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Re: RtD: Lab of a Mad Doctor, Turn 6: That Sinking Feeling

Posted: Tue Nov 01, 2011 8:54 pm
by SnipeHeart
Attack with whatever fury a fleshy human without a weapon could possibly have!

Re: RtD: Lab of a Mad Doctor, Turn 7: Troubling Times

Posted: Tue Nov 01, 2011 10:12 pm
by Halico
There we go
Using obstacles to kill enemies
Head back to Safe Room 2

Re: RtD: Lab of a Mad Doctor, Turn 7: Troubling Times

Posted: Wed Nov 02, 2011 3:47 am
by [][][][]
Hmm... a gun barrel...
Grab it and run for it.
You know what, this running... I should be called the Running Man... Bah.
Besides, why am I here, in some extra-dangerous area?

Re: RtD: Lab of a Mad Doctor, Turn 7: Troubling Times

Posted: Sun Nov 06, 2011 5:35 pm
by Ex-Rumia
Snipeheart: 5 wrote:Attack with whatever fury a fleshy human without a weapon could possibly have!
(Snipe: 5 vs Corpse: 2)
Rushing at the staggering corpse, you punch forward shattering its jaw with power you didn't know you had. (- 20 HP)

(4 vs 1)
It backs away, before glaring at you and charging forward, only to be intercepted by another bone shattering punch to the forehead. It's skull splits open to show a mass of wires that have been disconnected from it's brain, it then drops to the ground, no longer moving. (-10 HP)

Footsteps can be heard at the far end of the hall, one of the doors with the blue LED had opened while you were beating on the corpse.
Fatal error: 4 wrote:Head back to Safe Room 2
Arriving back to the safe room with a slight limp, you notice that the chaser came from a compartment that was originally hidden in the floor, it seems to go somewhere below the safe room. Other then that, it seems this room is secure, maybe a small rest will do you some good?
Code 57: 1 wrote:Grab it and run for it.
Right before your hand touches the barrel, a shot rings out. You feel a shooting pain in your side, as a bullet just skimmed you. (-20 HP)
The sand surrounding the gun barrel is shaken away, revealing the circular base it's attached to. Four small spider-like legs move it further away from you as it takes aim again.

Code: Select all

 Small Turret
HP: 60/60
Special: Mechnical - Immune to Status effects
Meanwhile...

"So they're making progress, this is good." A shadowed face is watching several monitors overlooking the progress of the 'test subjects'. "In just a few more hours, I'll send in a surprise for them. They should enjoy it."
Another voice cuts through the dark. "And if they don't?" "Well then, they won't be able to complain once they're dead, will they?"


2 Turns remain until The Event.

Note: Turn 7 is done. Sorry it took so long~

Re: RtD: Lab of a Mad Doctor, Turn 7: Troubling Times

Posted: Sun Nov 06, 2011 6:57 pm
by Halico
rest

Re: RtD: Lab of a Mad Doctor, Turn 6: That Sinking Feeling

Posted: Sun Nov 06, 2011 8:02 pm
by SnipeHeart
Take a quick moment to hide both himself and the body, but not before scavenge the body for anything that may be of use.

Priorities:
1.) Hide himself
2.) Scavenge the body
3.) Hide himself along with the body.

Re: RtD: Lab of a Mad Doctor, Turn 8: Prelude to Disaster

Posted: Mon Nov 07, 2011 4:46 am
by [][][][]
A turret? Oh, great. More trouble.

RUN FOR IT AND DODGE, while looking for useful stuff.

Kicking it may destroy it, but I'm not risking my life for it.

Re: RtD: Lab of a Mad Doctor, Turn 8: Prelude to Disaster

Posted: Tue Nov 08, 2011 8:31 pm
by Ex-Rumia
Fatal Error: 4 wrote:rest
Finding a less then uncomfortable place to lay down, you drift off into a deep sleep. As you do, the suit slowly patches up your wounds. (+40 HP)
Of course, with you being knocked out as you are, you don't notice when the doors to the safe room are opened. Nor do you notice when you are picked up and moved out of the room.
Snipe: 5 wrote:Take a quick moment to hide both himself and the body, but not before scavenge the body for anything that may be of use.
Rooting through the suit of the corpse, you come across two things. Some sort of gun that was in a holster attached to it, and an cylinder shaped item that makes you feel a bit refreshed. (Acquired Laser Pistol and Regen Device: Recover 5HP Per Turn)

After that, you hide the body and yourself in the chamber that was opened from the inside. The footsteps have gotten louder, it seems whatever it is is heading toward you.
Code 57: 6 wrote:RUN FOR IT AND DODGE, while looking for useful stuff.
(6 vs 2)
You flee from the turret, it's bullets kicking up sand around you. You soon exit its maximum range, forcing it to abandon it's attacks. (Escaped)
You can see something shining at the top of the construction site, but it's still a ways off from where you are. About the only interesting thing you come across is what looks to be another body. You can't exactly tell since it's just an arm though.


Meanwhile...

"You know, I wonder what will happen when they come across each other." The Shadowed figure watches the three subjects from his lab. "Maybe they'll rip each other apart. Or maybe they'll try to work together. It matters not. In the end, they're all still play things." The Monitors switch to show three other suited individuals, one carrying the form of Fatal Error, one walking down a frost covered hall, and the third atop a building being constructed. "It's the old batch versus the new... let's see how it turns out."


Notes: Yes, Resting will allow you to recover HP. I really should have said something about that earlier but meh. Turn 8 Done.

Re: RtD: Lab of a Mad Doctor, Turn 9: The Old and the New

Posted: Tue Nov 08, 2011 11:16 pm
by Halico
Wake up and observe the surroundings.

Re: RtD: Lab of a Mad Doctor, Turn 9: The Old and the New

Posted: Wed Nov 09, 2011 12:47 pm
by [][][][]
Huff... huff... huff...

I'm tired of running.


Rest.