting bleeding and help protect the wound till more advance medical people can look at it, though it still needs to be bandaged. However, the pain is to much, and you fall to the ground, as you see the rest of your squad mates running into the room, assessing the situation.
        • Health: Bullet Wound in Left Arm
        • Marine Type: Standard
        • Armor: Standard
        • Weapons:
          • Shotgun
          • Machine Gun
          • Grenades
        • Equipment
          • Flashlight
          • PDA

    *As you all meet up, the floor starts to tremble slightly, as if a explosion went off in another sector of the base. Then one of the sounds you wish to never hear is heard, the sound of a emergency decompression alarm, and you start to hear a automated alarm.*

    “Warning! Hull Breach In Alpha Sectors. Breach Spreading to sections A3 – A4. Initiating emergency lockdown of Alpha Sectors!”

    *Shortly after that, it seems the entire base starts shaking, and you all are knocked to the ground.*

    “Warning! Hull Breach in Alpha Sectors. Breach Spreading to sections A1 – A5. Initiating emergency lockdown of Alpha Sectors! All personal, evacuate Alpha Sectors!”

    *As you gather yourselves up, the emergency lighting, which at least was providing some illumination, suddenly fails. Those of you with flashlights turn them on as your comm units go off, and you start getting a static filled transmission.*

    “Squad 1, *static* is Kelly. We *static* had a series *static* explosio*static* Alpha Labs. We *static* a dropship in *static* air before *static* hanger bay *static* up, but *static* guys are trapped. *static* need *static* to *static* back up *static* Beta Sectors. Try to *static* *static* *static* airlock at….”

    *The rest of the transmission fades into static. Checking your PDA’s, you see that there are 2 airlocks nearby. However, one of them is rather far away, and the other would most likely be cut off due to the explosions. In the silence, you hear the sound of air escaping the base, the atmosphere’s time is limited, it would be best to get moving.*

    *As you sprint off, you make your way through the corridors, some of which already cleared by AcidK. Running point, AcidK turns a corner, and takes a fireball to the chest of his heavy armor. Falling back, the armor red hot at the point of impact, though tough enough to save AcidK for serious injury, AcidK sees a Imp standing ahead, with several friends. Behind them, you hear a bone-curling roar, and the thuds of something LARGE approaching. Rounding a room, you see behind the imps a large creature, the size of a Earth lion, with pink skin that ripples with muscles, walking on two legs, with two arms that look to have been added on as a afterthought. The Imps seem to wait for it, then start throwing off fireballs galore as the new creature rushes, it’s jaws dripping with saliva, making it’s numerous, dirty teeth look all the more lethal.*

    Note: I STRONLY suggest helping to get Slick up and about . Plus if your posts are of sufficient quality, you can semi-safely reach the airlock. Be creative . Finally, you are going to Airlock #1, which will take 1 DM post to get to.

  • Squad #2
    • Orders: SURVIVE!
    • Personal:
      • Hewitt – As you run about grabbing the weapons, you thank the makers for the hard points added to the armor to allow multiple heavy weapons to be attached. While it is possible, thanks to the mounts that would hold the chainguns at waist level to fire both at once, accuracy would suck, but with Chainguns, really, does accuracy matter? About to grab the grenades, you hear the beeping get louder, and notice that you are the last one. Seeing the timer running out, you haul ass out of the armory, making sure to close the door while hitting the emergency panel, barely clearing the doorway before a emergency bulkhead seals over the armory. Sprinting towards where the rest of your squad is, you await the explosion.
        • Health: In Good Health
        • Marine Type: Heavy
        • Armor: Heavy
        • Weapons:
          • Chaingun
          • Chaingun
        • Equipment
          • Ammo Clips (Chaingun) x3
          • PDA
          • Flashlight
          • Portable Power Generator
          • Powered Crowbar
      • Dunin Hemm – Switching out weapons, you thank the makers of the heavy armor for installing hard points to attach heavy weapons, such as flamethrowers and chainguns. However, the problem is that the additional weight drains the suit battery more, and makes you less mobile. But in this case, you decide to ignore the cons, and focus on the pros of more firepower. In any case, you are the first one out of the soon to be gone armory, and take position at a near intersection and prepare for the blast.
        • Health: In Good Health
        • Marine Type: Heavy
        • Armor: Standard
        • Weapons:
          • Flamethrower
          • Chaingun
        • Equipment
          • Flashlight
          • Security PDA
          • Ammo Clip (Chaingun) x 5
          • Ammo Clip (Napalm) x 2
      • Richpur – Being reasonable, and knowing that time is of the essence, you only head out to grab what you can carry. Grabbing and checking over pistol, you nod as you then grab the shotgun despite mental complaints about its poor design. Knowing that time was running out, you sprint out of the armory, but then see something strange. A corpse hidden in the far corner, where it would not be easily visible. You notice that none of your other squadmates have noticed it, but you spare a second to look. Despite the poor lighting, you see the cause of death of the Marine was a single gunshot to the head, almost he was killed by a normal human. You see his PDA in his hand, and you grab it and haul ass out of the armory, and take a minute to speak to the last Marine as he noisily makes his way out of the armory after sealing it off.
        • Health: In Good Health
        • Marine Type: Standard
        • Armor: Standard
        • Weapons:
          • Machine Gun
        • Equipment
          • Ammo Clips
          • Ammo Clips
          • PDA
          • Flashlight
      • Disruptor – As you look at the blood and the dead man, you see that he is obviously dead, no hope of saving him. Entering, you hear the announcements about the bomb, and start running around. You grab 6 grenades and toss them into a bag, and grab all the shotgun ammo that you can. Thinking it is time to go, you sprint out of the armory where Dunin Hemm is waiting, and prepare for the blast.
        • Health: Heavy bruising of left shoulder
        • Marine Type: Medic
        • Armor: Light
        • Weapons:
          • Shotgun
        • Equipment
          • Ammo Clips (Shotgun)
          • PDA
          • Enhanced Medkit

    *With Hewitt pounding his way out of the airlock after sealing it, you all crouch at the intersection, mentally counting down. The moment of the explosion you barely remember, but you all awaken at about the same time, only to be hearing the sound of air escaping into the thin atmosphere of Mars. Looking at the armory bulkhead, you see it is red hot, and cracked in several places. In fact, it seems that the cracks are spreading. You comm units then go off.*

    “*static*ad 2, this is*static*Kelly. We read a*static*explosion in*static*area*static*breaches spreading*static*must evacuate! Dropship in *static* air get to *static* airlock 3*static* on PDA*static*.”

    *The rest of the transmission fades into static. Looking at the cracks spreading, it is obvious that it is only a short matter of time till the bulkhead breaches. Then as if to add insult to injury, the ground shakes again, as if another explosion just went off. It seems to also hasten the spread of the cracks, and you all think it would be a good idea to get away from this sector.*

    *As you all make your ways towards the airlock, your flashlights for the most part, you turn a corridor, and duck right back as several fireballs fly towards you, missing fortunately. Looking, you see no less than 3 of the Imps in the flashing, flickering lights, hissing, with what appears to be a large amounts of zombies with them, to many to count. Checking your PDA’s, you see that the corridor ahead is the only way to the airlock.*

    Note: If your posts are of sufficient quality, you can semi-safely reach the airlock. Be creative . BTW, you are going to Airlock #3, which will take the Dropship 2 DM posts to get to.

  • Squad #3
    • Location: Section A1 – Entrance to Mars Base
    • Orders: SURVIVE!
    • Personal:
      • Fluffie – Launching yourself at the zombie, you hope that the extra strength the armor provides is enough for you to kill the zombie. Punching, you are shocked to see your hand easily go through the head of the zombie, covered in various parts of the head, such as bone, skin, hair, brains, blood. The zombie falls lifeless to the ground, disintegrating as it falls. The next one upcoming meet’s a similar fate thanks to your knee. Looking around, you mutter something to the civilian about taking the wheel, then see something that makes you happy. An emergency arms locker, which if you recall correctly, should have a nice variety of light weapons and body armor, along with various pieces of equipment. You also feel something that seems to be along your intestine twitch semi-painfully.
        • Health: In Good Health – Appendix starting to twitch
        • Marine Type: Heavy
        • Armor: Heavy
        • Weapons:
          • Chaingun
        • Equipment
          • PDA
          • Ammo Clips
          • Cigarettes
      • No Dachi – Welcome back from Vacation! Now time to get your lazy, vacationing ass to work!

        For some reason, being sent to a Mars Base, you didn’t expect it’s personal within moments of your arrival to transform into zombie like creatures and then try to kill you. Hence you follow the others in a dim state of shock, you vision turning red around the corners. Getting onboard the dropship after it has been cleared of the zombies, you start to feel a headache coming on. Rubbing your temple, you suddenly get the most god-awful headache and fall to the ground, clutching your head. Opening your eyes, you see…… THROUGH the base, through the Alpha Sector. You see the creatures that have been invading, some times as if through their eyes. You see in several sectors other Marines, unchanged fighting against the invaders. You see….. something wrapped in shadow at the far end. It is all to much and you fall over.

        Hitting the ground, you blink your eyes. Feeling warmth, you notice that your nose is bleeding. Shaking, you recall reading a paper somewhere about the increase in the number of people with psi-abilities, how the UAC was spearheading in-depth research into how psychic abilities were slowly coming to appear in the Human population, most of the abilities low-level telepathy at best. This seemed to be something different. However, you find yourself grabbing a nearby chair as the dropship starts to violently shake as it takes off.
        • Health: In Good Health
        • Marine Type: Specialist
        • Armor: Light
        • Weapons:
          • Machine Gun
        • Equipment
          • Flashlight
          • PDA
          • Ammo Clips
      • Heiro – Killing the two zombies was actually fairly easy and done quite quickly. Notifying the Marine that was giving you the grand tour that you had cleared the rest of the ship, you walk forwards and see the emergency arms locker. Forcing it open, you survey the following equipment.
        • 4x Pistols (2 Clips per Pistol)
        • 4x Light Armor
        • 2x Power Crowbar
        • 2x Plasma Rifle
        • 4x Medical Kit
        As you debate what to do with it, the dropship slowly starts to take off, with some serious vibrating.
        • Health: Minor Plasma Burn on Left Arm
        • Marine Type: Standard
        • Armor: Light
        • Weapons:
          • Shotgun
        • Equipment
          • PDA
          • Ammo Clip
      • Inspectre – Entering the cockpit after several near misses, painful shoves and sealing the hatchway, you settle yourself into the co-pilot’s chair and strap yourself in, as the one pilot once did in such an attractive way. Focusing on the present, you attempt to ignore the corpse besides you as you check over the systems. Everything seems to be online, though you notice that your fuel levels are fairly low, enough to fly around the base, maybe to one of Mars’s moons, but not much further. Looking out, you see the fires spreading towards the fuel, and grabs the flight sticks and hit the thrusters, sending the dropship up rapidly through the hatch. Clearing it, the controls start to shake as you see a massive fireball coming from the hatch. Gunning the engines, you fly forwards, barely clearing the expanding fireball. Turning the dropship around on its axis violently, you look at the base, and wonder where to go. Checking your console, you see the indicator that is suppose to point at hanger bays, and you see another one, on a different section of the base. It’s possible you could land there.
        • Health: In Good Health
        • Marine Type: Civilian
        • Armor: One nifty business suit
        • Weapons:
        • Equipment
          • Handcuffs – Burnt into 2 pieces

    *Clearing the hanger door and the resulting fireball, you all look at the Mars Base. From outside, it looks rather unremarkable, except for the fiery remains of the main hanger bay, and what appears to be a rapidly spreading hull breach through another section of Alpha Sector. Suddenly an alarm starts going off, it is a contact. Checking, you see several unknown signals, and looking outside, you see…. Something floating out there. Many of them. These somethings, are floating, fleshy globes, with very large mouths, that crackle with energies. One of them opens it mouth, and shoots off some kind of energy blast. While slow moving, your shock allows the blast to hit the dropship, causing it to shudder. The damage panel flashes, indicating minor damage to the forwards port thrusters. Swearing, Inspectre hit’s the controls, and fires off a blast with the forward Plasma Cannons. Only one hits, causing the creature to explode. As you watch the others start advancing. Like everything else today, the comm unit also goes off at the same time.*

    “Squad 3, Marine Fluffie, I don’t know what the **** you did, but we just lost the hanger bay AND Armory! Alpha Sector is sealing itself off, and the computers are down. We can’t get them out. Get to the airlocks, and take on survivors, I got at least 2 squads that need retrieval before all atmosphere is lost. Once you got them, there is an emergency landing pad in Beta Section near the medical bay, drop them off there. Frequency’s 5 and 3 are what the other squads are using. Out portable power unit is nearby dead, will attempt to contact you again. Kelly out.”

    *It might be a good idea for some people to man the gun turrets, and help with the defense of the dropship, while getting it to Airlock #1.*

  • Squad #4
    • Location: Section B4
    • Orders: SURVIVE!
    • Personal:
      • Flapjack – Finishing off the one creature, you turn to the doctor to see him slowely standing up. Looking at you dazed, your questions seem to snap him out of it.

        “Armory, you might be able to make it if…..”

        *Without warning, you feel the floor vibrate, as if an explosion took place somewhere. Then one of the sounds you wish to never hear is heard, the sound of a emergency decompression alarm, and you start to hear a automated alarm.*

        “Warning! Hull Breach In Alpha Sectors. Breach Spreading to sections A3 – A4. Initiating emergency lockdown of Alpha Sectors!”

        *You hear dimly the sound of heavy bulkhead doors sealing off in the distance, effectively cutting off Alpha Labs from the rest of the installation. The Doctor looks at you.*

        “From the sounds of it, looks like Alpha Sectors are completely cut off. However, we are near a emergency hatch to the outside, I don’t know if these creatures can stand the environment outside, but a Marine should be able to make it with their air supply.”

        *With those words, the emergency lights completely die in the medical bay, along with the rest of the equipment. In the silence, you hear what sounds to be labored breathing. Then, you comm unit goes off, scaring you.*

        “Marine, this is Kelly. Hold down the Medical Bay, we are loosing Alpha Sectors, be prepared to have wounded incoming. Kelly out.”
        • Health: In Good Health
        • Marine Type: Specialist
        • Armor: Light
        • Weapons:
          • Pistol
        • Equipment
          • Portable Power Generator
          • Security PDA
          • Flashlight
          • Medical Kit

Base Status: No main power. Only dim emergency lights in all sections are active. In addition, the ventilation systems are down, thus atmosphere will run out in a few hours.
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Unread 22 Feb 2005, 09:40   #199
Inspectre
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Re: Doom

Having quickly re-routed controls to the co-pilot's panel, Arlan then sets himself down somewhat reluctantly in the former co-pilot's seat. Looking out of the cockpit window, Arlan can see that the fire has somehow continued to spread despite the lack of oxygen, and was now hungrily licking at the fuel canisters. The sight of this gave Arlan increased motivation to get the **** out of there, and with great speed he tightly buckled himself into the chair. "Find a seat and strap yourselves in, this is going to be bumpy!!" Arlan shouted again as he started punching in commands.

With a dull roar, the dropship's engines started, and with shaking palms Arlan grabbed the control stick, and gave it a hard push back, jerking the dropship up into the air and nearly slamming it into the roof. Cursing, Arlan does his best to hold the craft steady in the air, while flipping the flight mode from vertical to horizontal. This accomplished, Arlan rams the flight stick forward, sending the craft hurtling towards, and then through, the open hatch. A moment later, the dropship shakes violently, as the fuel canisters detonate, sending a fiery explosion shooting out of the hatch after the dropship.

Cursing again, Arlan hits the afterburners out of reflex, sending the dropship screaming ahead faster, narrowly outrunning the explosion. Activating the afterburners also causes the shuttle's engines to cough, and a green light flickered over to red on the control panel. Checking it, Arlan sees that some of the fuel lines had been damaged by that latest stunt, and so it was probably a bad idea to use that little speed boost trick again.

Hoping he was maintaining a level flight, Arlan looked for the fuel gauge, and found it after a moment of searching. Although he didn't really remember just how much fuel equated to how much distance, the thing hovering just above "E" probably wasn't a good sign, and meant that they were still stuck in this crazy place.

Turning to look over his shoulder at his would-be passengers, Arlan shouts, "Everyone alright? Say, I don't suppose you fellas would know a good place to laaaand!!!?" Not quite paying attention anymore, Arlan shifts his body a bit too much to the left, and suddenly the dropship is going into a wild spin as Arlan's hands accidentally push the flight stick all the way to the left.

"Woah!! Stop, stop!!" Arlan shouts as he turns his attention fully back onto the matter of flying, and attempts to regain control of the shuttle. Trying to push the flight stick back over to the right wasn't helping, as the flight stick seemed locked in position. Growing somewhat dizzy and light-headed at the wild spinning of the world around him, Arlan continues trying to force the flight stick back over to the right with one hand, while using the other to wildly slap at buttons on the control panel.

Meanwhile, outside of the bizarrely spinning shuttle, the leading "big blob of sh*t" ( ) continued on its lazy closing approach. Beyond it were quite a few more of the big, fat, ugly buggers, all apparently mystified and attracted by this shiny metal object flying through their territory. Their leader, as it were, evidently decided that it didn't like what it saw, and as such hocked up a loogie of plasma death, and spat it at the dropship. Although the dropship was doing an odd form of evasive maneuvers, the plasma loogie still hit, but not quite as directly as Mr. Blob of Sh*t probably would have liked. Instead, the plasma ball only glanced off the forward port thruster, damaging it somewhat and, inexplicably, knocking the dropship out of its wild spiral. As Arlan brought the shuttle back under his control, his hand hammered the firing button for the forward-mounted plasma cannons accidentally, it being the last button he had yet to push in his attempts to bring the shuttle back under his control. This action send four bolts of plasma death back at Mr. Blob of Sh*t, something he didn't like much at all, especially as against all odds, one of them actually managed to hit, tearing through his right side and deflating him like a popped balloon. Unable to properly float through the air anymore, Mr. Blob of Sh*t was left with only one option: to fall at a rapidly accelerating pace to the surface of Mars, and then splatter himself most messily across the Martian landscape.

The only thing Arlan saw of this was the very end, as Mr. Blob of Sh*t fell to his messy doom (pun intended. :-p ) and rapidly left the field of view for the dropship's front viewing port. This didn't really give Arlan a chance to clearly make out what had just fallen, but the motion of it caused him to raise his eyes back up to the viewport . . . and notice the dozens of other, now quite irate, blobs of sh*t on an approach. Arlan's next words summed up the situation pretty nicely: "Oh f***."

By this point, the second blob of sh*t had reached "spitting" distance of the shuttle, and began to collect plasma in the back of its throat to hurl forth. Thankfully, due to Arlan's rapid response by erratically swinging the shuttle around to put it on a vector that wouldn't take it directly into a veritable sh*t swarm, the thing's first shot missed completely. Unfortunately for Arlan and the rest of the occupants, the blobs of sh*t were converging from every direction.

Leaning over his shoulder again, Arlan shouted, "Hey guys!! We, um . . . have lots of company!! There must be dozens of them, no, thousands!!! Hurry up and do something about it while I try to figure out where to land!! Mount the defense turrets or something!!" As if to underline his point, a second blast of plasma skimmed the bottom of the shuttle, scorching its armor and jostling the shuttle roughly.

Looking back at his control panel, Arlan notices that there was now a holographic map floating over the controls: he must have activated it while flailing at the control board wildly during the shuttle's spin. Reaching up a finger to gently probe the floating image, Arlan discovered that he could manipulate the holograph just be pointing at different sections. "Cool." he mumbled to himself, quickly probing the various domes on his map, hurriedly looking for another landing point. The symbol for a hanger bay he did remember, and within moments he had located one that, hopefully, hadn't been blown to pieces yet: on the far side of the complex. Once again, Arlan effectively summed up the situation: "F***. Alright guys, I found a landing point!! Hold on, I'll get us there . . . *mutter* I hope *mutter* ."

Whipping the shuttle around again in what certainly could not be called a smooth motion, Arlan avoided yet another plasma ball from the second blob of sh*t, as Arlan turned to make a run for the landing bay on the far side of the base. This annoyed Mr. Second Blob of Sh*t to no end, and if it had been capable, no doubt it would have spontaneously burst from its anger, showering the Martian ground far below with . . . well, sh*t.

Arlan hadn't gotten very far, however, before the speakers within the dropship's cockpit crackled to life, and some guy named Kelly came on, barking orders. Considering he was a Marine, and Arlan was not, he was able to tell the man to go to h*ll, when he realized the following facts: 1) since he wasn't howling like an idiot, this Kelly fellow probably wasn't insane, and thus, a possible ally, 2) he was on a dropship with three Marines, who currently were all that stood between him and death, and 3) all three of those Marines defiantly had the means, and probably the will, to force Arlan to fly the dropship to the airlocks to pick up their still-sane comrades up, regardless of how Arlan felt about the situation. Sighing, Arlan started jabbing the map again, trying to locate the airlocks where he was supposed to pick these Marines up at.

While Arlan was looking at the map in a half-hearted attempt to find the airlocks, a third Blob of Sh*t came within firing range, moving up to float nearly side-by-side with the second. Gathering the necessary plasma deep in the back of its throat, the third one let fly, and due to a lack of erratic maneuvers on the shuttle's part, the plasma loogie slammed directly into the right underside of the shuttle, slagging two of the plasma cannons and scorching up the dropship's armor some more. The third Blob of Sh*t shifted its one eye around to gaze mockingly at the second, and then closed it in a wink. In response, the second Blob of Sh*t's eye narrowed in hate, and it let fly a fourth time at the dropship. Just before the plasma loogie hit, however, Arlan discovered the location of the airlocks, and once more jerked the dropship around onto a different heading, causing the loogie to go wild yet again. Screaming what could only be an incomprehensible bellow of rage, the second Blob of Sh*t turned to the third and charged, slamming into it and tearing out a huge chunk of its foul flesh with its gaping maw. Badly wounded, but not out of the fight, the third Blob of Sh*t retaliated, letting loose with a plasma loogie at point-blank range. The resulting explosion of energy cooked both of them, sending them both plummeting to their doom a hundred feet below. The score was now 3 to 0 in favor of the humans, largely due to Arlan's wildly erratic (and admittedly, horrible) piloting. However, even more Blobs of Sh*t continued to close, and now more than one was reaching spitting distance at a time.

One such blast, despite Arlan's "best" efforts at evasion, still hit, causing the shuttle to jerk upwards for a moment, and sending Arlan's face crashing into the control panel. For a moment, Arlan passed out, and he leaned forward in his seat, pushing the flight stick down and sending the dropship into an uncontrolled dive. This caused the latest round of plasma loogies to once again, miss completely, and thankfully Arlan came to before the shuttle swan-dived into the ground.

Groaning, Arlan pushed his head up off the control panel, and eased back on the flight stick, leveling the dropship off only a dozen meters above the base's domes. His head once more was throbbing, and from the pain coming from just above his left eyebrow, it seemed like he was bleeding somewhat, as well. Groaning again, Arlan pulled the flight stick back to recover a bit of altitude with one hand, while with the other he probed at his cut. Only a minor one, it seemed, which was certainly good news. Nonetheless, Arlan still moaned . . . wait, he hadn't moaned. If not him, then who . . . oh *shit. Looking over at the pilot seat, Arlan could only watch in horror as the half-eaten pilot proved that he wasn't quite dead afterall . . . or at least, not incapable of movement.

"Uhhh . . . guys!! Little help up here!!" Arlan cried, but after a few moments his only reply was the zombified pilots horrifying groans and growls as it struggled its way free of the safety harness holding it to the pilot's chair. Finally free, the former pilot pushed itself up to a half-standing position, and then crouched for a leap at Arlan, hissing menacingly. "F*** no, b*tch." Arlan snarled in reply, jerking the flight stick sharply to the left. Unprepared for the sudden change in inertia, and no longer strapped down to a seat, the zombie could do little else except fly backward into the left wall with a sickening crunch. As Arlan leveled the shuttle back off and let the pilot's still-living remains collapse onto the floor, the unceasing moans coming from it indicated that it wasn't quite finished yet.

"F***." Arlan said in summary, as the zombie began to crawl across the floor towards him.
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Unread 22 Feb 2005, 12:32   #200
slick
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Re: Doom

OOC: I dont know if i'm supposed to post now, or wait till someone helps me.... Well, i'll half post....

Slick, Dazed on the floor, feels slightly better that a large flood of blood is no longer flowing out of him.He places his uninjured arm onto a nearby wall, shaking a hell of a lot, and struggling to get up. His hands are slippy from his blood, but he manages to stand, shakily, he picks up his weapons. he is shaky, and can harly hold himself up. "A l-little h-help here guys, would be much a-a-apreciated"
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