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In Progress Let's play ironman Rogue Survivor

Joined
May 6, 2009
Messages
1,876,057
Location
Glass Fields, Ruins of Old Iran
If Elie doesn't have friends hanging inside the nearby building, pop him - not for the food, but for the stench killer. Since you can't be sure that the Prince won't be hanging around the police station in case you want to grab the riot armor, you need other defensive items, because Cherie will get to the CHAR building as soon as she finds adequate protection. They turned her into a murderer, so now they're gonna get some.

Who are "they"? What does "CHAR" even means? None of that matters to Cheriepard.
 

Multi-headed Cow

Guest
4 different suggestions, time to settle this in the most acceptable way, dice roll! Kashmir wins the roll, time for action. Cherie remembers overhearing red headed weirdo telling Donovan the location of a secret underground CHAR facility. Is it related to the zombie outbreak? Could she stop the zombies entirely with something there? Being willing to kill others to survive an extra day with a belly full of food is all well and good, but how much longer could Cherie stand being a lone murderer? This is worth investigating.
Cherie runs over to Elie and replaces her truncheon with that extra box of 14 rifle bullets. She is slightly alarmed to notice that the bodies are stacked 3 deep on the bottom doorway. Could Elie be killing these people for food? With no guns it seems unlikely, but there are caltrops on one square and bear traps on two more. Perhaps Elie lets his prey come to him.
Cherie moves to district B2, one of two more shopping districts on the way to B4, the business district with the facility.

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Cherie has found three dead bodies so far and encounters the first zombie of her trek. In four shots the zombie is dealt with and Cherie moves on.

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More dead bodies, and two cans of food! Cherie is able to stack cans 3 deep, so she eats one from her pack and picks the two new cans up. A shambler appears from the right as she does this, so she jogs to the left to outrun it and then continues walking south.

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A sleeping biker. Since he has nothing Cherie wants, she leaves him alone. No sense burning up her ammo if it can be easily avoided. She continues heading south, and runs past 3 skeletons before making it to district B3.

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Expired groceries, stamina pills, and 3 cans of food to her right. Two corpses and a barricaded door to her left. After the lengths Cherie has gone to to stay alive, it's maddening to find so much unattended food lying around. She desperately wants to take those cans of food with her, but what to leave behind? It's currently 2AM and raining, so her flashlight is helpful for avoiding danger. Her police jacket provides both armor and a disguise. Her rifle and ammo are far too valuable to give up, and her medkit could be incredibly valuable in a pinch. Cherie decides to investigate the barricaded store first. She's starting to get tired, perhaps she could sleep here and eat some of the extra food in the morning.

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Well, huh. Cherie bashes a skeleton on her way to the store, only to find two more standing just outside the entrance, one with glowing red eyes. Skeletons are far faster than zombies, moving at human-standard speed 1, but are also much more fragile and less damaging. A red-eyed skeleton moves at speed 1.5 and are slightly more durable and deadly. This building appears to be a gun store, so Cherie decides to use some of her precious ammo. In two shots, both skeletons are dead.
Cherie inspects the entrance to the building. One glass door barricaded with wood planks, and where the other door should be, a sprung bear trap. Cherie steps inside.

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Corpses litter the store, Cherie notices 7 more uneaten cans of food and approximately 60 rifle bullets among other odds and ends. Almost all the shelves in the store have been smashed to planks, and in the dark distance of the store Cherie can hear something smashing even more. Cherie advances cautiously, rifle at the ready.

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A zombie, of course. As she advanced, Cherie noticed 2-3 dead policemen along with 2-3 dead bikers. Her best guess is this was a well barricaded and trapped store that a group of policemen and survivors were using as a safehouse. The bikers must have burst in at some point, and shortly thereafter the undead took advantage of the chaos and attacked. Given how many unused supplies are lying around it must've been over quickly.
Cherie snaps out of her reverie. With all the ammo at hand, she opens fire with no hesitation. 3 shots and it's done. She quickly explores the rest of the store to make sure there aren't any other hidden surprises and finds more rifle ammo, bear traps, and hunting jackets than she knows what to do with. CHAR facility be damned, this is a golden opportunity to make a safehouse before setting off into the unknown!
Cherie drops her food long enough to run outside and grab the 3 cans out of the rain. She then picks up a sledgehammer from one of the dead bodies and sets to work smashing every corpse in the building to an unrecognizable pile of goo. They may not have been infected, but if she's going to sleep in here there's no sense in taking any chances. She then drops the hammer and picks up the deactivated bear trap in the doorway and moves it to the left of the car, activated. She then run inside and shoves a shelf in to the missing place for a door, and finally grabs enough planks to fully barricade the remaining door. A new day dawns, and Cherie takes a level of firearms. The storm worsens, but with 13 cans of food and an entrance so barricaded Cherie feels safe.

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Cherie heaves a sigh of relief. There's no bed, but it's about as secure as she could hope and well stocked with food. She should be able to safely sleep here until she's ready to head to the CHAR facility, so she nods off.

This seems a good break point, so unless there seems to be a demand for Cherie to change her mission she'll be heading off to the underground lair after a good sleep. Though if you bros are so inclined she could hang out here until her food starts to get scarce again. Say, 3 cans remaining. Might give her another few days of leveling up. More necrology/firearms/hauler would probably be handy.

Also dunno if I'm getting it across in the LP, but it sure as hell feels like things are getting rougher in the game. Finding corpses fucking everywhere, and survivors are getting scarce. Things can go even more pear shaped depending how long Cherie lasts of course, but it impresses me how the sandbox of the city changes over time in Rogue Survivor. Kinda wish Rogue Survivor dude would go crazy like Toady and quit his job and do nothing but work on his game.
 
Joined
May 6, 2009
Messages
1,876,057
Location
Glass Fields, Ruins of Old Iran
Yeah, try to get one or two useful perks before setting off, no point in wasting a perfectly good base with so much food all for yourself. One of the advantages of being a loner, I guess. People in a party must be looking at each other funny now that food is getting hard to find.
 

Dim

Not sure if advertising plant?
Joined
Feb 24, 2012
Messages
562
Location
Syndi Vegit notanatzi
I think you should try out one of the smaller, near by, CHAR facilities first. But like i said those guards with their shotguns.
 

desocupado

Magister
Joined
Nov 17, 2008
Messages
1,802
How many of those cans of food can you carry in the same slot?

Since the problem ain't the undead, but the guards, stay still a couple of days to get a couple of levels. Unless the guards scale with time too, in which case, fuck it, just go to the damn place.
 

Multi-headed Cow

Guest
Three options available (At the time I started this, sorry Desocupado (And you can carry three cans per slot)), who does the die favor this time!? Clockwork Knight wins the roll!

Cherie has decided she likes this feeling of safety, and will stay here until she's down to her final 3 cans of food out of her current 13. She begins her rest on day 3, hour 7.
By day 3, hour 14 she wakes up from her sleep and begins passing the time. She hears screams of terror to the south, but ignores them. She hears someone breaking furniture, and ignores it. She idly wonders if the screaming followed by smashing means the undead overran another fortified store.
At Day 4, hour 2 Cherie hears something bashing at the barricaded glass door and shelf. She flicks her flashlight on to give herself more range and steps back, aiming her rifle.

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A zombie master. At 120HP it's extremely durable, but it moves at only 0.5 speed. If it's the only zombie out there, Cherie should have little difficulty. (I apparently fucked up my picture here. Use your imaginations bros!)

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A zombie biker smashes the shelf blocking the entrance and moves forward. Cherie begins jogging backward to keep her distance and continues firing. She eventually kills the zombie master and the undead biker just as she reaches the back of the shop. She takes a cursory look outside and doesn't notice any more zombies, so she rearms the bear traps, boards up the glass door again, sprays stenchkiller wildly around outside, and shoves a new shelf into the doorway. The dawn of a new day begins, and Cherie gains a point of Light Eater.
Day 4, hour 7. Cherie hears the roar of motorcycles to the southeast.
Day 4, hour 17. Cherie hears the sounds of fighting nearby to the southeast.
Day 4, hour 18. Cherie hears screams of terror to the southeast.

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Day 4, hour 19. Cherie hears someone bashing the barricade. Cherie readies herself for combat.

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A zombie master and a shambler. In 9 shots she kills the both of them. She begins to return to doorway to start barricading when a second shambler enters the shop. 5 more shots and it's dealt with.
As Cherie begins setting the bear traps outside, she's shocked to notice the corpse of a woman named Brenda Black in one of them. Brenda apparently was carrying a bear trap of her own and 2 cans of food, which Cherie greedily snaps up.
At day 5, hour 1 Cherie goes to sleep.
At day 5, hour 2 Cherie is woken up by something bashing the barricade.

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Brenda Black looks none too pleased about Cherie taking her cans of food. Cherie is bitten once in her groggy, sleepy state, but finishes Brenda once and for all. 3 more hours pass as Cherie fixes the barricade and replaces the shelf and finally goes back to sleep. The sun rises as Cherie sleeps, and she gains a point of Hauler.
Day 5, hour 16. Cherie wakes up and decides to continue her trek to the underground CHAR facility. She uses her medkit to restore 9HP, takes her 6 remaining cans of food, 42 more hunting rifle bullets, and a flashlight with fresh batteries and heads outside. A fresh dead policeman is lying in the road, an undead rat is caught in one of the bear traps, and a man named Gordon Pitt died in one of the others. He was carrying an edible bag of groceries, so Cherie helps herself.
Corpses litter the road as Cherie heads south. She hears fighting in the distance, but keeps moving.

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District B4 at last! Cherie notices the telltale red and black of a CHAR office nearby. Since the Prisoner Who Should Not Be said to look for an iron door in a CHAR office in B4, Cherie may as well begin looking. CHAR bought up most all office space available in the city before the zombie apocalypse, so this may take a while.

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Three corpses lie just inside this building. Cherie quickly runs inside and finds nothing else. On her way back out, she meets...

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Survivors! The first living people she's seen in a few days. Rick Cordell the policeman is fairly badly hurt, and carrying a fully loaded shotgun and miscellaneous odds and ends. Jesus Oswald has a bag of groceries and a can of food, and is using a golf club as a weapon. He is also undamaged, as you don't fuck with the Jesus. Rick says he saw a "Pvt Eddy Patterson" to the east about an hour ago. Soldiers? Could they be restoring law and order? Maybe Cherie won't have to do something here at all! She heads past the survivors to investigate the building to the east.

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A soldier! He seems to be sleeping peacefully enough, and Cherie certainly isn't inclined to attack him just for his armor and weapons. She continues her search. The rest of the building is filled with smashed furniture, and in the far back, some groceries and 2 cans of food. Cherie eats one of her cans and picks up a replacement and moves on.
Back outside, Cherie arrives in time to see a shambler advancing on Rick and the Jesus. Cherie casually heads south and continues the search.

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6 corpses are strewn around the entrance to this office building. Cherie goes deeper.

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Guarding guard may be guarding, but Cherie has heard stories about the CHAR guards after the outbreak. Killing anyone who enters the offices as soon as they're seen. Cherie suspects all the bodies surrounding her were from guards like this and not the undead. Cherie lines up a shot and fires, killing him in one hit. One more murder is added to her list due to not waiting to make sure he's hostile, but what's one more murder for Cherie? Survival is too important to take a chance on a man with a shotgun.
In the rooms to the north and south of the guard, Cherie finds shotgun shells, 2 cans of food, and a bag of groceries.
In the next two rooms, Cherie finds planks of wood, a shotgun, a zombie-tracking device, and black ops GPS. Black ops? Cherie doesn't like the sound of that.
In the next to last room Cherie finds 3 more dead bodies, many bandages, a medkit, 4 cans of food, and more shotgun shells.

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In the final room, Cherie spots another sleeping CHAR guard. The fools were sleeping at the same time! And this idiot was sleeping deep enough he didn't hear a gunshot just down the hall! Cherie racks up another murder. Two more black ops GPS units and a grenade are in here. Cherie considers taking the grenade, but decides against it for now. Speed and a hunting rifle are serving her well. With no sign of an iron door, Cherie moves across the street to the other CHAR building.

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One corpse so far in this building, and Cherie spots a dark-eyed shambler. Somewhat deadlier than your normal shambler, but nothing much for Cherie. She finds more shotgun shells, medical gear, and food in the building, but no iron door. She does find the corpse of a CHAR guard in the room the dark-eyed shambler was hiding. At least it looks like the zombies aren't friendly to CHAR. Cherie is heading south along the road when she hears motorcycles roaring in from the west. Great, one more complication. Cherie finds two damaged zombie masters while looking for the entrance to a particularly large office building, and finishes them easily. Fortunately for Cherie rifle bullets are plentiful on corpses scattered around the area, and she replenishes her stash easily.

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Cherie finds the entrance to the office building, after taking down a skeleton, red-eyed skeleton, and shambler. While moving down to check out the other side of the entrance lobby she nearly runs in to a dark shambler, the toughest of the shamblers. She starts to run around the lobby firing at the beasty when the sun rises! Cherie takes a second rank of firearms. She finally takes down the dark shambler and a curious skeleton that wandered in on the fight.

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Cherie inspects the first set of rooms. Shotgun shells, a dead body, black ops GPS. The items that Cherie has gotten used to finding.

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In the next set of rooms, Cherie finds survivors! Maria Finch, using a revolver and wearing a biker jacket, and Mary-Ann Gates, using a shotgun and wearing CHAR guard armor. Cherie lets them pass, and in the back room they came from Cherie finds a third woman named Belinda Ulrich with a hunting rifle, sleeping. Cherie continues her search.

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A badly injured CHAR guard spots Cherie and starts to raise his shotgun. Cherie kills him in one shot before he can move. Cherie finds a dead survivor in the room with him, and loots some more extra food. Against her better judgement Cherie is beginning to get tired, and considers barricading herself in the room where the guard was. It's an ugly idea with so little room to move, but it is tucked away in a corner fairly well, and the idea of running around while tired is unappealing.

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Cherie decides to barricade herself in one of the wider rooms. If zombies break in she'll have more room to escape them, and be closer to the exit. She carries some of the extra cans of food in to the room with her and barricades the door as much as she can. This could be her final sleep before tackling the great unknown! WHAT WILL HAPPEN IN THE CONTINUING ADVENTURES OF CHERIE BROWN!?

Not really a choice bit here. Didn't expect the search for the iron door would go this long, and it looked like a sleep was a good idea. Cherie's in a pretty good way here, but there are still things that could take her down. Didn't expect to make it nearly this far though, so we shall see.
 

pipka

Savant
Joined
Apr 1, 2009
Messages
1,351
Location
The Penal Zone
Finally! We are getting somewhere.

I'm betting 1 internet that Cherie is going to be offed by a hungry survivor with shotgun.
 

Lindblum

Augur
Joined
May 3, 2011
Messages
659
Don't die period. Its time to get a Meat Shield Companion.

Rouge Survivor is pretty much designed to be LP'd, with no real goal insight its quite hard for the casual player to get motivated.
 

SerratedBiz

Arcane
Joined
Mar 4, 2009
Messages
4,143
Maybe I played it too long ago but I never even found the CHAR building or anything, and I had me some good runs. Keep on fighting the good fight.
 

Multi-headed Cow

Guest
Cherie falls asleep at day 6, hour 13 and is woken up at hour 18 by the sounds of gunfire on the road to the south. The gunfire is replaced by screams of terror, and then silence. Cherie goes back to sleep. She wakes up fully rested at hour 23 and eats the two extra cans of food that are available. Although she's tempted to continue her search immediately, she decides to wait until sunrise. No sense in using up more of her flashlight's batteries than is needed. Especially since this base is supposedly underground. By day 7 hour 3 Cherie hears more gunfire in the office building, and decides to nap the rest of the way to sunrise. The sun rises, and Cherie takes a second rank of Hauler.

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A week since the shit hit the fan and Cherie is doing better than ever! Cherie bashes her barricade down and steps outside.

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Obnoxious loud music and cars? This surely won't impact Cherie's search. Before she leaves the office building she picks up a medkit for her new inventory space. Sleeping in the entrance lobby is cop Georges Vance and private Keith Bradley. Cherie moves past them and heads back out to the streets.

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While looking for the entrance to the office building to the west, Cherie bumps in to private Eddy Patterson again. He's wounded, exhausted, missing his armor and damn low on ammo, but still kicking. It seems he didn't have as resful a night as Cherie. A shambler attacks as Eddy rounds the corner of the building, but Eddie takes care of it with 5 of his remaining bullets.
(Forgot to take a picture here, zombie madness is setting in the more I LP this I guess) No bodies or piles of food in this entrance lobby, just a single empty shotgun and a corpse down the hall. Since this looks to be an even bigger office than the last, Cherie has a feeling this is it.
In the first set of rooms, Cherie finds broken furniture and another empty shotgun.
In the second set of rooms, Cherie finds 3 corpses, 50-60 shotgun shells, and more CHAR odds and ends. A guard spots her from the bottom rooms as she's investigating the top. Fortunately for Cherie her hunting rifle takes him down in two hits before he can close with his shotgun. And then in the room the CHAR guard came from, she finds it.

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The iron door! The stairs down! Cherie enters the unknown.

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It's alarmingly dark in the facility, but Cherie has a good 14 hours of life left in her flashlight and flicks it on. With the benefit of having some light, Cherie can see that the entrance stairway is in the middle of a four way intersection, each hallway being 3 tiles wide. Open (And destroyed) iron doors line the entrance to each hallway. Blood is spattered around the floor. Cherie heads to the right.

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Rooms branch off of the hallway at regular intervals. Cherie barely glances in them before continuing down the hall. She encounters her first enemy in the facility, a glowing red skeleton. It moves at a shocking speed 2, so Cherie hopes not to meet more than one at a time or else her regular tactics of running and shooting won't do her much good. Fortunately it's not much tougher than a regular skeleton, and Cherie takes care of it in a single shot.
Cherie encounters a second red skeleton farther along the hall, but presses on. She notices a few more flashlights in a few of the rooms she passes, so in the event she's down here for longer than 14 hours she should be set.

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End of rine. Time to start exploring the rooms, Cherie. She heads to the room to the north first. It's filled with blood, broken furniture, caltrops, barbed wire, and flashlights. At least if Cherie has to sleep down here it looks like wood will be plentiful. Alternate exits in the room go to the west and north, Cherie continues north.

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It's been so long since Cherie has been damaged she forgot that PAIN HURTS, BROS. An inopportune weapon jam gives the red skeleton enough time to close and claw Cherie before she finishes it off. This room also has an exit to the west and north. Cherie continues north yet again.
Room, blood, broken furniture, flashlights, west and north. NORTH!
Red skeleton, room, blood, broken furniture, tools, west and north. NORTH!


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More of the same in this room, except for a squiggly arrow sign. What does it mean!?

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A room with 16 power generators in it, all powered down and the power gauge reading 1%. Could restoring power turn the lights back on in the facility? Could it stop the zombies? Was losing power what caused the outbreak in the first place? Cherie just doesn't know.
KOOL KODEX KHOICE time, activate the generators, or leave them powered down and continue exploring the facility?
 

Kashmir Slippers

Magister
Joined
Apr 23, 2011
Messages
1,018
Location
Here, obviously
If the generators turn on the lights, then turn them on. That would let you take advantage of your rifle without wasting your flashlight.

If not, then don't.
 

Dim

Not sure if advertising plant?
Joined
Feb 24, 2012
Messages
562
Location
Syndi Vegit notanatzi
This is like the generator that opens all the jail doors or sets the facility to self destruct. Maybe getting some fodder would be good about now if you don't need to feed them. If you wont get help then power a generator.
 

Multi-headed Cow

Guest
You do need to feed companions (And they need to sleep), and IIRC the last two or three times Cherie's leveled up leadership wasn't an option.

And I don't know, Kashmir. Honestly don't know what happens if I turn the generators on in here, I've only been to the underground facility once before I didn't turn them on then. Could turn the lights on, could destroy the city, could reveal a secret lab with a suit of power armor and a minigun for all I know. ADVENTURE!
 

Kashmir Slippers

Magister
Joined
Apr 23, 2011
Messages
1,018
Location
Here, obviously
Then flip them. Switches are made to be flipped. I have also noticed a high correlation between the amount of !FUN! that a switch causes and the immediate peril of the person pulling the switch.
 

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