So... if it seems like I have been neglecting my RTDs, it's probably because I have been. New Student Orientation has been going on all week at my college, and a combination of that and going out meeting all these new people with similar interests is taking up pretty much all of my time. Hopefully I should be able to wrap this game up in a couple more turns though, so that should make it somewhat easier on allowing me to stay updated with Arcanum Octet.
Restrain people from firing on the cyborg guy. When that's done, I drag Aesith to our current location and provide medical aid.
You notice Cheddarius aiming at the metal man, and move to intercept him. (13) He ignores your attempt to stop him, and continues aiming. (13) Your efforts distract him, but they do not prevent him from shooting.
You then try to help Aesith (13) and help take care of his wounds.
Fire at the mechanical man that is staring at Desmond.
After evading Gate's attempt to stop you, you aim at the metal man. (9+2) You shoot at his torso, and you hear the ringing of metal and a slight hiss as the bullet pierces his chest.
Attempt to kick in the door again. If Frederick wishes to do so as well, we kick at the same time.
You try once more to open the stubborn door. (11) You bash it with your boot and it finally breaks open. Suddenly someone jumps out and attacks you! Oh wait... that's a mop. You are now in a janitor's closet. Congratulations.
I Fire at another ground machine. Aim for the firing mechanisms.
You quickly aim at the rigging attached to the cannon on the machines, (10+4) sniping it and disabling it. Being unable to do anything else, the disabled and immobile machine sits on the floor, lights blinking at you.
Well, I guess I know what I need do now.
Go up to the hole in the wall, grenade launcher drawn, and take a quick look in
You jump down from your nice turret and head over to the hole. (6) You can't see much, several large objects obstruct your view. You do hear sounds of combat and mechanical movement though.
Dude, that's cold. These guys are probably some poor dumb grunts that got suckered into this... Also, he doesn't have any kind of weapon, so...lemme try something! Oh, my empathy will be the death of me...
I attempt to talk to the metal man, trying to convince him we're not here to hurt him. I try not to let anyone else shoot him if he wants to talk either...If he gets hostile, and more than halfway across the room toward us, I open fire, aiming for his non-metallic parts.
Enraged at seeing Cheddarius shoot the defenseless man, you turn on your former friend and fire your shotgun at him. (6+2) You are shaking so much you can't really aim properly, and only two of the pellets hit him.
Oh shit, cyborgs. The intel was right, they ARE doing inhumane experiments on people.
"No sudden moves please gentlemen." Prepare to fire in case one makes any agressive moves.
I hope you aren't about to get your arm ripped out... Be careful dude...
You tell the men-machine hybrids in the room not to move. (?) They seem to comply.
sorry about not niticing the new turn up, i was quite sick for a few days (more so than i have been)
Get out of danger and seek medical aid (im already inaccurate enough as it is)
You retreat from the fighting and seek medical aid. Gates patches you up some, (15) and you also heal most of your own wounds.
+5 to Medicine
Lob a frag grenade into the room with the scientists.
You grab a grenade in hopes to end the fight with the scientists quickly. (8+3) The grenade goes off in the middle of the room, destroying one robot and damaging the other. The scientists are too far away to be injured by the blast.
+2 to Grenades
Status:
Healthy
Skills:
2/40 Expert Grenadier
0/20 Skilled Pistolier
4/20 Skilled Medic
5/10 Trapper
3/10 Siege Engineer
3/10 Rifleman
0/10 Mechanic
0/10 Escape Artist
Inventory:
G.N. Hunting Rifle(.32 Cal)
G.N. Revolver(.32 Cal)
Byor© Semiautomatic Pistol (10mm)
Trench Knife
Bulletproof Vest
x3 Frag Grenades
x2 Napalm Grenades
Sheer Grenade
x16 10mm Rounds
x22 .32 Cal Rounds
Tube of Disinfectant
Half-Empty Tube of Medical Sealant
Status:
Healthy
Abilities:
GunslingerSkills:
Legendary Pistolier7/10 Observer
1/10 Mechanic
0/10 Stealth
0/10 Grenadier
Inventory:
x2 Byor
© Semiautomatic Pistol (10mm)
x2 G.N. Micropistols (.32 Cal)
x5 Frag Grenades
x1 Napalm Grenade
x2 Trench Knife
Concealable Vest
Lockpick
x133 10mm Rounds
x20 .32 Cal Rounds
x1.75 Tubes of Disinfectant
x2 Bandage Packs (4)
Status:
Healthy
Skills:
4/40 Expert Rifleman
5/20 Skilled Pistolier
0/10 Negotiator
0/10 Medic
4/5 Unskilled Scout
2/5 Unskilled Melee
2/5 Unskilled Persuader
1/5 Unskilled Intimidator
Inventory:
Veld-2 Autogun (8mm)
G.N. Revolver (.32 Cal)
Military Sabre
Trench Knife
Tactical Headgear
Tactical Vest
x3 Tinfoil Hats
Bandage Pack(5)
Tube of Disinfectant
x224 .8mm Rounds
Status:
Healthy
Skills:
32/40 Expert Siege Engineer
0/10 Brawler
0/10 Tracker
1/10 Rifleman
0/10 Grenadier
2/5 Unskilled Pistolier
1/5 Unskilled Sneaker
Inventory(Burdened):
Byor© Sport Hunting Rifle(10mm)
Byor© Semiautomatic Pistol (10mm)
G.N. Mortar
Grenade Launcher
Trench Knife
Concealable Vest
x53 10mm Rounds
x2 Mortar Shells
x10 Frag Grenades
Pewter Locket
Status:
Moderately Wounded
Skills:
Legendary Sharpshooter
9/20 Skilled Observer
0/20 Skilled Camoflauge
0/10 Sneaker
2/5 Unskilled Thrower
Inventory:
G.N. Covert Sniper Rifle (.303 Cal)
G.N. Revolver (.32 Cal)
Trench Knife
Bulletproof Vest
x112 .303 Cal Rounds
x20 .32 Cal Rounds
Status:
Lightly Wounded
Skills:
Legendary Sharpshooter
0/10 Siege Engineer
3/5 Unskilled Stealth
3/5 Unskilled Observation
2/5 Unskilled Grenadier
1/5 Unskilled Pistolier
Inventory:
G.N. Sniper Rifle (.308 Cal)
G.N. Revolver (.32 Cal)
Trench Knife
Tactical Vest
x26 .308 Cal Rounds
x57 .32 Cal Rounds
x1 Frag Grenades
x2 Tubes of Disinfectant
2 Bandage Packs
2 Medical Braces
2 Tubes of Medical Sealant
3 Cigarette Packs
3 Packs of Nicotine Gum
4 Boxes of Mints
Status:
Lightly Wounded
Skills:
1/20 Skilled Tactician
1/20 Skilled Shotgunner
3/5 Unskilled Observer
Inventory:
Veld-2 Combat Shotgun
Combat Knife
Combat Helmet
Tactical Vest
x2 Pulse Grenades
x26 Shotgun Shells
Status:
Splinted Right Arm(-1 Accuracy)
Skills:
5/20 Skilled Heavy Weapons
Enduring
Inventory:
Sanguine Minigun(8mm)
Sanguine 'Juggernaught' Composite Armor
196 8mm Rounds
Status:
Infected
Skills:
1/20 Skilled Shotgunner
0/10 Shocktrooper
1/10 Observer
2/5 Unskilled Pistolier
Inventory:
Veld-2 Combat Shotgun
G.N. Revoler
Combat Knife
Combat Helmet
Sanguine 'Juggernaught' Composite Armor
Syringe of Morphine
x39 Shotgun Shells
x40 .32 Rounds