@Shaara1929 Can you add skills like basic geography & map-making to the skills list? Since we traveled the world and visited historical sites, we probably had to use various maps and other things to navigate around the globe from labyrinthian concrete jungles to remote places in the middle of nowhere. Thus I feel like our character should have some basic navigation skills like comprehending more complex maps, recognizing/creating landmarks, and using basic navigation tools like a compass.
Added [Trail Marking] to Survival skill tree.
Added [Surveyor] to Labor skill tree
Added [Basic: Geography] and [Geography: Cartography] to Knowledge skill tree.
[Basic: Logic] could be considered an intro course for individuals going into philosophy or law. So it gives a base in reasoning and parsing statements.
The backrooms contain many weird wonder substances, such as almond water and royal rations, which I want to analyze in depth and see if we can reproduce while exploring them. Having Cartography will allow us to make maps to keep track of where we're exploring without the need of a trail..
I'll be ending voting tomorrow night at 11:30 EST. Currently there is a three way tie, and if there is still a tie at the end of voting, I will roll a die to decide the winner.
1 or 2 results in [X] Plan: Know When to Run winning
3 or 4 results in [X] Nomadic Scientist winning
5 or 6 results in [X] Plan: So, you wanna be a Samurai? winning
Just to let people know, [Workplace Safety Technician] is to help us traverse all the architectural hazards and spacial anomalies that would inevitably pop up in our travels through the back rooms so that we can traverse more smoothly and safely while finding alternate routs that we can travel through but the monsters chasing us can't.
Health: [Head and Neck] No Injuries
[Chest]
[Right Arm + Hand]
[Left Arm + Hand]
[Abdomen]
[Hips + Glutes]
[Right Leg + Foot]
[Left Leg + Foot]
You get off the floor, and take a look around. You appear to be in a break room, with a sink and some cupboards in one corner, but otherwise empty.
Rolling [Perception = 45] (roll = 36) Pass!
Written on the wall in sharpie, are the words "The breakroom is always the same"
In the cupboards, you find a bag of trail mix, and some ketchup packets. (+1 snack)
You turn the faucet on in the sink, the water comes out brown.
Maybe you should find something to boil the water in, just to be sure.
There is nothing else of interest in the room. Moving to the door, you see a hallway with the same beige carpet and white walls through the window. Opening the door, you see that the hallway appears to extend forever in either direction, with doors dotting either side of the hallway. The Hallway is illuminated by the occasional fluorescent light, though not all of them appear to be on. No sunlight shines in from any of the doors, perhaps it is night out? or maybe the offices have their curtains drawn. You decide to check the closest door, maybe the room has a window. You see a small office, its beige carpet and white walls lit only by a small lamp on a bare desk.
There is no window.
Surely then a room on the opposite side would have a window. You move to another door, and upon opening it, see a small office, no desk, just a folding chair leaned against the wall, in an otherwise empty room.
Buildings are required to have a marked point of egress every 200 feet if a fire extinguishing system is present, and every 150 feet if one is not present. You walk the 200 feet down the hallway. There is no marked fire exit. Every door you passed went into a small office space, with no window.
You are in a deathtrap. You quickly walk another 200 feet, looking through the window on each door.
There is no exit.
You keep walking, checking each door, finding no window. The hallway appears to continue forever.
There is no exit.
Rolling [Composure = 51] (roll = 34) Pass!
That's okay, that's fine, your fine. You just need to take a deep breath and calm down. You need to put together your priorities.
[] Search for something to boil water with, and maybe some more food.
[] Continue searching for an exit, And contact a fire marshal as soon as you get out
[] If there is no exit from this hallway, make one.
[] Something else (write-in)
Vote for as many options as you want. The option with the most votes will be the top priority, with second most votes being the secondary priority, and so on. Voting is open.
You decide that you are not going to find an exit anytime soon, and instead need to focus on getting food and water in order to have the supplies to walk down the clearly not-up-to-code hallway.
Rolling [Perception = 45] (roll = 10) Pass!
you find a can of "Crystal Cola" and a three bags of "Ray's classic chips". Also in the room are some pens, and a small notepad. Continuing your search, you proceed to find in the various offices several more snacks and beverages, as well as some paper with nondescript corporate notes on either side, a stapler, a pair of scissors, and a pad of sticky notes. After going through several rooms, you get back to the break room. (+5 snacks) (+3 Soda)
Rolling [Intelligence 49 + Cartography 10 = 59] (roll = 50) Pass!
There is no way you went far enough to get back to the break room at the start, you must be in a different one. You leave the office supplies in the break room, along with the snacks, as your arms were full carrying all those items. You start a map on the notepad, in order to figure out how many rooms are between each break room.
Rolling [Intelligence 49 + Cartography 20 = 69] (roll = 7) Pass!
Rolling [Perception = 45] (roll = 77) Critical Fail!
You find that there are about 10 offices between each break room, and after quickly looking into the next break room, you did not see anything interesting. None of these offices had anything except a desk and the occasional chair, no useful supplies whatsoever. You continue your search.
Rolling [Perception = 45] (roll = 22) Critical Success!
You hit a jackpot! you found a lunchbox with some fruit cups, a couple protein bars, some tins of tuna, and some bottled water! (+4 Fruit) (+12 snacks) (+3 Meat) (+4 Water)
When you make it to the next break room, you also notice that there is a can of "Crystal Cola", three bags of "Ray's classic chips", the stapler, scissors, and all the other supplies you left in that one break room.
Rolling [Intuition = 56] (roll = 50)
It's the same room. You don't know how, but its exactly the same room. This place not only laughs in the face of the fire safety code, but it also mocks the very laws of reality.
Rolling [Composure = 51] (roll = 82) fail lose 1d4 composure (roll = 4) 4 composure lost, [Composure] = 47
This place does not make any sense. What cruel twist of fate placed you here? What could you have done to possibly deserve to be placed somewhere that took the very laws of reality, and twisted them into some mockery of what should be. You have food and water sorted, what should you do next?
[x] Continue finding supplies
[x] Find a way out of this forsaken place
[x] Destroy this violation of reality
[x] Sleep, maybe this is all a dream
[x] other (write in)
Supplies: Stapler, Scissors, 5 pens, 1 partial map of a hallway and adjoining rooms, 1 notepad with 21 empty pages, 4 sheets of paper with writing on both sides, and a pad of sticky notes with 74 notes left.
Scheduled vote count started by Shaara1929 on Nov 27, 2024 at 3:29 AM, finished with 2 posts and 1 votes.
[X] Search for something to boil water with, and maybe some more food.
[X] Go explore and map out the surrounding area near the break room you're currently in, be sure to take some snacks with you and not stray too far. For every room you visit (including the break room) as well as every intersection and stretch of hallways you pass through, mark it with a stick note and assign it a unique serial destination (maybe ['R1', 'R2', ...] for rooms, ['H1', 'H2', ...] for hallways, & ['I1', 'I2', ...] for intersections) and keep track of those designations as well as the individual items in each room on you're map. During your travels, keep track of how the rooms, intersections, and hallways that you've marked move around by creating multiple versions of the map highlighting the movements to try and see if there's a predictable pattern to how they move that you can utilize.
Scheduled vote count started by Shaara1929 on Dec 2, 2024 at 7:40 AM, finished with 2 posts and 1 votes.
[X] Go explore and map out the surrounding area near the break room you're currently in, be sure to take some snacks with you and not stray too far. For every room you visit (including the break room) as well as every intersection and stretch of hallways you pass through, mark it with a stick note and assign it a unique serial destination (maybe ['R1', 'R2', ...] for rooms, ['H1', 'H2', ...] for hallways, & ['I1', 'I2', ...] for intersections) and keep track of those designations as well as the individual items in each room on you're map. During your travels, keep track of how the rooms, intersections, and hallways that you've marked move around by creating multiple versions of the map highlighting the movements to try and see if there's a predictable pattern to how they move that you can utilize.
you begin marking down every room, and each item in every room, on the notepad.
Rolling [Intelligence 49 + 20 Cartography = 69] (roll = 63) Pass!
Rolling [Perception = 45] (roll = 22) Crit Pass!
Rolling [Intuition = 56] (roll = 80) fail
Your notepad rapidly begins filling up with all the information you are writing down. However, you are incredibly lucky, and find an office that has seemingly been used to store 3 large whiteboards mounted on wheeled frames, with accompanying erasers and dry erase markers. In addition, you also find an office with a microwave, and a cabinet with five "Monty's Microwave Meal" bags. Besides those large acquisitions, you also find more bottled water, a ream of printer paper, lots of office chairs, desks, cabinets, pens, non-powered computers, tacks, paperclips, and other common office supplies. (+3 whiteboards and equipment, wheeled) (+1 Microwave) (+5 Meals: Microwave) (+3 Water) (+100 Pages A4 Printer paper) (Common office supplies and furniture is readily available)
You spend a couple hours stocking the break room with cabinets, the microwave, a table, a chair, and of course, the whiteboards. You map out the 20 offices (10 on each side of the hall) between each occurrence of the break room, eat some snacks and have a soda, and then continue your search. (-2 Snacks) (-1 Soda)
Rolling [Perception = 45] (roll = 84)
You are unable to go through each office as quickly, and only manage to find more office supplies. You do manage to find a deviation from the pattern of offices and break room however. A pair of doors lead out from the hall. Could this be the way out? You open them, and see an expansive warehouse, with no lights on, stretch out into the darkness.
[] Explore this new warehouse area.
[] Continue exploring the office hallway.
In addition, you need to decide how you are going to ration you food and water. At the very least, the tap water in the break room is finally running clear, and you have a microwave, so all you need now is some microwave safe container and you can boil all the water you need.
This will set the default amount of food and water you consume. you can choose to eat or drink in addition to this.
[] Minimum ration: 2 [snacks] and 2 drinks of [Water] a day. (you will start suffering the effects of malnutrition, may suffer from dehydration)
[] Light: 2 differently typed food items (Fruit, Grain, Meat, Vegetable) plus 2 [snacks], and 3 drinks of [Water] a day. (you may suffer from malnutrition depending on the variety of food you consume)
[] Medium: 4 differently typed food items (Fruit, Grain, Meat, Vegetable), or 1 [Meal]; plus 3 [snacks] and 4 drinks of [Water] a day.
[X] Continue exploring the office hallway. Map it in the same manner as you have been doing and see if you can still find patterns.
[X] Light: 2 differently typed food items (Fruit, Grain, Meat, Vegetable) plus 2 [snacks], and 3 drinks of [Water] a day. (you may suffer from malnutrition depending on the variety of food you consume)
Edit: How many exits are in the break room and what directions do those exits go? Also, is the warehouse dark, or is there some lighting? Where is the outlet for the microwave, or how much power if left in the microwave if it's running on battery?
Edit x2: I'm not going in dark places without anything to use as a torch, that's just asking for us to get ambushed by any predators or get into an accident that could easily kill us.
[X] Explore this new warehouse area. Map it in the same manner as you have been doing for the hallways.
[X] Light: 2 differently typed food items (Fruit, Grain, Meat, Vegetable) plus 2 [snacks], and 3 drinks of [Water] a day. (you may suffer from malnutrition depending on the variety of food you consume)
How many exits are in the break room and what directions do those exits go? Also, is the warehouse dark, or is there some lighting? Where is the outlet for the microwave, or how much power if left in the microwave if it's running on battery?
[X] Continue exploring the office hallway. Map it in the same manner as you have been doing and see if you can still find patterns.
[X] Light: 2 differently typed food items (Fruit, Grain, Meat, Vegetable) plus 2 [snacks], and 3 drinks of [Water] a day. (you may suffer from malnutrition depending on the variety of food you consume)