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Author Topic: Mercenary RTDX: Epilogue  (Read 77448 times)

tehstefan

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Re: Mercenary RTDX Turn 34: Freedom!
« Reply #450 on: March 14, 2010, 10:28:42 pm »

Don't have any girls, so no nudist colony. Hippies are lame, so no hippies. We could go about the countryside, doing odd jobs until we get pulled into an epic conflict and decide the fate of the world itself, learning about ourselves and our allies before banding together to defeat the true evil. Or we could attack the fort. I'm leaning towards the latter.
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I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

S.K. Ren

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Re: Mercenary RTDX Turn 34: Freedom!
« Reply #451 on: March 14, 2010, 11:13:11 pm »

Don't have any girls, so no nudist colony.
Dude, I was thinking the EXACT same thing. Anyways if we attack the fort it should be soon, preferable at night. They aren't fully set up yet and the longer we wait, the less likely success will be if we pursue that course of action.

Also, I need to borrow a lighter from someone so I can smoke a cigarette while we figure out what to do now.
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Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

Flintus10

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Re: Mercenary RTDX Turn 34: Freedom!
« Reply #452 on: March 15, 2010, 02:51:13 am »

Well there is no point in fighting if we are not recieving reinforcements after all what do we care who wins or loses as long as we get paid.

I will heal the released prisoners of any wounds they recieved.
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Frelock

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Re: Mercenary RTDX Turn 34: Freedom!
« Reply #453 on: March 16, 2010, 12:36:42 am »

The problem is, we weren't paid.  We need to find mercenary jobs that will pay, somehow.  Preferably easy ones with plenty of cash offering

Oh, and no war.  Huh.  What is it good for?
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Errol

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Re: Mercenary RTDX Turn 34: Freedom!
« Reply #454 on: March 16, 2010, 11:30:40 am »

I say we move a bit upriver into the forest, nice cover and all, and then set up a temporary camp there. Then, we decide how to proceed next. Perhaps we use the southern camp.

I am pessimistic in terms of pay for the job. I mean, we failed. Liosra already lost large amounts of troops and property. And they can bail themselves out as well, reinforcements are told to arrive. And, as per terms of prisoners exchange, we will have to leave the artillery camp.

Call everyone together and convince them to follow my plan.
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 34: Freedom!
« Reply #455 on: March 20, 2010, 08:37:10 am »

So... has everyone figured out what to do now? Still need S.K. Ren and Frelock's actions, and a few others seem rather unsure.
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Frelock

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Re: Mercenary RTDX Turn 34: Freedom!
« Reply #456 on: March 20, 2010, 02:02:05 pm »

Alright.  Since we haven't quite decided yet...

Set up more traps in the forest
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S.K. Ren

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Re: Mercenary RTDX Turn 34: Freedom!
« Reply #457 on: March 20, 2010, 07:24:51 pm »

I'll just follow Errol's plan. In the meantime, I'll get a light from someone and smoke a cigarette.
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Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

RandomNumberGenerator

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Re: Mercenary RTDX Turn 35: Now what?
« Reply #458 on: March 21, 2010, 11:35:34 am »

Turn 35: Now what?

I pop a few mints and enjoy my freedom. Also try and get some healing for my wounds.
Glad to be free, you decide to do what couldn't be done with a gag in your mouth; have mints. (12) You pop several and savor the minty flavor.

Take out my automatic pistol, and be wary of the surroundings. Head back to base.

Having had enough, you grab your pistol and start heading back to base. (7) Erm... What base?

I will heal the released prisoners of any wounds they recieved.
Even without any official orders, you dutifully resume your healing duties. (11+3=14) You fix up everybody's minor wounds.

+4 to Medicine

Call everyone together and convince them to follow my plan.

You decide it is best to head upriver into the forest. You tell everyone else this in an attempt to get them to follow you nd keep the group together. (5) Not that you do a very good job of it. You seem to be wholly unconvincing. Still a few seem to follow you out of loss for anything else to do.

Alright.  Since we haven't quite decided yet...

Set up more traps in the forest
What could make a bad situation better? Traps, of course! While the rest of the group is busy discussing silyl things known as plans, you head off to make more traps. (10+1) You set up a log trap that should give someone a nasty blow to the chest when they trigger it.

+1 to Trapping

I'll just follow Errol's plan. In the meantime, I'll get a light from someone and smoke a cigarette.
Yeah whatever. You look around for a cigarette. (4) Huh, that odd you could have sworn... Where did they go? Oh geez, you lost your cigarettes. Good thing you have another pack... you light one with Gate's lighter.

Spoiler: Allied Personnel (click to show/hide)


Spoiler: Frederick(Frelock) (click to show/hide)
Spoiler: Alexi Wolfe(S. K. Ren) (click to show/hide)
Spoiler: Roderick(tehstefan) (click to show/hide)
Spoiler: Derm(dermonster) (click to show/hide)
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Dermonster

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Re: Mercenary RTDX Turn 35: Now what?
« Reply #459 on: March 21, 2010, 12:12:59 pm »

Follow Errols plan.


 :-\
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"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Frelock

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Re: Mercenary RTDX Turn 35: Now what?
« Reply #460 on: March 21, 2010, 02:49:57 pm »

Follow Errol's plan
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S.K. Ren

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Re: Mercenary RTDX Turn 35: Now what?
« Reply #461 on: March 21, 2010, 03:20:30 pm »

I'll take point.
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Flintus10

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Re: Mercenary RTDX Turn 35: Now what?
« Reply #462 on: March 21, 2010, 05:09:28 pm »

Errol's plan it is.
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tehstefan

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Re: Mercenary RTDX Turn 35: Now what?
« Reply #463 on: March 22, 2010, 03:19:41 am »

Follows the plan. Cause splitting ups lame
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I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

Errol

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Re: Mercenary RTDX Turn 35: Now what?
« Reply #464 on: March 22, 2010, 10:52:46 am »

Promote self to commanding officer and scout out the camp location.
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