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 EngineeringKILL 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. (
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.
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.
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:
Moderately Wounded
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
Tinfoil Hat
Bandage Pack(5)
Tube of Disinfectant
x224 .8mm Rounds
Status:
Lightly Wounded
Skills:
37/40 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):
Tinfoil Hat
Byor© Sport Hunting Rifle(10mm)
Byor© Semiautomatic Pistol (10mm)
G.N. Mortar
Grenade Launcher
Trench Knife
Concealable Vest
x53 10mm Rounds
x2 Mortar Shells
x9 Frag Grenades
Pewter Locket
Status:
Moderately Wounded
Skills:
Legendary Sharpshooter
9/20 Skilled Observer
0/20 Skilled Camoflauge
0/10 Sneaker
0/10 Intimidator
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:
Dead
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:
Heavily Wounded
Skills:
1/20 Skilled Tactician
5/20 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:
Tinfoil Hat
Sanguine Minigun(8mm)
Sanguine 'Juggernaught' Composite Armor
196 8mm Rounds
Status:
Moderately Wounded
Infected
Skills:
1/20 Skilled Shotgunner
0/10 Shocktrooper
1/10 Observer
2/5 Unskilled Pistolier
Inventory:
Tinfoil Hat
Veld-2 Combat Shotgun
G.N. Revoler
Combat Knife
Combat Helmet
Sanguine 'Juggernaught' Composite Armor
Syringe of Morphine
x39 Shotgun Shells
x40 .32 Rounds