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paul191600

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Everything posted by paul191600

  1. paul191600 replied to paul191600's topic in Falador Tavern
    Enigma: They look about as dead as they are going to be. You check the bodies, and every corpse has mid-sized holes in the neck. Suddenly, you hear some leaves crunching nearby. +0.5 medic Earth: You open fire, and critically wound one of the monolithians, but miss the other. They return fire, and one of them hits you in the chest, causing you to bleed. -2 9mm rounds +0.2 handgun prof. Stephen: You come up to the pumping station, and spot 4 renegades. They all have garbage weaponry, though. Kimako: You hear some noises in the brush neaby, halting your progress. Varius: You spot something running by the trees, and it doesn't notice you. +0.1 stealth Karl: The trader hands you a medkit and 20 9mm rounds for helping defend their base from the zombies.
  2. paul191600 replied to paul191600's topic in Falador Tavern
    Varius: You move forward, but start crunching on some leaves, ruining your element of surprise. You see nothing from the thermal scope. Enigma: You follow the trail of blood, and come up to 6 dead bodies. Earth: You spot two monolithians and a small crate. Karl: The ecologists tell you they need help investigating some strange PSY readings, but say it is suicide if you go solo. Stephen: The CS executive tells you, "We need you to take out some renegades at a pumping station. It is a valuable resource for us." He marks the location on your PDA.
  3. paul191600 replied to paul191600's topic in Falador Tavern
    Karl: You find mostly old junk, but salvage 12 9mm rounds and 100c. Varius: You climb up a tree, and get into a good position. You realize that you spent 500c total. +0.2 stealth Kimako/Enigma: You don't hear or see anything. There are no corpses in the area, though. Stephen: You hand the CS executive the artifact, and he smiles. He says, "With this, we will be able to add the finishing touches on our prototype gauss rifle." He hands you 300c, and takes back the biosuit you were borrowing.
  4. paul191600 replied to paul191600's topic in Falador Tavern
    Kimako: You ask if the commander has any men to spare, but he tells you he can't afford to send any out right now. You come up to the location of the last patrol, and notice that there are bulletshells all over the ground, and several long trails of blood. Enigma: You follow Kimako, and come up to the bloodied area. Stephen: A white light on your detector starts flashing, and you follow the trail. You accidentally walk into one of the anomalies, and it explodes, causing minor injuries. You continue searching, and the artifact materializes. It looks like a mixture of dirt, blood, and leaves. You pick it up, and return to the base. The CS executive is waiting for you. Varius: You buy the equipment, and quietly make your way to the same area that Kimako is in. It looks like there was some big fight. +0.3 stealth Karl: You shoot at the zombies, killing two, but missing the others. The Duty squad finishes off the rest. +0.3 SMG prof. -5 9mm round
  5. paul191600 replied to paul191600's topic in Falador Tavern
    Kimako: You buy the sight and ammo for 900c. (Are you putting it on the AK-47?) The Duty commander tells you that a patrol went missing deep in the forest. Enigma: You buy the supplies, and then the Duty commander tells you that he needs help tracking a missing squad deep in the forest. Karl: You haphazardly heal yourself, but should be able to pull through. You return fire, getting a headshot, and moderately wounding another zombie. The last one returns fire, but misses. You take another shot and manage to finish it off. You see another 5 zombies fighting 10 Duty members. -4 9mm rounds +0.5 SMG prof. Earth: The trader awards you 300c, and tells you he has no more tasks. Stephen: You come up to the anomaly, and see several pulsating distortions in the air. There are also some leaves being sucked in by an invisible force.
  6. paul191600 replied to paul191600's topic in Falador Tavern
    Shop: Basic bulletproof armor: 600c (+1 ballistics protection, +1 melee protection) AK-47 (30 round mag): 1000c SPAS-12: 800c AGS-17 (grenade launcher, 30 round drum): 2700c G36 (30 round mag, +1 accuracy): 1900c 7.62MM rounds (for AK-47): 50c for 5 rounds. 5.7x28mm rounds (for P90): 50c for 5 rounds. RGD-5 grenade: 100c each M67 grenade (+1 explosives): 300c each Smoke grenade: 100c RPG: 200c each Grenade launcher attachment (certain weapons): 300c red-dot sight (+1 accuracy): 500c thermal scope (+1 accuracy): 1200c Hunting knife: 100c Throwing knife: 50c Medkit: 100c Advanced medkit: 300c (+2 healing) Earth: You miss the mutant, but the hunting party manages to finish it off. There is no loot. Karl: You fire at 4 of the zombies, missing three, but killing one of them. They return fire, and one of them hits you, critically wounding you. -4 9mm rounds +0.1 SMG prof. Stephen: You agree to help secure the artifact. The CS executive lends you a CS Biosuit (+2 chemical, fire, ballistics, electric, and melee defense, closed cycle breathing system, superior rad. protection) He marks the anomaly on your map.
  7. paul191600 replied to paul191600's topic in Falador Tavern
    Kimako: You get your AK-47 repaired for 300c. Shop: Basic bulletproof armor: 600c (+1 ballistics protection, +1 melee protection) AK-47 (30 round mag): 1000c SPAS-12: 800c AGS-17 (grenade launcher, 30 round drum): 2700c 7.62MM rounds (for AK-47): 50c for 5 rounds. 5.7x28mm rounds (for P90): 50c for 5 rounds. RGD-5 grenade: 100c each RPG: 200c each Grenade launcher attachment (certain weapons): 300c red-dot sight (+1 accuracy): 500c thermal scope (+1 accuracy): 1200c Hunting knife: 100c Throwing knife: 50c Medkit: 100c Advanced medkit: 300c (+2 healing) Enigma: You sell the items for 700c total. The commander tells you that he has a mission, but it would be suicide to try it alone. Earth: You get a good shot on the first mutant, critically wounding it. However, you miss the second one. The loners open fire, and kill one of the mutants. The remaining mutant lunges at you, but misses. -2 9mm round +0.1 handgun prof. Stephen: You agree with the CS executive to assist them. He tells you that they need help securing an artifact. Varius: The trader buys the red-dot sight for 200c. You manage to do some expert stealth moves, and horrify one of the patrolmen. +0.5 stealth
  8. paul191600 replied to paul191600's topic in Falador Tavern
    Ok, will start when some people are ready.
  9. paul191600 replied to paul191600's topic in Falador Tavern
    That was the last round. I'm updating the front page stats, though.
  10. paul191600 replied to paul191600's topic in Falador Tavern
    (last round) Kemios: The ecologist thanks you for your donation, and gives you a second artifact container as a gesture of gratitude. He tells you, "We need some help setting up a third antenna, on the roof of the hangar near the helipad. Will you assist us?" Karl: You focus on one of the zombies, and a bolt of electricity shoots out from your left hand, completely frying the zombie. They turn their attention to you, and the Duty forces move out, preparing for a counterattack. You feel a little drained (no pun intended). +0.2 electrical discharge Update: Kemios has helped the mercenaries secure the helipad & hangar territory. Varius/Enigma/Kimako have helped Duty take over Freedom's forest outpost. Duty has sent squads out, taking out several more Freedom patrols in the forest. The TZDF has reportedly finished fortifying some old power plant, and even made it (somewhat) operational. They have finished establishing their HQ there. Zombie numbers have shot up (again). Stephen has discovered (more like discovered by) the CS Corporation, a secretive faction with powerful prototype weaponry and armor. The location of their base is unknown.
  11. paul191600 replied to paul191600's topic in Falador Tavern
    Kemios: The ecologist tells you that he won't be able to return it if you donate it. Karl: You open fire on the zombies, killing 3 of them. You miss most of the rest, but moderately injure a few. Your hair stands straight up on your arm. -15 9mm rounds +0.3 SMG prof.
  12. paul191600 replied to paul191600's topic in Falador Tavern
    Karl: You arrive to see a large firefight between the zombified loners and Duty. There are around 14 zombified loners, and 7 duty members on guard. The mg tower is unoccupied, but you will be more exposed to fire. Kemios: The ecologist thanks you for the readings. He tells you that the artifact is called the sun's tear, and that it (moderately) speeds up the rate at which wounds heal. He asks if you plan on keeping it, or giving it to them for research.
  13. paul191600 replied to paul191600's topic in Falador Tavern
    Kemios: You arrive back at the cement plant. The ecologist asks of your findings. Karl: "My men have reported of some zombified loners attacking the Forest outpost"
  14. paul191600 replied to paul191600's topic in Falador Tavern
    Kemios: You finish gathering the data needed. You track the object that the detector found, and as you approach the area where the white light stays constant, a small object that resembles a teardrop forms. It glows a brilliant red color. +0.4 fire anomaly expertise
  15. paul191600 replied to paul191600's topic in Falador Tavern
    You gather a little data, but clearly need more. A white light starts flashing on your detector, and the frequency at which it flashes changes when you move.
  16. paul191600 replied to paul191600's topic in Falador Tavern
    Karl: The trader has these weapons in stock: SCAR-L (30 round mag): 1600c AGS-17 (grenade launcher, 30 round drum): 2700c MP5 (15 round mag): 700c SPAS-12: 800c AK-47 (30 round mag): 1000c [freshly looted from Freedom base :D] Kemios: You watch as the last creature stumbles into the path of the fire anomaly, burning to a crisp. You skillfully patch your wounds up, and figure that you can keep working fine. +0.4 medic
  17. paul191600 replied to paul191600's topic in Falador Tavern
    Kemios: (editied, happy now?) You manage to fire one round at the wounded creature, killing it. The one with a limp scampers up to you, and bites your leg, giving you a limp. You pop off a round into it before it can run away, and it crawls away, bleeding to death. The last creature jumps toward you, but misses, causing it to fall over. -2 buckshot +0.1 shotgun prof. Karl: The professor tells you that he doesn't know how to amplify the artifact, and that he will have more work for you tomorrow.
  18. paul191600 replied to paul191600's topic in Falador Tavern
    Kemios: You shoot one of the creatures point-blank in the head, along with hitting another in the leg, causing it to limp. You fire a few more rounds, and hit the 3rd one in the chest, critically wounding it. You miss the last one. Two of the creatures manage to lunge at you, causing some deep cuts on your chest. +0.3 shotgun prof. -4 buckshot Karl: You have scanned all the anomalies that the ecologists know of.
  19. paul191600 replied to paul191600's topic in Falador Tavern
    (brb, dinner. Just post your actions)
  20. paul191600 replied to paul191600's topic in Falador Tavern
    Kemios: You begin gathering data, and suddenly, hear some growling. You look over and see a small pack of feral humans (4), which look like the creatures you killed at the factory! Karl: The professor takes the readings, thanks you, and then maps out the anomaly. He hands over 200c for the job.
  21. paul191600 replied to paul191600's topic in Falador Tavern
    Karl: The light completely fades away. The artifact must have dispersed. Kemios: You arrive at the anomaly. The area is covered in large cracks, and two fire anomalies are floating in mid-air, spinning around a circle of cracked earth.
  22. paul191600 replied to paul191600's topic in Falador Tavern
    Karl: You follow the white light, but lose track of it.
  23. paul191600 replied to paul191600's topic in Falador Tavern
    Kemios: The merc trader gives you (30) 5.7x28mm rounds, and 300c. An ecologist nearby pipes up, saying, "Our anomaly detector has picked up some strange activity just to the east of the cement plant! Will you take some readings for us? We don't have any SP99 suits to spare, but you look like you could handle it." The ecologist hands you a basic detector, tells you how to use it, and how to take basic readings of the anomaly. Karl: (you got the SP99 Mk.I suit as a reward) You manage to scan the anomaly quickly. The white light on your detector begins flashing. +0.3 chemical anomaly expertise
  24. paul191600 replied to paul191600's topic in Falador Tavern
    Karl: The Freedom leader tells you they know, but that they can't do much about it, since their forces are deeper in the zone. You come across a new anomaly formation. There are huge strands of moss hanging from some trees, and several chemical anomalies on the ground. Kemios: The mercs arrive, and two of them grab the wounded man, and you proceed back to the cement factory.
  25. paul191600 replied to paul191600's topic in Falador Tavern
    Kemios: The radio still works, and a small group of mercs are sent over. Karl: The professor bombards you with scientific terms that you have never heard before. He then finishes by saying, "Your artifact container holds the artifact that is responsible for your ability. However, it has completely lost its other properties, and only serves as an energy source. We have found other people that have these abilities, but they obtained them naturally...somehow. Keep in mind that you only have one artifact container now, but we can construct you more, for 5000c each (max of 5). You also have limited use for your ability, and need to wait a little bit after every time you use it."

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