TEAM BRAVO: A d20 Modern game using the PHOENIX superhero expansion (Inactive)

Game Master CCCXLII

CURRENT ENCOUNTER MAP

Police Sedan:
Pass: 5 (2 up-front and 3 in the back)
Cargo: 425 lbs.
Size: Huge
Doors: 4 (2 up-front and 2 in the back)
Man: -1
Speed: 24
Def.: 8
Hard: 8
HPs: 34
Mods: Better Handling, Faster Engine, Hardened, Plexiglass Separator, Lightbar (sirens, lights)
Equipment (located in the front passenger compartment): Shotgun (fully loaded), box of ammunition (12 rounds of Shot), Patrol box, CB Radio (Professional), Maps (road atlas), GPS receiver, Searchlight (as battery flood flashlight but double the range; mounted to vehicle), Pepper spray canister, Tonfa, Flashlight (standard and 12 chemical light sticks)
Equipment (located in the trunk of the vehicle): First-aid kit, Basic evidence kit, Basic toolkit (including duct tape, boltcutters, and multipurpose tool), Handcuffs, Plastic zip ties, blankets, Food (2 days trail rations, MREs), 12 road flares, traffic cones, Gas siphon, Crime scene tape, Portable fire extinguisher, 4 tear gas canisters.


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M Gnome Bard (Archivist) 1

Spoiler:
1d20 ⇒ 19 That is bloody well annoying.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

oscar left alone in his side of the corridor hear no loud commotion. And therefore thinks that the situation is well handle by his comrades and therefore does nothing but look for inside surveillance equipment


INITIATIVE: Scientist -> Jet -> Jerehmiah -> Oscar

Jerehmiah:
You momentarily stun the Scientist with your accusation, confusing him and causing his arms to falter and nearly lower his gun. But not for long. Almost immediately after, his face contorts into one of anger, setting his jaw and narrowing his eyes, before spinning around the corner and darting back the way he came.

It would appear that he guessed at your plan to stall him. Interestingly enough though, despite realizing this, he didn't take the time to shoot you. You wonder if it's because he didn't consider you as a threat or if he wasn't quite willing to mercilessly gun down an unarmed man.

The team hears quick footsteps heading to the north side of the room, followed by the loud mechanical noise of something sliding into place. This happens just south of Jet's position.

Oscar:
From your current position, you cannot spot any sort of surveillance equipment.

CURRENT MAP

Everyone may post their actions.


Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2

Jet takes the next two steps quietly to the wall and peers around, taking in the situation. Move action at half speed to B12, more to come when I know what's up inside.

Stealth: 1d20 + 12 ⇒ (13) + 12 = 25
Observe: 1d20 + 2 ⇒ (19) + 2 = 21


M Gnome Bard (Archivist) 1

Move to k12 and peek around the corner.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

move to B10


INITIATIVE: Scientist -> Jet -> Jerehmiah -> Oscar

@Jet - Will count that as a 5 ft. step, until/unless you decide to move further.

As you peer around the corner, you're able to take in the rest of the laboratory. The east wall is nearly covered in the computer-desk hybrids (themselves partially covered in medical equipment, microscopes, etc.), except for a small section in the middle that's dedicated to storage space (consisting of two cabinets, a refrigerator, and what you suspect is some sort of medical testing equipment). In what feels like the center of the room, there is a table set up with your traditional desktop computer, but with large monitors. Also on this table, on its right side, are four electronic devices that beep quietly.

Then there is the chamber, with a giant sectional steel door (currently open) and a window that appears to be made out of some sort of reinforced glass. Pale blue light barely spills out from these openings, casting it on the floor. Finally, the man who is standing next to the chamber... He is a tall and skinny man (6~', 140~ lbs.) with a head of brown, disheveled hair. He wears a white lab coat, burgeoning with pens and pencils, and carries a semiautomatic pistol in his right hand. He is currently looking north because of footsteps from that direction (from Oscar), but he doesn't spot Jet.

Finally, something worth noting is that, on the north side of the room (currently outlined in red), there is a opening that leads into a small hallway. At the end of this hallway is a large double door, which you suspect opens into the rest of the complex.

Jet and Jerehmiah still have actions left.

CURRENT MAP


Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2

Seeing the gun, Jet continues around the corner, dropping the pretense of stealth to rush the man. As he nears the apparent scientist, Jet launches a chop into the tendons of his wrist, hopefully causing him to drop the gun.

Disarm Attempt: 1d20 + 17 ⇒ (11) + 17 = 28
No AoO provoked thanks to Improved Disarm. Also note that while te rules state I'd normally wind up with the gun in my hands, in most cases Jet isn't trying to grab the gun, he's just knocking it out of the enemy's grasp. Even if I "have" to get the gun, I automatically drop it unless otherwise noted.


M Gnome Bard (Archivist) 1

Jerehmiah will move to assist in this fight coming from behind to nonlethal the back of this guys head.

Fist: 1d20 + 9 ⇒ (4) + 9 = 13

Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Sneak Attack: 1d6 ⇒ 4

GM:
Removing the two pp per turn now that I am actually in combat.


Stunned by Jet's speed, the Scientist has no time to react as his gun is expertly knocked out of his hand, falling to the floor with a metallic thunk. The Scientist instantly raises his hands in surrender.

"I give up!"

Combat Over. Initiative Ended. Everyone gets 50 XP.

EDIT: This happens before Jerehmiah can reach him. You can replace the 2 PP.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Oscar hearing that the fight is over will head into the big room.

Seeing the scientist he will hand motion for his partners to tie and gag him.


Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2

Jet expertly spins the scientist around and places a zip tie around his wrists, cuffing them behind his back. He looks to Oscar. "Do we want to question him at all?" he whispers, just loud enough for the other man to hear.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

whispering in jet's ear just ask him basic questions like name, rank occupation, name of supervisor anyone else in the building. Do not ask anything about what we are after unless you feel ok to kill him after.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

DM:
while jet ask basic questions Oscar will use Short term reading to find more info on the company, ID access to other room / Layout of floor / Restricted access location and security protocols / any other people currently in the building. Personal Computer access codes / Locations of mainframe. and all about X-433 yes i do realize that all these questions are a few move actions...Will DC 16


Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2

Jet looks with a deep scowl at Oscar. "What kind of monster do you think I am? 'Kill him...' " He shakes his head and turns back to the scientist.

"Now, I'm going to ask you nicely the first time, and things will get ugly after that. I won't kill you, but pain's a powerful thing, friend; I don't need to kill you for you to realize who you're dealing with. Now: What's your name? What do you do here? Who else is here?" The vigilante has the man's collar in his hands, and he leers down into his face with his hood drawn up, the shadows and mask blacking out much of his own visage. People fear what they don't know, what they don't understand.

Intimidate: 1d20 + 9 ⇒ (17) + 9 = 26


(Intimidate: Success) The Scientist seems sufficiently disquieted by Jet's imposing presence, he shies away from Jet, but answers his questions without putting up a fight.

"I'm Dr. Arthur Fulbert, lead scientist, geneticist. If anyone else is here, it's the secretary and a few office workers."

Oscar Cray the III:
ROUND 1
Will Save: 1d20 + 5 ⇒ (4) + 5 = 9
1. "more info on the company,"
This is a question that would require you to read his long-term memories, it's also too generic (memory reading requires specific questions). You do call up a single unique thought though, "The company is going to have my head."
2. "ID access to other room"
A long-term memory question, you're unable to bring anything up.
3. "Layout of floor"
A long-term memory question, the only thing you're able to bring up is, "They escaped through the back door."
4. "Restricted access locations"
Another long-term memory question.

ROUND 2
Will Save: 1d20 + 5 ⇒ (8) + 5 = 13
1. "security protocols"
Another long-term memory question.
2. "any other people currently in the building."
Just as he said earlier, he believes there is only the secretary and office workers in the building.
3. "Personal Computer access codes"
Another long-term memory question.
4. "Locations of mainframe."
Again, another long-term memory question that cannot be read while searching the short-term memory level.

ROUND 3
Will Save: 1d20 + 5 ⇒ (10) + 5 = 15
1. "All about X-433" [read as: "Who is X-433?"]
"One of four successful 'living weapon' experimental clones created with forced-growth technology for the U.S. military. Created to be brain-dead, but somehow retained intelligence. He escaped earlier this week, and has potentially killed and devoured at least a dozen human beings."

You have 3 short-term memory questions left.
Lose 3 PP


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

DM:
short term memory question: current location of other living weapons. Oscar will then move to long term memory scan (with same question as above + spec of all for living weapons


Waiting for actions from Jerehmiah and Jet.


Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2

Jet looks to the others, giving them some time to ask any questions. If they have nothing to say, he knocks the man over the head (nonlethally, of course, to knock him out) and proceeds to use his own clothing to gag him. He gestures to the gun as he does this. "One of you may want to grab that, if only to keep anyone else from getting it."


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Oscar will give jet a hand signal to continue to make him talk


Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2

Forgoing the knockout, Jet twists the man's arms a little further up his back, careful not to actually break anything. "What else? What's going on here that's so secret? Why does a scientist have a gun on him?"

Intimidate: 1d20 + 9 ⇒ (16) + 9 = 25


M Gnome Bard (Archivist) 1

Jerehmiah will take the pistol and pocket it just in case. He will wait on the scientist to answerjet and Oscar.


Arthur winces at the pain, offering little resistance. "See for yourself." He gestures into the metal chamber. Inside, you see what appears to be four metal 'coffins', each with a small glass window on top; they're arranged in a grid pattern, two in front and two in back, each places 10 ft. away from each other and away from the walls. The 'coffin' on the far south side of the chamber has a pale blue light spilling from its window. The other 'coffins' seem to be empty, but unfortunately, to get a better look, you'll have to enter the chamber itself.

Oscar Cray the III:

ROUND 3
2. current location of other living weapons
Arthur doesn't know, but each of the living weapons were outfitted with a homing device, which can be followed by using one of the Trackers on the desk (the beeping devices).

ROUND 4
Will Save: 1d20 + 5 ⇒ (9) + 5 = 14

Lose 4PP

After a brief mind reading, you discover everything you'd practically want to know about the company and its facility. However, you also discover that Dr. Arthur and the lab you're in are somewhat 'isolated' from the rest of the company. In other words, this laboratory is on a completely separate system and all information pertaining to the living weapons (and the case) can only be found in the room you're in.

If you want to explore the rest of the facility, you'll have to tell me exactly what you're looking for, and I'll summarize what happened during exploration, what was found, etc. Aimless searching would take too much time to be viable.

As for the specifications on the living weapons. You receive the following... "They are of the species Deinonychus antirrhopus. But we changed them. They're taller now, stronger too... Keen sense of smell, excellent jumpers, and superb at hunting and ambush."


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Oscar will signal that jet can KO the scientist.

once that is done, while the other go explore the Coffins, Oscar will connect to the lab's mainframe, after opening and powering up his "work" laptop

DM:
using both his technopathy, the knowledge ID/Password gained from the lead scientist oscar will download remotely in his PDA (who is on) all the files concerning the experiments / the lab / the company. He will be careful not to trip any software alarm (use of software from work laptop). In order to do that he just open the files on the main frame, and makes a picture of the content with the technopaty power and then stores the date on the pda / laptop. Since he know exactly just what files needs to be opened in order to get the science and the proof he might need.


Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2

"Thanks for the offer." Jet then presses on the man's temples and pressure points in his neck, knocking him out. Nonlethal coup de grace, I guess.

"Right. Guess I'll see what these are." Jet steps into the chamber to get a good look at the coffins, especially the lit one.


M Gnome Bard (Archivist) 1

The old man follows behind jet.


In a single flowing movement, Jet both knocks out Arthur and steps into the large metal containment chamber. As the scientist quietly slumps to the floor, the cloaked hero is already halfway inside, approaching the final coffin, his stride unbreaking.

Jerehmiah follows close behind. Meanwhile, Oscar moves over to the desk and computer in the center of the room.

Revealed Map

((Sorry for being sick and everything guys, its taken a little while to get back into the groove of things~ Anyway, this post was supposed to be longer, as I was just about to write the description and stuff for the containment chamber (something that I thought would take awhile), when I suddenly remembered something important xD. Also Oscar, I'll get to your actions right after this~))

[Everyone, roll Observe]


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

no worries its the season :)


Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2

Observe: 1d20 + 2 ⇒ (20) + 2 = 22
No problem, GM--I'm actually having problems right now myself, because my laptop appears to have gotten a virus (yay, mandatory college protection software).


M Gnome Bard (Archivist) 1

1d20 ⇒ 9


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

observe: 1d20 + 2 ⇒ (2) + 2 = 4


Those rolls xD Oh no~ Also, this update was a lot easier to write than expected!

@Jerehmiah:
What is Primary Jerehmiah doing at this point in time~?

@Leon Hatcher & Jerehmiah - Entering the immense dimly-lit chamber, the two heroes approach the final tube (on the revealed map, the tube/coffin closest to where the team entered). These tubes are constructed out of a hard metal, sans a small viewing port on one side, they also open on one side, making the large devices reminiscent of a coffin and its lid. The room itself is cold also, and you suspect that the lengths of piping across the wall, ceiling, and floor, are used to deliver the liquid nitrogen into the tube/coffins (will call them tubes from now on). However, as the other tubes are empty, only the final coffin is especially cool to the touch, still being pumped full of the liquid nitrogen.

In-fact, this final tube is so cold that its viewing port is frosted over. You'll have to wipe it away before being able to see inside.

@Leon Hatcher - Walking through the chamber, you catch something in your peripheral vision, noticing a little too late the cameras on the north and south walls (2 on each, 4 in all). The cameras seem to be tracking you and Jerehmiah.

@Oscar Cray III:
Easily done, you store the data both in your mind and on the PDA. You also download Dr. Fulbert's notes. From these notes, you can easily tell that he has been working on methods to clone dinosaurs from fossil samples, in order to make living weapons for the military. His work went better than expected however, and he was able to create four specimens through forced-growth technology.

The files also reveal that despite his best efforts to create brain-dead creatures, the 'weapons' retained their intelligence. Upon awakening, three of them broke out of their containment cells. He managed to hide from them but could not prevent them from reaching the outdoors. He quickly concealed the escape and attempted to recapture the creatures, but he failed. Thereafter, he watched the news, and his notes evince his increasing horror at the repeated killings.


M Gnome Bard (Archivist) 1

DM EYES ONLY:
Jerehmiah prime is keeping a weary eye out for security or people entering the building, all stakeout style.

"Allow me" Jerehmiah wipes away as much of the frost as he needs to view the inside.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

oscar will close the mainframe and will go and grab the tracking devices that are on the table.

He will signal to the people in the room that he has something by raising his arm and showing the device to them.


Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2

"Sure--ah, damn." Leon turns to one of the cameras, though he keeps his face low so his hood masks it. Leaping up, he rips it out of the wall, then turns and does the same to the others. Taking 10 on Jump gives me a 28; if you need me to roll for anything, let me know.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

oscar looks at leon after seeing him leep twice inside the room.

Realizing something might be off he move closer in order to see what provoked his attack. Seeing the ripped of cable he puts the devices he is holding in his hand in his backpack and extract an other one.

Taking out his Ipad oscar will search for the signal transmission of the camera.

DM:
Oscar will also be using Technopathy in order to find out were the image signal was send to.

whispering: Finish up quickly here we are heading out fast


@Jerehmiah:
@Clone Jerehmiah - Pressing your hand hard against the glass, you scrape away the accumulated frost before looking closely at whatever is inside. What you see inside the tube almost overwhelms you, a creature that is very much unlike anything you've ever seen before.

Knowledge: Earth and Life Sciences check (rolling for you): 1d20 + 0 ⇒ (12) + 0 = 12
(Original result was 12, and will be treated as such in-case the roll somehow changes through writing and editing this post.)

You correctly identify the face of the creature to be reptilian in nature, and even go a step further. You recall a book on science that you either read or flipped through a long time ago, one of the illustrations in said book, one of a dinosaur, looks particularly similar to the creature in the tube. You are, however, not sure what sort of dinosaur the creature is.

While watching the dinosaur, you notice that it's twitching ever so slightly, as if disturbed. You wonder if it might be waking up from its cold sleep.

@Prime Jerehmiah - The coast seems clear, for now.

@Jet - These cameras are supposed to have 8 defense, hardness 2, and 5 hp, but you'd destroy them all anyway if I made you roll for them xD

The cameras are easily torn down. You wouldn't doubt that there's some sort of failsafe mechanism though.

@Oscar - Tracking the signal, you find that all the data from the cameras is being streamed directly to Dr. Fulbert's phone, which is conveniently located in his lab coat pocket.

EDIT:

@Oscar:
- Remember to deduct PP for any power use


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Oscar will head toward the professor and will retrieve the Phone. He will turn it off and remove the battery.

Whispering again: Kill and destroy whatever is inside. Any of you good at demolition?

oscar will head back to the mainframe and will upload a high end virus that will wipe out all the data connected to the research, including all back up. He will also program a different sleeper virus to activate when any remove device are connected to the mainframe to wipe out the targeted research files

dm:
let me know what i need to roll and if technopathy can help


Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2

Jet pauses for a moment after the last camera is torn down. "Great. We break in, rough up a scientist, give him a hell of a headache tomorrow, and tear down some cameras. Do we know what's going on yet? He said something about genetics." He turns to Oscar as he leaves the room. "What did you have when you waved?"


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Whispering There might still be recording devices i will explain outside But this place has to be leveled along with the containers


Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2

Leveled? "Great. How?"


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

explosives, gas leak etc..


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Oscar will rapidly look throughout the lab is there are things that could be used for what he had in mind, as well analysing the Weak points in the structure.

With both types of info he returns to his laptop and computes a few models in order to optimize the weak points and the chemicals mix needed in order to achieve the desired outcome


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M Gnome Bard (Archivist) 1

Jerehmiah is taken aback by what he sees.

"What fresh Shiqquwts is this, they go against the will of God and remake a creature he saw fit to remove from this land. Terrible lizards men. This bodes ill for us. Mark me and my word." A look of sheer terror crosses the man's face, mixed with disgust and anger at this affront to the Lord's will. "These things could become responsible for much hardship."


Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2

Jet looks over to Jerehmiah, having shrugged at Oscar's comments. "What are you talking about, old man? You see something important?" He returns to the elderly man's side, wondering what's going on.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

A superhero who is also a devout follower of God? oh please Oscar still concentrate on his computer blast model.

Well there appears to be the necessary chemicals to blow up this place


M Gnome Bard (Archivist) 1

"Dinosaurs, they are making dinosaurs... and this one seems to be waking."


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Having completed the initial model of the chemical present and calculated the optimal mix Oscar will then start to process with his plan.

Craf: Chemical: 1d20 + 2 ⇒ (15) + 2 = 17

Oscar will refer to his calculation in the blast model to set up the charges in order to inflict maximum damage

Structural: Weak points: 1d20 + 4 ⇒ (10) + 4 = 14

Can i invoke the plot device item in order to get some Napalm or Hellfire or other Explosive related item that will help me accomplish my goal? And if we have time i can use my Database Advantage to grand me a +2 to a craft skill? The Goal is for a Big fire to destroy the whole lab and its equipment. Not to blow up the building.0


To Oscar (anyone can read):
On the SRD, explosives can be found HERE. Detonators can be found under Equipment (General) HERE. There aren't any stats for Napalm or Hellfire, but if you kind find stats for those online, I'd be willing to let you have them.

EDIT: In other words, yes, you can use your plot device for explosives

As for your Database Advantage, only if you're willing to spend an hour doing research (as according to the advantage).

If you really want ensured destruction (as fire alone might not cut it), I imagine the best course would be to spend your plot device on C4, and then use your Craft (Chemical) to improvise a detonator (a moderate explosive, according to the C4 entry, which would take an hour to make).

I'll need to know exactly what you want to do to destroy the lab.

BTW, when it comes to creating a sleeper virus like you're asking, that will also take one hour. So I'll need to know exactly how you plan to spend your time.

Current time is somewhere around 5:00 AM. Oscar's decoy alarm would have been dealt with by now, freeing up police officers around town. Outside the building, cars are beginning to travel the streets. The sun hasn't risen yet.

Will post a full update later


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

ok then: C-4 on plot device, craft Alchemy to improvise a detonator. So oscar will work on that from 5:05 to 6:05 AM. From 5h:00 to 5h:05 Oscar will take out the PDA from the work backpack, configure the phone reception mode, and wire it to the mainframe. The idea is to use it as secondary trigger mechanism + upload link for the virus, that oscar will create in the Van after existing the building. He will also Lock all keycard pass to no entry until 7:30 AM

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