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paul191600

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Everything posted by paul191600

  1. Igos uses his necro to scan for any life (or death) forces under the trapdoor. If that doesn't work, he takes a tiny peek inside.
  2. Igos goes to examine the ruins of Ivory tower. (Ross, I'll host 2025 when this finishes)
  3. Igos goes to the blacksmith and asks about making some halberds for the guards.
  4. Igos checks up on how many people have settled in Ikana now, and if any more have joined the town guard. He also checks to see if the stone walls/chapel upgrade have been finished.
  5. paul191600 replied to paul191600's topic in Falador Tavern
    I'll do a session tomorrow around 10:00 PM GMT.
  6. paul191600 replied to paul191600's topic in Falador Tavern
    (last round) Kemios: The researcher seems appalled, telling you that it was only causing a minor PSY disturbance, and that there is still a major one. However, he thanks you for helping their research, and you watch as the creature is taken away. The ecologist hands you 600c, along with upgrading your M-40 gas mask to have +2 psy protection.
  7. paul191600 replied to paul191600's topic in Falador Tavern
    Kemios: Your head feels fine, and you see the other two mercs get up. You all head back to the cement plant, dragging the creature with you.
  8. paul191600 replied to paul191600's topic in Falador Tavern
    Kimako: You buy the grenade launcher for your AK47, along with 7 40mm grenades. The trader doesn't seem to want the artifact, so you head back to the Duty base. Karl: The professor says, "Why yes, you could help my team set up an antenna at the highest point nearby! It is on a large hill with a tower at the top. Be careful, I heard that there are some creatures there." Kemios: You fire again, but miss. The merc, however, goes full auto on it, and rips it to shreds.
  9. paul191600 replied to paul191600's topic in Falador Tavern
    Kimako: You make it to the renegade warehouse and they don't seem to mind. The trader shows you his wares: RPG launcher: 3000c AK-47 (30 round mag): 1000c SPAS-12: 800c Double barrel shotgun: 500c RGD-5 grenade: 100c each RPG: 200c each Grenade launcher attachment (certain weapons): 500c 40mm grenade (for grenade launchers): 200c each Karl: The professor says, "The antenna hasn't picked up anything new." Kemios: You see some strange humanoid, with an oddly-shaped head. It has blisters on the temples. As you get into its sight, you feel sick again, but manage to fire another shot at it, critically wounding it. The merc also fires, but misses. +0.2 SMG prof. -1
  10. paul191600 replied to paul191600's topic in Falador Tavern
    Karl: You show the professor the readings. He hands you 300c for the readings, and tells you that the artifact has strange gravitational fields. He states, "I heard that there are people trying to use this in weapons. If you place it in your container, it should rearrange the field of gravity so much as to slow the impact of bullets (+1 ballistics protection)!" He asks if you will donate it, or keep it. Kimako: The professor points out that you found the crystal tear at the first fire anomaly, and the fireball at the second. Kemios: You see some strange humanoid, with an oddly-shaped head. It has blisters on the temples. As you get into its sight, you feel sick again, but manage to fire another shot at it, critically wounding it. The merc also fires, but misses. +0.2 SMG prof. -1
  11. paul191600 replied to paul191600's topic in Falador Tavern
    Kimako: The professor tells you that it can be taken out of the container at any time. When he notices that you are heading back to the fire anomaly, he stops you, stating that, "There won't be any artifacts there today, since it takes about a day for them to form again." Karl: You follow the white light, and find an artifact. It looks like dirt, bones, and plant material crunched together.
  12. paul191600 replied to paul191600's topic in Falador Tavern
    Kimako: The professor tells you that the artifact should provide protection against fire when equipped (+3 fire protection). Karl: You follow the white light, but make little progress. One of the gravity anomalies explodes, causing some minor bruses. Kemios: You aim at the shed, and open fire, hitting something. Your mind feels a little clearer, and one of the mercs gets up. He opens fire, and hits something in the shed as well. +0.3 SMG prof -2 Rocco: You unload your entire clip into the shed and think that you might have hit something. Your ears are still messed up, but you can see clearly. +0.1 handgun prof. -5 9mm rounds
  13. paul191600 replied to paul191600's topic in Falador Tavern
    Kemios: You start walking away, but feel as if your legs are resisting. You see something moving in the shed, even though all the zombies are dead. The mercs are still on the ground, covering their heads. One of them starts moving his weapon towards you, but he fights it off the unknown force, and continues to cover his head. Kimako: You go to the fire anomaly and start scanning. You make a little progress before a burner is tripped off, burning you slightly. Fortunately, your suit prevented any major damage. You continue scanning, and find an artifact. It looks like an orb of molten lava, but you pick it up fine. +0.4 fire anomaly expertise Karl: You throw a stone at the distortion, and the stone is suddenly shot off in a random direction. You take a good amount of measurements, and the white light starts flashing. +0.4 gravity anomaly expertise Rocco: Your legs resist.
  14. paul191600 replied to paul191600's topic in Falador Tavern
    Rocco: You fire at two of the zombies that walk out of the shed, killing one and wounding the other. The remaining zombie simply falls over, and starts squirming on the ground. You start to feel dizzy, and your ears start ringing. Suddenly, you hear whispering in your mind. +0.3 handgun prof -2 9mm rounds Karl: You reach the anomaly, and it consists of several pulsating distortions in midair. Kimako: The ecologists look puzzled when you mention a flamethrowing artifact. They tell you that the artifacts can sometimes be unstable, in bad circumstances. They point out two different fire anomalies on your map, however. The professor takes the artifact for 600c.
  15. paul191600 replied to paul191600's topic in Falador Tavern
    Rocco: He marks the location on your PDA. You head that way, and come up to Kemios and the group of mercs, who are on the ground covering their heads. There are several zombified loners coming out from an old shed. Kimako: You make some progress, and find another artifact. However, as you pick it up, it decays into ash. Karl: The professor tells you that their antenna has picked up a new anomaly. He marks the area that you need to investigate.
  16. paul191600 replied to paul191600's topic in Falador Tavern
    Karl: There is nobody in sight. You have everything else, as the men looted you fast. Rocco: The merc trader tells you about the PSY source that Kemios was sent off to. Kemios: The mercs can't move, and stay on the ground. You start hearing whispering in your mind, and your vision becomes grainy. Several zombified loners start emerging from an old building. Kimako: You start scanning the anomaly, but make only a little progress with the artifact. One of the eletrical anomalies discharges, but your suit keeps you safe from any damage.
  17. paul191600 replied to paul191600's topic in Falador Tavern
    Rocco: The ecologists finish taking the readings, and one of them finds an artifact. It looks like a ball of molten lava, but doesn't hurt the ecologist. You return to the cement plant, and the trader hands you a Civilian gas mask (+1 chemical defense, minor radioactive dust protection) and Basic bulletproof vest (+1 ballistics defense, +1 melee defense) as your reward. Kemios: You start taking readings, but everything seems normal. Your ears start ringing louder. As you turn around, you see all three of the mercs on the ground, covering their head. One of them gasps out, "C----co--con----". Kimako: You unleash a barrage of 9mm bullets at the dogs, and tear them to shreds. +0.3 SMG prof. -15 9mm rounds
  18. paul191600 replied to paul191600's topic in Falador Tavern
    Kimako: The professor shakes his head, and says, "That is worth 600c at the most." (if you sell it, post it) You walk to the anomaly. Once you reach there, you notice that there are 4 mutant dogs running around the area. Rocco: You look at the anomaly, which is mostly cracked earth, along with heat distortions, which seem to be constantly moving. The ecologist tells you, "We haven't named this one yet, but stay away from the heat distortions!" They keep taking the readings without any problems. +0.2 fire anomaly expertise Kemios: You arrive at the area, but don't see anything. Your ears start ringing. Karl: You seem to have lost some money, around 300c.
  19. paul191600 replied to paul191600's topic in Falador Tavern
    Stephen: You go to the final room, and notice a large amount of explosives, probably from the black market. There are another 6 renegades in here, but they don't notice you, and continue preparing for the attack. Rocco: You realize that one of the loners is still alive, so you take another shot, hitting him in the head. You loot the bodies, finding 100c and another 12 9mm rounds. The ecologists tell you that they are scanning an anomaly, so you head there. Kimako: The professor tells you that the artifact is responsible for healing the body itself, but is very slow at doing so. Enigma: You roll a smoke grenade, and it hits the center of the group. You fire at the group, killing two of them as well as getting a headshot. Varius throws a knife, but misses. The two return fire, and one of them hits you in the shoulder. You begin bleeding. +0.5 pistol prof. -6 9mm rounds Kemios: The ecologist says he has nothing to spare, but sends 3 mercs with you.
  20. paul191600 replied to paul191600's topic in Falador Tavern
    Karl: One of the men walks up to you, examining you. His skin is all cracked and worn. He proceeds to knock you out with the butt of his rifle, and you wake up several hours later. Kimako: You walk back to loot the zombies, but they have junk. Their weapons are all rusted, but you do find 200c on them. You return to finish tracking the artifact, and manage to find it. It looks like a teardrop, but has a faded white color. Stephen: You return fire, and kill another two renegades, as well as getting a headshot. The CS team returns fire as well, finishing off the rest. One of the men, a medic, runs up and patches you and the wounded member. The bleeding stops. +0.3 AR prof. -6 5.56x45mm rounds Enigma: You spot another 5 monolithans at the ammo dump. The commander handed you a satchel charge before you left. Earth: The professor tells you to take some readings of a PSY anomaly. He hands you a basic detector and some strange helmet. Rocco: They ignore your demands, so you begin firing, killing one of them. They return fire, but completely miss. +0.2 handgun prof. -2 9mm rounds
  21. paul191600 replied to paul191600's topic in Falador Tavern
    Varius: You start climbing back up, but notice that the lid is shut! You decide to follow Enigma. Stephen: You run to the rec room. There are 10 renegades here, and the CS squad prepares for an attack. One member tosses a flash grenade, and blinds 6 of the renegades. They begin shooting wildly, and one of them manages to hit a squad member, critically wounding him. You open fire, and kill 3 of them, as well as getting a headshot. The CS squad also opens fire, and kills another 3 of them, moderately injuring one. The ones that aren't blind begin firing at you, and hit you in the chest. You start bleeding. +0.4 AR prof -6 5.56x45mm Enigma: You get to the end of the tunnel without any problems. The commander messages you, and says, "Put the explosives on the ammo dump that the monolith are using. I marked it for you." Out of nowhere, an artifact appears at your feet. +0.3 chemical anomaly expertise Kimako: You finish off the remaining zombies before they can do much. You walk to the anomaly, and begin searching for the artifact. You make good progress on tracking it. +0.2 fire anomaly expertise +0.1 SMG prof -2 9mm rounds Kemios: The mercs at the cement plant tell you that they got a contract to investigate some strange PSY source. The trader hands you 20 rounds for the P90. Earth: You hand in the plant sample, and recieve an MP5 (good quality, good condition, 15 round clip) for your help.
  22. paul191600 replied to paul191600's topic in Falador Tavern
    Enigma: All you see is Varius recovering from the fall. You climb down, and parts of the sewer are slick with some green substance. Kemios: You continue assisting the ecologists, finishing the assembly. You get off the roof, but everybody seems fine. +0.4 repair Varius: You don't spot anything. Suddenly, you feel as if your boot is burning, and notice you are stepping in some green, slick substance. Some noises echo through the tunnel. Earth: You grab the plant sample, and start running back to the base. You start choking. Stephen: You shoot at one of the crates, which explodes, killing one of the renegades. You fire at the remaining 5, getting a headshot, and critically wounding one. The CS team opens fire, killing another two. The last two renegades open fire, but one of their guns jams, and the other misses. Before they can recover, someone throws a grenade, which rains shrapnel on the two renegades, killing them. +0.2 AR prof -6 Kimako: You open fire on the zombies, and kill 3 of them. The last one returns fire, and hits you in the leg. The professor tells you that he will give you some credits, but no container. +0.3 SMG prof. -4 9mm rounds
  23. paul191600 replied to paul191600's topic in Falador Tavern
    Enigma: You already have a headlamp, but manage to find a torch on one of the bodies +0.2 salvage Kemios: You continue setting up the antenna, and make decent progress. The mutant dogs seem dead, but it is disturbingly silent. +0.2 repair Stephen: You charge with the rest of the team, and find 5 renegades in the assembly room. They are all discussing a matter, until the CS squad leader shoots one of them with his gauss rifle, blowing his head off. You open fire with your XM8, and kill two of the renegades. Before they can respond, your team guns down the rest of them. An alarm sounds. +0.2 AR prof. -4 5.56x45mm rounds Kimako: The professor hears your radio going, and tells you to make your decision first. You proceed to the fire anomaly, but spot 4 loners stumbling around on the way. They seem odd. Varius: You scan with your thermal scope, but find nothing. As you begin your climb downwards, you fall into the sewers with a loud thud. (you have 5 now, a few were lost due to the battle and chaos) Earth: You come up to the area with the strange plant. It seems to be dense with chemical gasses. You start coughing.
  24. paul191600 replied to paul191600's topic in Falador Tavern
    Varius: Somehow, you manage to split the medkit, and expertly heal yourself and Enigma. There are 5 throwing knives on the ground, which you pick up. Stumbling around in the shadows, and make your way to the entrace. You open the large lid, and look into the dark abyss. +0.5 medic Enigma: You loot the bodies, and find mostly junk. However, you pick out 100c. (I forgot to post exp, but you got a bit, 0.5) Earth: The man gives you 20 9mm rounds for your reward. The ecologist tells you that he needs help obtaining some plant sample. Kimako: The professor snatches the artifact, and mutters something about it moderately speeding up the rate at which wounds clot up. Kemios: You begin setting up the antenna with the ecologists. The mercs begin fending off a couple mutant dogs, but you are on the roof. Stephen: Now isn't the time to loot, so you enter the bunker with the team. There are three tunnels. The first is marked "comm room", the second "rec hall", and the third "Assembly".
  25. paul191600 replied to paul191600's topic in Falador Tavern
    Kimako: You figure that a mile is way too far to go, so you just walk around, following the trail when the light flashes faster. You come to the point where the light is constant and an artifact materializes before your eyes. It looks like a sea urchin, with a green hue. Your SPP99 suit protects you from the harmful gasses of the anomaly +0.3 chemical anomaly expertise Earth: You slit one of the renegades in the throat with the machete and then walk over to the downed one, putting a bullet in his head. You take the rifle, and return to the loner. +0.1 melee prof -1 9mm round Rocco: You begin to escort the ecologists. There are two of them, and they don't seem well-trained with weapons. However, their SSP99 suits should provide some protection from the anomaly. You reach the anomaly, but see a couple loners. They are stumbling around, muttering incoherent phrases. Varius: You toss your remaining knives, critically wounding the monolithians. They return fire, and you are hit in the chest once. You start bleeding. +0.4 melee prof. Enigma: You shoot at the last two men, and kill both of them. You don't have any medkits left. -2 9mm rounds Stephen: You approach the bunker, and begin firing on the 3 renegades guarding the outside. You get a headshot, and kill another. The CS team finishes off the last one. The leader of the CS team charges in with an automatic shotgun. +0.3 AR prof. -2 5.56x45mm rounds

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