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Author Topic: Mercenary RTDX: Epilogue  (Read 76908 times)

RandomNumberGenerator

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Re: Mercenary RTDX Turn 65: That's gonna leave an even bigger mark
« Reply #990 on: September 17, 2010, 01:43:59 am »

Derm actually posted his action, though in a rather odd way. But yes, we need Ren. If he hasn't posted by Saturday, I will auto him.
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 66: 12-foot walls.
« Reply #991 on: September 20, 2010, 03:35:31 pm »

Right.

A psychic shield generator, or a man with psychic powers and an experimental shielding device? No matter. There are Five computer terminals over there. Pull up a map of the complex. Now. A physical map is also acceptable.

You try to get the men to calm down enough to be comprehensible. (8+1)  They slow down a bit, but they're still stammering a lot.

"Y-yes a m-map. C-certainly. " He rushes over to pull it up. It is very simplistic and undetailed, but you can easily discern what they regard as the most important area in the complex.

Hahaha, I need this!

Equip my grenade launcher, and load up a grenade. If that sucker throws anything else at me, send one right at the bastard, or underneath anything he's throwing at me. Note that if I do not have a clear path for the grenade, do not shoot it!

"Buddy, how about you calm down, or you can taste grenade."

You grab your launcher and ready it to fire. (12+3) The man continues to smile after you threaten him, and with a gesture lifts several scalpels, needles and other sharp medical objects from a nearby cart and flings them at you. You return fire with your grenade is response. [7] Several of the pointy objects embed themselves in your flesh, while the grenade soars in a perfect arc directly towards him. The grenade detonates about 3 feet before it hits him and you notice an odd flickering of some sort of energy field as it does so.

+2 to Siege Engineering

KILL THE INTRUDERS

You surrender yourself to your base desires, mainly killing those around you. (5) You seem to be severely restrained by a combination of Gates holding you and being pinned down by the giant terminal, and don't manage to do much more than flail around wildly.

wake up damnit

You suddenly decide that being unconscious does not help your situation, and you try to recover. (8) You wake up.

That tin-foil hat is looking mighty fine right about now.

Open the door using it's designated opening mechanism (likely a handle of some sort), and shoot at anything that moves with my pistol.

You attempt to properly open the door (11) and succeed in turning the handle and pushing. You seem to be in some sort of chemical storage.

Thats it. ENOUGH.

Curb stomp desmond repeatedly until he stops moving. Then yell at the mech man to stop moving.

You decide that taking Desmond out of the action is probably a good thing to do at the moment, (12) knocking him out cold with a blow to the head. The man does not seem to care about you yelling at him.

Crawl out from under the rubbish and distribute tin-foil hats. Disarm Dwarmin. Be prepared to dodge.

It never hurts to be prepared!

You try to remove yourself from the rubble, (10) wiggling yourself free only after Desmond stops moving. You then wear one of the tinfoil hats, and give one to James, Roderick and Aesith.

Quote from: Autoren
Enter Room
You try to enter the room, (5) but find that the door proves to be an insurmountable obstacle.

The psychic mechman spent his turn flinging sharp implements at Roderick.


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)
Spoiler: Ched(Cheddarius) (click to show/hide)
Spoiler: Aesith(wolfchild) (click to show/hide)




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Dermonster

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Re: Mercenary RTDX Turn 66: 12-foot walls
« Reply #992 on: September 20, 2010, 06:51:36 pm »

Keeping my gun on them, Open the southern door and peek around.
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Frelock

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Re: Mercenary RTDX Turn 64: That's gonna leave a mark
« Reply #993 on: September 20, 2010, 08:50:25 pm »

Technically, I was at the top door:
Top left door.  Open and open fire on anything that moves inside w/pistol.

In any case,
Run back to the main group, grab Rodrick's hat, and wrap it around my sheer grenade to make a psychic-proof sheer grenade.  Lob at psychic mechman

People might want to stand back for this one; this is gonna be big.
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Zako

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Re: Mercenary RTDX Turn 66: 12-foot walls
« Reply #994 on: September 20, 2010, 09:06:41 pm »

Take Desmond's ammo and guns, knife and grenades. Take cover around the corner quickly. Leave desmond.

He's a liability now.
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tehstefan

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Re: Mercenary RTDX Turn 66: 12-foot walls
« Reply #995 on: September 21, 2010, 09:31:59 am »

Still, perhaps you might be right.

Duck behind cover, try and see if I can't get a tin foil hat from something else.
« Last Edit: September 21, 2010, 02:07:42 pm by tehstefan »
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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 66: 12-foot walls
« Reply #996 on: September 22, 2010, 09:41:20 am »

Take cover. Shoot the psychic guy in the most inconvenient moment possible, like, when he is currently busy doing other stuff.
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Zako

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Re: Mercenary RTDX Turn 66: 12-foot walls
« Reply #997 on: September 30, 2010, 05:53:30 am »

*cough*
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 67: Fatal Flaw
« Reply #998 on: September 30, 2010, 09:52:40 am »

We're missing three people?

...

Erm... okay, fine. Screw it. I can always retcon if needed.

Keeping my gun on them, Open the southern door and peek around.

You decide to investigate what lies to the south. (12) Keeping your gun aimed at the scientists, you stride over to the ventral door and open it.

A strange sight greets you... it is a museum? No, it's a zoo. But... monkeys aren't supposed to have cybernetic arms. You realize that in actuality, it is a giant animal testing lab.

Technically, I was at the top door:
Top left door.  Open and open fire on anything that moves inside w/pistol.

In any case,
Run back to the main group, grab Rodrick's hat, and wrap it around my sheer grenade to make a psychic-proof sheer grenade.  Lob at psychic mechman

People might want to stand back for this one; this is gonna be big.
You stop in your tracks, wondering how the hell you transported from the northern end of the building so far. Regardless, you decide that your friends need help, and rush over to aid them. (12+3) You rush a surprised Roderick and snag his tinfoil hat, and before he can react wrap your grenade in it and throw it at the mechman.

The grenade soars through the air directly at the man, which, like the first grenade, hits some sort of shimmering wall before actually colliding with the man. This time however, the explosion is so violent that nearby machines, walls, and even the lights in the ceiling are ripped to shreds with a horrible screeching sound, almost like a high-pitched 'nails on the chalkboard' sound. The force of the grenade even makes the psychic man stumble backwards for several feet, and the shield he had up disintegrates before your eyes. For a moment the smile disappears from the man's face as he furiously makes hand gestures in what you surmise is an attempt to recreate it.


Take cover. Shoot the psychic guy in the most inconvenient moment possible, like, when he is currently busy doing other stuff.
Noticing the devastating effect the grenade has on the man, you grab your rifle and aim at him. (15+3) Your adrenaline kicks in and you aim directly at the man's chest before unleashing a full round of shots which all strike the defenseless creature before you. Several bullets ricochet off his metal body, but around half of them sink deep into his flesh and inflict heavy damage it this close range. The cool, calculating expression on his face is replaced by one of sheer rage, and as he lifts his arm and squeezes you feel yourself choking on nothing. The man staggers a bit as your vision clouds, but then he lurches one last time and drops to the ground, and the pressure on your windpipe releases.

Take Desmond's ammo and guns, knife and grenades. Take cover around the corner quickly. Leave desmond.

He's a liability now.
You drop down and search Desmond for anything that may be considered weaponry (14) and a few things that wouldn't be considered weaponry, then head down the hall.

Still, perhaps you might be right.

Duck behind cover, try and see if I can't get a tin foil hat from something else.
You duck under the large computer for cover (14) shielding yourself from anything that might want to hurt you.

-----

Congratulations. You have defeated the main boss, and while it did happen a bit quicker than I had intended, it might have been for the best. What will you guys do now?
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tehstefan

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Re: Mercenary RTDX Turn 67: Fatal Flaw
« Reply #999 on: September 30, 2010, 10:00:22 am »

Crazy. Well, in any case

I investigate the rest of the rooms, grenade launcher ready
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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.

RandomNumberGenerator

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Re: Mercenary RTDX Turn 67: Fatal Flaw
« Reply #1000 on: September 30, 2010, 10:06:03 am »

Crazy. Well, in any case

I investigate the rest of the rooms, grenade launcher ready

Experiments, storage, machinery, equipment, mess hall, nothing really important.
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Zako

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Re: Mercenary RTDX Turn 67: Fatal Flaw
« Reply #1001 on: September 30, 2010, 10:16:55 am »

Restrain those scientists. Take them prisoner and keep them at gunpoint. Make sure to search them first and tie them properly.
« Last Edit: September 30, 2010, 06:13:24 pm by Zako »
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Errol

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Re: Mercenary RTDX Turn 67: Fatal Flaw
« Reply #1002 on: September 30, 2010, 12:08:47 pm »

Get me some sciencist and demand exposition. After Zako's done with them.
« Last Edit: October 01, 2010, 09:28:00 am by Errol »
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Dermonster

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Re: Mercenary RTDX Turn 67: Fatal Flaw
« Reply #1003 on: September 30, 2010, 04:43:57 pm »

Search around for experimental Human weaponry.
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I can do anything I want, as long as I accept the consequences.
"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.
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Frelock

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Re: Mercenary RTDX Turn 67: Fatal Flaw
« Reply #1004 on: October 01, 2010, 04:07:16 am »

Go up to the rooftop, and keep watch for incoming enemy reinforcements.
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