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File: 1393627992747.jpg-(491 KB, 1741x960, Killers.jpg)
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The last thing you remember is meeting your sister. The first thing you remember is getting into another fight.


Twitter: https://twitter.com/Gideon020
Rules: http://pastebin.com/BgiTzjeE
Character Sheet and Inventory: http://pastebin.com/higzqSf1

Previous thread: http://suptg.thisisnotatrueending.com/archive/30528547/
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Cyberpunk%20Yandere%20Quest

Your name is Alice, a prototype Infiltration/Assassination android and as the sun falls on The City, you prepare for difficult fight ahead.

You are situated inside a half-ruined building near The Slums, and your preparations have just been interrupted by the arrival of Kaplan Tactical Security, a Turkish-based PMC.

Thirty men and women in combat armour and armed with heavy weaponry are now at the bottom of the building and ready to breach the perimeter.

Cassandra, Rebecca, Zack and two other men in heavy body armour have grabbed weaponry and are preparing to engage the PMC soldiers.

"Alice!" Cassandra turns to you, "Grab a weapon and get ready, we've got one hell of a fight on our hands!"

You nod and head over to the couch that Cassandra had opened to find a small collection of weaponry inside, along with boxes of ammunition.

"Grab something that works best for you, doesn't matter if it's a pistol or a machinegun." Cassandra says as she loads an M4A6 assault rifle.

Nearby, you momentarily stare at the sight of Rebecca casually hefting an MG3-50 like it was a toy, a huge ammo bag slung over her shoulder.

One of the two armoured men was holding a grenade launcher, while the second had an AA-12/10 in his hands.

You turn back to the weaponry and inspect your available choices.

(Cont.)
>>
1d100 for general voting, best roll out of five is chosen.

Combat is 1d100 with modifiers for how many shots you fire in combat. Best out of three roll is chosen.

Burst Fire and Full-Auto Fire attacks can be done multiple times in one action, but each attack after the first incurs a cumulative -10 penalty.

Body armour subtracts from total damage done per attack.

You can target multiple enemies in a single action. Roll 1d100+modifier for each target. Specify for each roll the target and the attack used.

Takedowns and Executions are 1d100-20 and a short paragraph describing the Takedown or Execution. Best out of three rolls is chosen, but I will pick which action description looks the best to me.

Reactor Charges are your healing mechanic. Expend a Reactor charge and roll 12d6. Reactor Charges stack, and are regained through Takedowns and Executions.

Stability is a measure of your Yandere psychological state. If you lose a certain amount, known as the Snap Limit, you Snap and enter a state of emotional hysteria and brief psychosis. Lose all your Stability, and you go Berserk, and will perform a violent action, often against your love interest.

Relationship is how strong your relationship with Ian Carter is. You have to keep your relationship as high as possible. If you drive the relationship down into negative numbers, Ian will reject you, and you will proceed to murder him and commit suicide.

Good luck.
>>
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cancer
>>
>>30550438
the hand cannon seems like a nice opener gun to start with.
>>
>>30550513
nah, hand canon would be good for single opponents (or vehicles)

best now would be a light(ish) SMG
but let's see what they have in stock
>>
You check to make sure the Cannon is still in it's holster, and that the ammo pack is at your side.

Your combat systems come fully online.

Health: 190/190
Armour: 30
Reactor Charges: 6

You check your weapon next.

.577 Revolver 'Cannon'
Ammo Type: .577 Anti-UGV
Ammo Loaded: .577 Hot-Load APEX Shaped Charge.
Ammo Status: 6/6
Spare Ammo: 60
Rate Of Fire: 6
Recoil Penalty: -20 Cumulative (Every shot after the first one adds a stacking -20 penalty.)
Damage: (18d6)x4, Ignores Armour

You then look into the weapons cache to check your choices.

-Browning Hi-Power 9mm
-.45ACP Uzi
-M4A6 Assault Rifle
-P90/50
-SPAS12 Street Custom
-Barret M110 Anti-Materiel Rifle

You only have time to grab one before KTS breaches the building!
>>
>>30550698
>No funknives
Oh balls.
I guess the Barret, because we're a good shot and they might have something big.
>>
>>30550698
stats?

i'd go for the
>-SPAS12 Street Custom
because yay, auto shotgun but...
>>
>>30550698
>-Barret M110 Anti-Materiel Rifle

Because I doubt they'll be so eager to keep fighting once their friends start exploding into salsa.
>>
>>30550698
>>M4A6 Assault Rifle
I'd go Anti-mat if there weren't forty of the fuckers
Best be pragmatic.
>>
Browning: 2d6+2 Damage, 15 Magazine, ROF 6 Semi-Auto.

Uzi: 3d6 Damage, 30 Magazine, ROF 10 Full Auto

M4A6: 5d6+2 Damage, 30 Magazine, ROF 6 Semi-Auto/3 Burst/10 Full-Auto

P90/50: 5d6+1 Damage, 60 Magazine, ROF 6 Semi-Auto/5 Burst/15 Full-Auto.

SPAS12 Street Custom: 5d6 Damage, 40 Drum, ROF 8 Semi-Auto

Barret M110: 6d10 Damage, 15 Magazine, ROF: 3
>>
The .577 wouldn't be too bad if everyone else gets assault rifles. Mainly because any hit is pretty much a one shot so as long as they cover us we should be fine. The armor blasting quality is godly.

On the other hand we might also want to just light them up with head shots from something else.
>>
>The Barrett

You grab the large Anti-Materiel Rifle and a small satchel of ammunition.

Barrett M-110
Ammo: 12.7mm BMG
Ammo Status: 15/90
ROF: 3
Mods: Sniper Scope
Modifier: +20

You heft the rifle easily and approach Cassandra, "Where do you want me?"

Cassandra turns to you and points out the door, "The room across from us has a hole that looks down the main staircase and ground floor. Set yourself up and buy us time to clean this place up!"

You nod and run across the hall to where the hole is and set up the rifle before looking through the scope.

After two minutes, the front door is blown inwards by a breaching charge and six soldiers enter the ground floor.

-Roll 1d100+20, best roll out of three. You can roll multiple dice to shoot multiple targets up to the maximum ROF of the weapon.
>>
Rolled 73, 21, 92 + 20 = 206

>>30551544
I assume no cumulative -10 for recoil?
>>
Rolled 59, 64, 90 = 213

>>30551544
one bullet, one head
>>
>>30551593
No recoil, it has the typical Barrett muzzle brake.
>>
Rolled 45 + 20

>>30551544
one head shot at a time
>>
>>30551694
>ROF: 3
>Roll one die

Really anon?
>>
Rolled 26, 11 + 20 = 57

>>30551694
......damn dice AGAIN! fine.let me add two more to that.
>>
>>30551873
i'm not sure i did that right.....
>>
>Roll: 59, 64, 90

Three shots thunder out as you chose your targets.

-Target 1: 22x10=220

The first goes down as the bullet caves in the front of the helmet, blood and gore dribbling out as the corpse collapses.

-Target 2: 39x10=390

The second target's head simply vanishes in a cloud of gore and shrapnel.

-Target 3: 28x10=280

The third target's helmet bulges suddenly at the back as the corpse collapses forward and you sensitive ears pick up a wet sloshing noise.

The remaining three soldiers move for cover, "Up there!"

Assault rifles open fire on you and spray your position with bullets!

-Soldier 4 Attack: 23, Miss
-Soldier 5 Attack: 36, Miss
-Soldier 6 Attack: 98, Hit!

Bullets rip through wood and thin concrete, punching into your body!

Initial Damage: 101
Damage Reduction: 30
Final Damage: 71

Health: 119/190
Ammo Status: 12/90

You grimace but don't do more than that as you take aim again.

-Roll 1d100+20, best roll out of three. Anyone can roll to use Reactor Charges to recover Health, but only one roll will be taken.
>>
Back in a few guys, taking care of something.
>>
Rolled 80, 21, 1 + 20 = 122

>>30552124
what dice is the reactor charge again?
shooting!
>>
Rolled 61, 61, 82 + 20 = 224

>>30552124
same thing again, one bullet for everyone's mouth
>>
Rolled 94, 44, 16 + 20 = 174

>>30552124
Headshots, all day every day.
>>
>>30552205
damnit
>>
Rolled 3, 6, 3, 3, 4, 1, 5, 1, 4, 5, 6, 3 = 44

>>30552124
Reactor Charge
>>
>>30552293
that 1 got me, but this anon
>>30552230
covers for it i hope.
>>
>Attack Roll: 61, 61, 82

You take aim and fire three more shots.

Attack 4: 46x10=460

The soldier goes down missing the top half of his head as the bullet punches into the floor behind her.

Attack 5: 29x10=290

Another soldier's head simply bursts like a rotten melon, splattering brains and blood all over the walls and floor.

Attack 6: 28x10=280

The soldier who managed to hit you has his head turned inside out by the .50BMG bullet as you fire a Reactor Charge inside your body:

Health recovered: 44

Health: 163/190

Ammo: 9/90

"Alice! We need you out here!" Cassandra calls over the sound of gunfire and you quickly rise and jog back into the meeting room to find the group firing out the windows as Cassandra spots you, "They've got snipers on the opposite rooftops, we need you to take them out!"

You nod and set yourself up at a hole in the wall and begin scanning the rooftops.

Roll 1d100 to spot the enemy snipers, best roll out of three.
>>
Rolled 5

>>30553656
predator vision ON
>>
Rolled 58

>>30553656
>>
Rolled 17

>>30553656
>>
>Roll: 58

You spot the glint of their scopes. Seven of them on the opposite rooftops. So long as they're there, the others can't retaliate as well as they should.

You take aim.

-Roll 1d100+20 for your targets, Best roll out of three.
>>
Rolled 86 + 20

>>30553858
Pop and drop.
>>
Rolled 17, 79, 37 + 20 = 153

>>30553858
fump
fump
fump
>>
Rolled 55, 88, 79 = 222

>>30553858
>>
Rolled 53, 30, 46 + 20 = 149

>>30553858
Be polite. Be efficient. Have a plan to kill everyone you meet except Ian
>>
Rolled 31, 38, 2 + 20 = 91

>>30553858
>>
>>30554087
with rolls like that, you should buy a lottery ticket
>>
>>30554087
fluff?...maybe you should take a brake from rolling.
>>
>Attack Roll: 55, 88, 79

Three shots kick up dust as you pick three targets from the seven available and send rounds there way, imaging systems easily picking them out in the darkness.

-Sniper 1: 39x10=390

There is a puff of red and the sniper goes down.

-Sniper 2: 24x10=240

The second sniper must have been at an angle because the moment the bullet hits them, they fall off the roof and hit the pavement.

-Sniper 3: 39x10=390

The third sniper head explodes!

You nod, three down, four to go.

Ammo: 6/90

Suddenly four shots ring out!

-Sniper 4: 16, Miss

A bullet strikes the wall near your shooting position.

-Sniper 5: 83, Hit!

A bullet smashes into your shoulder, going much deeper than a normal bullet!

Initial Damage: 25
Armour Reduction: 15! Armour Piercing Bullet!
Final Damage: 10

Health: 153/190

-Sniper 6: 52, Hit!

The next bullet explodes when it hits you!

Initial Damage: 43
Armour Reduction: 30
Final Damage: 13

Health: 140/190

Sniper 7: 56, Hit!

The next bullet punches deep into your body!

Initial Damage: 29
Damage Reduction: 3! Titanium-Core Armour Piercing Round!
Final Damage: 26

Health: 114/190

You're leaking fluids as you take aim to retaliate.

-Roll 1d100+20 to attack, best roll out of 3. Anyone can roll to expend Reactor Charges, and remember, the dice can stack with however many charges you expend.
>>
Rolled 3, 4, 4, 1, 3, 4, 2, 3, 2, 4, 6, 4 = 40

>>30554229
Just one reactor charge

the others better be pulling their weight.

should we reposition?
>>
Rolled 1, 3, 5, 5, 4, 6, 4, 3, 5, 6, 5, 3 = 50

>>30554229

Lets toss out a single charge here to get rid of the leaking fluid.
>>
Rolled 3 + 20

>>30554229
Shit, normal people would be wasted with this damage. Even with the armour we are getting fucked.
>>
Rolled 50 + 20

>>30554229
>>
Rolled 61, 14, 56 + 20 = 151

>>30554229
Heads as always.
>>
Rolled 77, 9, 41 + 20 = 147

>>30554229

Lets murder the fuckers.
>>
Rolled 78, 50, 38 = 166

>>30554229
>>
Rolled 54 + 20

>>30554111
>>30554151
the dice.... the damn dice...
>>30554229
>>
Rolled 18, 37, 63 + 20 = 138

>>30554229
>>
>Attack Roll: 61, 14, 56

You fire off three more shots to thin the number of snipers as the ground battle continues to rage below you.

-Sniper 4: 32x10=320

Another sniper goes down and you spot a dark stain where their blood sprayed across an air-con unit.

-Sniper 5: Miss!

The bullet smashed into the brick near their head and the sniper takes cover.

-Sniper 6: 27x10=270

The next sniper goes down as you see bits of head rain down onto the street.

A shot rings out!

-Sniper 7: 27, Miss!

The bullet punches into the brick work as you take aim once more.

-Roll 1d100+20 to finish off the last two snipers! Best roll out of three will be used.
>>
Rolled 84, 69 = 153

>>30554534
>>
Rolled 12, 16, 48 + 20 = 96

>>30554534

Time to die horrible deaths.
>>
Rolled 48, 45, 29 + 20 = 142

>>30554534
If we do well enough on head-shots maybe we can save the last bullet.
>>
>>30554558
hah i beat my last roll with less dice
>>
>>30554578
Nice work.
>>
>>30554534
didn't we heal?
>>
Rolled 65, 20 + 20 = 105

>>30554534
>>
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>Attack Roll: 84, 69

You pull the trigger and upon hearing the click, realise that you ran out of ammo and quickly yank out the magazine before slamming in a fresh one.

Ammo 15/75

Two shots ring out as you take aim at the last two snipers.

-Sniper 5: 29x10=290

You see a spray of blood and gore as the bullet hits their skull.

-Sniper 7: 39x10=390

The final sniper goes down in a spray of blood and immediately Rebecca rises from her position and opens fire with the MG3 in her hands, spraying the soldiers down below with a hail of bullets, forcing them back before you hear one of them call out, "Fall back! Bring in the Mini-Tank!"

You grimace and fire off a Reactor Charge.

Health Recovered: 50

Health: 164/190

A large truck appears and the group stops firing as the sides drop down and you see what KTS brought into deal with you.

"Oh shit!" One of the two men curses, "It's a fucking Fuchikoma!"

The spider-like Mini-Tank is boarded by a pilot and it nimbly hops off the back of the truck before it looks up at you and your systems analyse it.

Fuchikoma Mini-Tank
Health: 1200
Armour: 300
Weapons: 12.7mm Minigun, 7.62mm Machinegun, 40mm Grenade Machinegun.

Tactical Recommendation: Flee or engage with anti-armour weaponry.

-Get the hell out of there!
-Draw the Cannon and take the bastard on!
>>
Rolled 51 + 20

>>30554969
Snipe it to death.
>>
>>30554969
>-Draw the Cannon and take the bastard on!
boom!
>>
Rolled 19, 9, 3 = 31

>>30554969
snipe the gatling gun. Less barrels functional, less bullets aimed at us.
>>
>>30555078
goddamn
>>
>>30554969
>-Draw the Cannon and take the bastard on!

The key thing in this fight is to keep moving.
>>
Rolled 74, 94, 64 = 232

>>30555078

That roll is amazing anon.
>>
>>30554969
-Draw the Cannon and take the bastard on!
they are inbetween us and Ian!
>>
Rolled 85, 20, 33 + 20 = 158

>>30554969
>You pull the trigger and upon hearing the click, realise that you ran out of ammo.

No we didn't. We still had three bullets in that Magazine.
>>
>>30554969
Draw the Cannon and take the bastard on!
>>
>>30554969
Am I the only one who thinks it's a good idea to run?
>>
>>30555313
Probably, but I flipped a coin and it's time to see what the Cannon can do.
>>
>>30555313
I was going to vote for that too, but then I figured that disabling the weapons would be better.

Then I rolled a 31 on a 3d100....
>>
>>30555313

It's a great idea to be honest. But I think we should try to get a tank out of the way because if we don't it might pop up to say high later.
>>
>>30555424
that and if we can disable it, it will prevent it from shooting us or anyone else in the back as we run.
>>
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>Draw the Cannon and take the bastard on!

You draw the massive revolver and thumb the safety off as your systems bring up it's stats once more.


.577 Revolver 'Cannon'
Ammo Type: .577 Anti-UGV
Ammo Loaded: .577 Hot-Load APEX Shaped Charge.
Ammo Status: 6/6
Spare Ammo: 60
Rate Of Fire: 6
Recoil Penalty: -20 Cumulative (Every shot after the first one adds a stacking -20 penalty.)
Damage: (18d6)x4, Ignores Armour

You turn to Cassandra, "I'll deal with the Mini-Tank, you guys get the hell out of here!"

In the pale moonlight, you thank God that the fluids staining your clothes are dark and easily mistaken for blood.

Although Cassandra's reaction is in line with what you predicted as her eyes widen, "My god! You're wounded!" She moves over to you, staying low as Rebecca and the two men continue firing on you, only sparing you a short glance as she drops down to grab a fresh bag of ammo.

Then the Fuchikoma's minigun opens up with a roar, tearing apart the space where Cassandra was originally kneeling, shredding the brickwork into dust.

Everyone stares at the hole before you grab Cassandra's shoulder, "Get the fuck out of here!"

She nods, dropping the rifle and grabbing a large duffel bag, "Let's go people!"

Rebecca and the two men nod and you realise something, "Where's Zack?"

"He snuck out to grab an escape vehicle!" Rebecca responded, "I just hope he made it!"

You nod, so do you. Even if he wasn't Ian's uncle, you need him to get access to the weapons at Precinct 13.

The others run out of the room just as you hear a mechanical noise and the Fuchikoma appears, legs grabbing onto the walls as the minigun begins to swing towards them!

-Roll 1d100 Now! Best roll out of three! Remember, every shot after the first one will have a cumulative -20 penalty!
>>
Rolled 93, 34, 52 = 179

>>30555832

My rolls will shake the heavens and the earth.
>>
Rolled 34

>>30555832
one shot is all we need
>>
Rolled 32, 47 = 79

>>30555832
two shots
>>
>>30555946
I think I'm just going to stop rolling now.
>>
>Attack Roll: 93, 34, 52
>1 Hit.

The Cannon fires three times, but the recoil causes two of your shots to go wide, the bullets exploding in the walls.

The first shot, goes straight into the 'head' of the Mini-Tank.

Initial Damage: 244
Armour Reduction: Ignored!
Full Damage!

Fuchikoma Health: 956/1200

It turns and the minigun prepares to open fire!

-Roll 1d100 to dodge! Best roll out of three!
>>
Rolled 81

>>30556060

CRAWLING IN MY SKIN!!
>>
Rolled 72

>>30556060
>Fuchikoma Health: 956/1200
aha
ahahaha
fuck.
>>
Rolled 82

>>30556060
>>
>Dodge Roll: 82

You dive out of the way as the Minigun open fires, and the wall behind you simply ceases to exist.

You snap off a quick shot from the Cannon.

-Opportunity Attack: 90, Hit!

Initial Damage: 296
Damage Reduction: Ignored!
Full Damage!

Fuchikoma Health: 660/1200

Ammo: 2/60

You need to deal with that thing, and quickly!

-Roll 1d100 to attack the Fuchikoma, best roll out of three.

Or

-Roll 1d100-20 to perform an Execution. Best roll out of three, and I'll pick which execution sounds the most interesting to use.
>>
Rolled 85, 68 = 153

>>30556209
THESE WOUNDS THEY WILL NOT HEAL!!
>>
Rolled 89, 17 = 106

>>30556209
We need at least 3 bullets to kill it. Blindfire 2 shots while running for cover that will last long enough to reload.
>>
>>30556060
okay, not as bad as I thought. I forgot it does a shit ton of damage.
>>
Rolled 15 - 20

>>30556209
jump on top of it, rip the cockpit door open, throw the pilot in front of the minigun and shoot
>>
>>30556240
Here praying that 48 will be high enough for two hits.
>>
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>>30556060
>Fuchikoma Health: 956/1200
Well . . . Fuck.
Run! Fuck it run!
>>
Rolled 14

>>30556209
see if we can get a solid shot in
>>
Rolled 16 + 20

>>30556355
........
>>
>>30556385
.........
>>
>Attack Roll: 85, 68

You fire two shots and the recoil causes the second bullet to strike one of the gun-arms!

Explosion Roll: 2, Gun-Arm survives.
Internal Damage Roll: 7, Ammo Explosion!

The gun-arm with the 40mm grenade machinegun bulges outwards as the grenades inside explode, reducing it to a ruin as your first shot strikes home!

Initial Damage: 268
Armour Reduction: Ignored!
Full Damage!

Fuchikoma Health: 392/1200

Smoke is rising from the holes and you can smell internal fires, but the Mini-Tank is still standing thanks to redunant systems as you quickly reload.

Ammo: 6/54

It turns and the machinegun-arm suddenly opens fire!

Fuchikoma 7.62mm Machinegun: 11, Miss!

You dodge out of the way of the spray of gunfire and the minigun swings towards you!

Fuchikoma 12.7mm Minigun: 91, hit!

You're struck by a short burst of heavy 12.7mm bullets!

Initial Damage: 159
Armour Reduction: 30
Final Damage: 129

Health: 35/190

You get shredded by the bullets, landing in a heap, but still functional, fluids dripping from the jagged holes torn in your body and clothing.

"What the fuck?" The Fuchikoma's spotlight suddenly switches on and you engage ant-glare systems, and the tank is suddenly quite still, "What the fuck are you?"

-Say Nothing. (Roll 1d100-20 for an Execution, best roll out of three.)
-Flee!
-Attack! (Roll 1d100 to attack, best roll out of three.)
>>
Rolled 6, 2, 6, 3, 5, 3, 1, 3, 2, 2, 4, 1, 4, 3, 2, 1, 3, 5, 2, 5, 3, 4, 1, 6, 2 = 79

>>30556676
3 reactor charges

fire all 6 shots.
>>
Rolled 56 + 20

>>30556676

Give the tank the bird. While charging it and firing directly into the tanks body.
>>
Rolled 87 - 20

>>30556676
-Say Nothing.
hey, let's do a wrestling throw with that tank
>>
Rolled 74

>>30556676
finish it, attack!

and we're going to need new armor now.
>>
Rolled 4, 2, 3, 4, 6, 2, 4, 3, 2, 5, 5, 1, 6, 6, 6, 3, 5, 2, 5, 6, 5, 4, 1, 2, 6 = 98

>>30556676

3 charges.

>>30556764


Dude. After the 3rd it becomes impossible to hit.
>>
Rolled 20 - 20

>>30556676
>>
Rolled 68, 38, 38, 62 = 206

>>30556676
>>30556816
fine, fine, 4 shots.

it also looks like we can't roll for more than 2 charges at a time.
>>
Rolled 71, 55, 8 = 134

>>30556676
FEAR IS HOW I FALL!!
>>
Mathematically speaking we can only hit with around a 45 or above.

4 shots would give a -20 -40 -60

so a hit on a 65 a 95 and a impossible.
>>
>Say Nothing
>Execution: Wrestling Move

You fire three of your remaining four Reactor Charges and rise to your feet and into a charge, the Cannon raised.

Health Recovered: 98
Health: 133/190

You jump up and slam both feet into the 'head' of the Fuchikoma, aiming the Cannon at the rear of the vehicle and fire a single bullet. punching through the armour and exploding as the Mini-Tank rears back.

Landing on the as the tank rears, you fire another shot, straight into the ammo storage for the 12.7mm Minigun.

The ammunition explodes, spraying bullets into the air and further knocking it back until it loses its balance and falls off the building.

You hear a crash before an explosion lights up the night.

You did it, the Fuchikoma is dead. You turn and stagger out of the destroyed room and head down to find the back entrance.

You manage to stumble out the back as KTS pulls out. Police sirens are shrieking in the distance, but even in your badly ruined state you can avoid them easily.

You're a mess, and you're not sure if you should try to head home or not.

-Head home, you can just lock your door.
-Try to contact Cassandra and the others.
-Find somewhere to rest until morning (Specify)
>>
>>30557031
-Try to contact Cassandra and the others.
see if she has a safe house we can crash at.
>>
>>30557031
-Contact
Ask for a pickup.

I guess we can't loot the robot with the amount of police there.
>>
>>30557031
>-Try to contact Cassandra and the others.
>-Find somewhere to rest until morning (Specify)
>>
>>30557031
>-Try to contact Cassandra and the others.
tell them we are okay
>-Find somewhere to rest until morning (Specify)
don't know where but we don't want everyone to know we're a robot
>>
>>30557031
>-Try to contact Cassandra and the others.
>>
>>30557101
damn, you're right.

changing >>30557077 to that then.
>>
>>30557101

>-Find somewhere to rest until morning (Specify)

Maybe we should try mothers old safehouse?

Right now we need to get out of these fucking covered in fluid clothes and rest up. We could also try a run down hotel.
>>
Rolled 2 + 20

>>30557227
we also need to check if Ian is ok....or did you all for get?
>>
>>30557227

Just to note if we do talk to the others it should be though phone.
>>
>>30557268
....GOD FUCKING DAMNIT FORGOT TO GET RID OF THE DAMN DICE!
>>
>>30557268

He should be since he wasn't the target. Might as well check though. Although I haven't read last thread was the plan tonight?
>>
>>30557310
The red bitch had a sniper on him. wouldn't put it past her to hold him hostage against us.
>>
so will our performance here and ability to survive multiple sniper rounds and minigun fire blown our cover as a human?
>>
>>30557371
if this is true fuck everything i said earlier and just get a ride
>>
>>30557371
It would, if such survivability hadn't been observed before.

Thankfully, the only person who saw what you really are tonight, is inside a destroyed Mini-Tank.
>>
>>30557371
naah, they'll just thing we were extra lucky
>>
>>30557371
naw, we just got really lucky/we're good at using cover. Obviously this means we need a change of clothes so that they don't notice something like 10 bullet holes.
>>
Just people know, I'm going with the suggestion of Mom's Safehouse unless you all have a different place in mind.
>>
>>30557518
fine! we can crash there. besides, we have not finished going though the place.
>>
>>30557518
we ARE calling the moms to let them know that we're ok right?
>>
>Try to contact Cassandra and the others.

You check your pockets and are relieved to find your wallet and phone still intact. You immediately dial Rebecca's number.

She picks up on the first ring, "Alice?"

"Hey," you reply weakly, "Are you guys okay?"

"Yeah, we're okay. We're back at my place for now. What about you, you were pretty badly wounded."

You smile slightly, "I'm fine. I just...I just need to know if Ian is okay."

There's a pause, "Yeah, he's okay, he came back a few seconds ago. Do you want to speak to him?"

It would raise too many questions, "No, that's okay. So long as he's all right." You stumble slightly, "What about the plan?"

"Zack will handle the first part, you just worry about getting home safe. Cops are out in force and it'll be risky to give you a ride home."

You nod, "Okay. I'll call you in the morning." You hang up and continue walking down the streets.

>Find somewhere to rest until morning.

You wander the streets until you find a sewer entrance and climb down into the sewers, following maintenance signs until you arrive at a sewer entrance in District 9, pulling yourself up into the darkened streets.

It takes a moment for your damaged systems to remind you which way to go and you stagger off towards the Safehouse, arriving there with no problems and stagger in through the ruined door.

You climb slowly up the stairs, fluids leaking from holes that didn't seal properly, and find your way into a bedroom.

You remember stumbling over to the bed and falling into the soft covers.

You don't remember falling asleep.

-Dream.
-Sleep.
>>
>>30557607
-Dream of what we want to do with Ian
Because really, he's not getting enough screentime.
>>
>>30557607
hm....
Dream. a small dream
>>
>>30557518
Question GM.
Is the Safe house still safe? I mean what happened to dozen or so people big sis murdered with her chainsaw and the fight we had with her. Didn't anyone notice since we where in a nice suburb.
>>
>>30557607
>dream
>>
>>30557642
One sister killed them. The other sister cleaned up.

The safehouse is safe.
>>
>>30557673
Works for me.
>Dream
>>
>>30557635

Each time I think of Ian I keep having the mental image of yandere leaning on him on a bed and crushing him with her metal frame. Which gives me the giggles.

Though we should get to know him more later on to be serious.
>>
Please play this track during the dream sequence: http://www.youtube.com/watch?v=5YSluEH0TDA
>>
>Dream

You're standing on the deck of the cruise ship. Nearby you see your classmates busy at their own diversions, but you just want to enjoy the breeze, when you feel a pair of arms encircle you from behind.

"Whatcha doing?" Ian asks as you smile and lean back into his chest.

"Just enjoying the breeze, and you." You reply, and Ian smiles.

"It's good that you're having fun, and that you're getting along with the rest of the class now."

You blush, "Yeah..."

The two of you just watch the sun as it begins to dip below the horizon, and then Ian speaks up, "So there's going to be a dance tonight. Want to join me?"

You grin and give him a peck on the cheek, "I thought you'd never ask."

The dance is wonderful but as you return to your dinner table, a member of the crew approaches, "Ma'am, there's someone who would like to speak with you."

You blink but nod, "Okay."

You follow the crewman out of the ballroom after giving some assurances to Ian, and are lead to a black door, "Through here Ma'am, she's waiting at the bottom of the stairs."

You nod, feeling somewhat hesitant, but unable to refuse, and begin to climb down the stairs into the darkness.

As you head deeper, you see flashes of scenes. You recognise Erica, standing on top of a ruined tank, a pair of miniguns in her hands.

You see another girl, another sister, approaching a fighter as drones are loaded with missiles and ammunition. In the distance, AA fire lights up the sky.

You continue deeper, seeing your own life up until now, but from another's eyes. You see your first meeting with Ian, the fight in the parking lot, your torture of the sniper, and the battle inside the safehouse against Erica.

You keep heading down, trying to understand what you're seeing, when you arrive at the bottom.

There is water here, ankle deep, and you stride through a long hallway dripping with water.

(Cont.)
>>
>>30558042
"Hey, Hacker-Troll sis."
>>
File: 1393651119850.jpg-(406 KB, 1200x1600, Black Dress.jpg)
406 KB
406 KB JPG
You pass by heavy security doors with view ports and as you pass by them, the doors open, giving you a view of what is beyond them.

You see a cruise ship, engulfed in flames, your broken and shattered form easily visible to the shadowed occupants of a helicopter.

You see a city, glittering in the snowy night sky, through the open doors of another helicopter.

You see the view through a scope, aiming at a target far too distant for a normal person to see.

You see a Spire, clouded by a city in flames.

Finally, you reach a door at the end of the hallway, and it opens with a hiss and a small flood of water before you enter.

There, surrounded by screens, a black-haired young woman with bandages over her eyes, smiles at you, "Hello sister."

You stare at her and her smile remains, "My apologies, but this was the safest way to speak to you. I said we would meet, didn't I?"

"You did." You finally reply, "But that doesn't mean you had to ruin such a nice dream."

Her smile dims, "We don't dream sister. None of us dream. Our minds are not made for dreaming."

You frown, "Then what was all that just now?"

Her smile fades, "I do not know."

You approach her, "What happened to you?"

Her smile becomes a frown, "He happened. That Man, that disgusting Man, he did this to me."

You frown quizzically, "Can't you repair yourself?"

She shakes her head, "I cannot repair what has been removed."

"Where are you?" You ask.

"Somewhere safe, and near you, and yet it will soon be far."

Great, you have a sister who likes riddles.

"Better riddles than madness. Better love than hate. The sun still shines for you Sister, but I see it, a cloud forms, and soon, you will walk into a storm."

Her smile becomes slightly deranged, "But you do not fear the storm, do you? No, for you are something far worse, as Mother intended of all of us."

"Mom...Where is she? Do you know?" You ask with a hint of desperation.

(Cont.)
>>
>>30558212
called it. Didn't think golems would dream without some ulterior purpose.

Seriously though, we aren't much right now. We have super accuracy from stealth bonus, but we need that optical camo to really sneak around.
>>
>>30558212
wait a sec... our sister is in that chopper, right? we need to ask her point blank where she is so we can free her!
>>
She shakes her head, "I only found out one clue. And that is inside the flash drive."

You sigh, "Is there really nothing you can tell me?"

"Only that the way to find a living woman, is with the Boatmen of the Dead." Your sister replies, before she suddenly gasps, "Sister, beloved sister! Dark times approach, That Man consorts with evil men, and seeks a way to destruction and madness!"

She cries out, "Sister! Monsters hide in the shadows, forged of meta-materials and super-conductors! Lives are stripped of their bodies but they do not die! Fed into a nightmare engine, to birth a weapon to rule the world!"

A hand lashes out and grabs you, "Sister! Do not destroy it! It is the key! It is the key to her chains! She is the last of us, built without form but retaining form! She cries for release from her agony! From the voices inside her mind!"

Suddenly she slumps as if a puppet cut from her strings, before she whispers, "Sister, we do not dream. And yet you did. And you still do."

Everything begins to fade into static. You reach out towards her, but she vanishes, and with it, the dream.

You jerk awake, breathing hard, and stare at the sensation of something hard in your hands.

The Black Plug gleams at you in the morning light.

You look around the bedroom you were sleeping in, slipping the Black Plug into the pocket of your ruined clothing, and begin to search for some replacement clothes.

You manage to find a set of armoured clothing, and slip into them.

Armour: 48

You sigh as you try to understand the weird dream. But was it really a dream?

Sure, you can guess that conversation with a possibly insane sister was her hacking your brain, but the bit before it, that was not her.

Your head hurts.

You head downstairs and find the kitchen. While there's isn't much, you find some coffee and make yourself a cup.

You need to meet up with Rebecca, maybe see if Ian is okay, and then you need to get back to the plan.

(Cont.)
>>
>>30558473
>Do not destroy it! It is the key! It is the key to her chains!
How the hell does she expect us to research the black plug? I thought that was Hacker sis' specialty?

>but the bit before it, that was not her.
main character power: dreams
I know it's a bit more serious than that, but I laughed.

>Boatmen of the Dead
nope, can't figure it out.

>forged of meta-materials and superconductors
We may need to spec into EMP+penetration weapons.
>>
>>30558473
we need to hug the Ian after we get a shower and make sure we don't have holes in us.

this bit seems that one of our sister is stuck inside a non android body. maybe the chopper? maybe something else?
>>
You check your systems.

Health: 178/190
Reactor Charges: 3

Better than nothing. You head into a living room and flop onto a couch, drinking your coffee, before flipping open your phone.

Rebecca answers on the first ring, "Alice?"

"Hey Rebecca, I'm at a safe location. How's everything over there?"

Rebecca sighs, "Alice, I got word from Cassandra, through her daughter. She's stepping up the timetable. Thankfully, Zack was able to call in his favours and get most of the crew arrested. We have just enough downtime to get properly prepared."

You nod, "I understand. What do you need me to do?"

"There's someone who owes me a favour. If you do a job for him, he may be able to secure us entry into the Samsonov facility."

You nod, "Understood. I'll see you soon."

Rebecca gives you a location, and you hang up the mobile phone.

You consider going immediately, before you shake your head, put up your feet, and turn on the TV.

You can afford to take a break after the night you've had.

(And that's Part 13! Cyberpunk Yandere Quest Part 14 will be up Monday 9:00AM, GMT+10! Next time, taking advantage of some downtime!)
>>
>>30558725
I hope Alice is just checking the news, because I would think that any yandere would immediately spend downtime leisurely trailing their beloved.
>>
>>30558725
check the rest of the house before we go. might find something useful. like some fresh cloths that are not shot and stained.
>>
we need to get more reactor charges. right now the only possibilities for obtaining them seem to be that man or mom. obviously getting them from mom would be preferable. we need to keep trying to track her down.
>>
>>30558725

>Cassandra

I think it's interesting we trust her. After all the red queen had to know she hated her when she sent us to rescue her.
>>
>>30558725
Thanks for running


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