RtD: LotMD Turn 24: Surprise!

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Re: RtD: Lab of a Mad Doctor Turn 14: Surprise Update

Post by [][][][] »

Uh oh, I got caught.
Maybe this golem is slow.
I will run away.

Machine gun is good,
but I need more to take down
this metal construct.


Run, and find some materials on the way! Primary motive: Find things to improve suit and / or increase combat capabilities!
There was once something here,
but it's now gone.

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Re: RtD: Lab of a Mad Doctor Turn 14: Surprise Update

Post by Halico »

move on.
Whee.

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Re: RtD: Lab of a Mad Doctor Turn 14: Surprise Update

Post by Ex-Rumia »

Code 57: 5 wrote:Run, and find some materials on the way! Primary motive: Find things to improve suit and / or increase combat capabilities!
Fortune seems to smile upon you, as ahead of you is an overturned box full of small fiber-like strands, picking up three of them as the golem lumbers after you, you feel much stronger.

(Item(s) Get: Artificial Muscle X3 = Attack Rolls +3)

Attack (5+3 vs 2)

Turning with the machine gun and knife in hand, you aim at the golem's head as you rush forward, firing off a burst of bullets that ping off its plated head, slightly disorienting it. You stab foward with your knife hand as you close in, blasting a hole through the golem's chest area, showering you in metal debris as its eyes grow dim. (-80 HP to Golem, Status: Deactivated. -30 HP to Code 57, -5 to Machine Gun Ammo)

Code: Select all

Steel Golem
Hp: 30/110
Special: 
Mechanical- Immune to most status effects.
Armored- Takes less damage from physical attacks.
Status: Deactivated - Can no longer act.
Fatal Error: N/A wrote:Move on
Heading away from the site of battle along with Huǒ, you come across a large silo-like building. It seems to lead higher up, somewhere toward the top of the plant. Huǒ steps forward to stop you. "If we're going to go up there, you better be at your damn best. There are still plenty of areas around here we've yet to explore, we don't have to head up there yet."

What is your decision?
Snipeheart: 5 wrote:Shoot the Hound.
Aiming at the stunned hounds exposed side, you fire off a single shot from the pistol, the beam burning through and piercing its side, its eyes go dim soon after. (-1 to Laser Pistol Ammo)

"That was rather entertaining. I usually don't have to work that hard to kill these things." The voice of your companion reaches your ear. "However, we do have to keep moving, whether we go to the left or right i'll leave you to decide."
Notes: 4box, you have the luck of the devil, you know that? Sorry about the long time without updates, but at least it didn't take a month or so this time.
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Re: RtD: Lab of a Mad Doctor Turn 15: The plot thickens

Post by Halico »

Head away from the rift and explore more areas
Whee.

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Re: RtD: Lab of a Mad Doctor Turn 15: The plot thickens

Post by [][][][] »

Just my luck!
Quite impressive loot, and this golem is out cold. (Though the debris hurt...)
Let's see what we can grab from this guardian.


Use 1/2 Small Medkit. Then attempt to dismantle and/or otherwise salvage the Steel Golem for tools and/or upgrades.

[strike]                [/strike]
@Dualer: *Lift
@Rumia: Please do update a bit faster, the story's getting interesting...
There was once something here,
but it's now gone.

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Re: RtD: Lab of a Mad Doctor Turn 14: Surprise Update

Post by SnipeHeart »

Eh, left.
Go left.

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Re: RtD: Lab of a Mad Doctor Turn 16: The calm before the st

Post by Ex-Rumia »

Snipeheart: N/A wrote:Go Left.
Heading to the left, you come across another hallway section, this one is free of the cyrotubes, but there is a door on the far end, as well as what looks to be an elevator. The sound of dripping water reaches you and your companion's ears, but the source isn't in eyesight. "I've got a bad feeling about this, perhaps we should head back to the right?" You hear your companion say, there is no fear in her voice, but just a bit of wariness.

Make your decision on where to go.
Code 57: [color=#FF0000]6[/color] wrote:Use 1/2 Small Medkit. Then attempt to dismantle and/or otherwise salvage the Steel Golem for tools and/or upgrades.
Using the 1/2 Small Medikit, you clean up your wounds. (+10 HP) After that, you get to work on dismantling the golem. All goes well, until you get to the core, which seems to pulse as soon as you touch it. Thinking it's going to explode you quickly back away, just for that to be the case. The Nanofiber, Regen, and Internal Device you would have gotten from it are caught in the explosion, reducing the three parts to charred remains. Fortunately enough, the explosion brought down a nearby wall, leading further into the building.
Fatal error: N/A wrote:Head away from the rift and explore more areas
Heading away from the lift, you head back to the second floor connecting platform. To the west is a large streach of heated rock that seems stable, the large donut-like landmass gives off bad vibes though. To the east, is where you had come from, it heads up higher and connects to a larger bridge.

Make your decision on where to go.
Encounter Meter
SnipeHeart: 1-2 (Depending on movement option)
Code 57: 4
Fatal Error: 1-2 (Depending on movement option)

GM's Note: Yeah I have no excuse for lateness.... The Encounter meter is a new feature, since I can't be assed to random up encounters based on rolls all the time. It ticks down one every turn, and should it reach Zero, or you roll a one on your move action, you'll get something to fight. Simple right? It'll reset once the battle is over, from 4-6 depending on the area. Note over.
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Re: RtD: Lab of a Mad Doctor Turn 15: The calm before the st

Post by SnipeHeart »

Head towards the source of the dripping. Ignore common sense.

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Re: RtD: Lab of a Mad Doctor Turn 15: The plot thickens

Post by Halico »

Head to west.
Whee.

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Re: RtD: Lab of a Mad Doctor Turn 15: The plot thickens

Post by [][][][] »

What a waste... But hey, new area!
Go through the newly-made hole.
There was once something here,
but it's now gone.

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