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Poll

How powerful should time cops be?

Much less powerful than the PC's, make numbers their only advantage.
- 1 (7.7%)
Better gear, but a less powerful time machine.
- 0 (0%)
Put them on the same footing.
- 1 (7.7%)
Give them similar powers, as well as an extra point or two for future gear.
- 11 (84.6%)
Time cops are a horrible idea, and you should feel bad.
- 0 (0%)

Total Members Voted: 13


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Author Topic: Roll to Time Travel, Turn 3: Totally not an hour and a half late.  (Read 6742 times)

Nicholas1024

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #90 on: January 16, 2013, 09:49:00 am »

I blame the fact that I was updating at 1:00 in the morning.  ::)
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Harry Baldman

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #91 on: January 16, 2013, 10:59:44 am »

Bandits and brigands are around. Good to know. Not that Epaphroditos could possibly do anything about it, but still.

"I cannot really say that I can help you, especially not "do all the work myself". What sort of foolishness is that? A proper citizen should go out and kill his enemies with the rest of the army, I've always said. Still, tell me about these bandits. Are they filthy Thracians, perhaps? Who are they? Where did they come from?"

Ask. Get answers.
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monk12

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #92 on: January 16, 2013, 12:12:23 pm »

Find out whose roof I'm on! This could either be very good or very bad, and I can't roll low EVERY turn, right?

Powder Miner

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #93 on: January 16, 2013, 12:31:14 pm »

April climbs down to the opposite street and tries to find out where she is!
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MonkeyHead

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #94 on: January 16, 2013, 01:28:12 pm »

Ryan was suddenly hit by a brilliant idea - he had a time machine, so maybe he should use it to travel in time far more impressivley than just to yesterday, and try to gain some benefit from bending the rules of Physics so badly. This had the added advantage of also getting him out of where he was probably going to cause some awful paradox and end up with some kind of recursive death loop or somesuch.

Jump to London, Late 1970's - ideally 1978.

Edit the following according to your own point in the timeline... :)

No doubt whoever (was about to/had already) enter(ed) the basement (would be/had been) confused by the presence of a phonebox or something else from 30 years ago appearing in the storeroom. Ryan himself had no memory of seeing anything bizzare in the storeroom yesterday, so its quite possible that whatever (will/had) already displace(d) was quite mundane.

GreatWyrmGold

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #95 on: January 16, 2013, 05:00:37 pm »

How similar is the Time Cop character sheet to a normal character sheet?
You asked me to make a time cop, right?
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Nicholas1024

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #96 on: January 16, 2013, 05:39:44 pm »

The time cop sheet works like a regular sheet, except you put two of the time machine points into future tech (to find out where the time travelers are, etc.)
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GreatWyrmGold

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #97 on: January 16, 2013, 05:46:24 pm »

Are those free points, or "must spend" points?
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Spinal_Taper

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #98 on: January 16, 2013, 06:32:08 pm »

Look around for anything interesting. Trouble, attractive women and the like.
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Nicholas1024

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #99 on: January 16, 2013, 07:00:30 pm »

Tell you what, I'll let Bay12 take a vote for it. How big of a challenge do you want when it comes to NPC time cops hunting down the PC's? Shall we make it easy, or FUN?
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GreatWyrmGold

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #100 on: January 16, 2013, 07:33:05 pm »

Fun! They should usually only come when a PC has done something wrong, though, and any enemy time travellers summon them too. Oh, and the PCs likely have a (very) slight "home field" advantage from being then longer.
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+!!scientist!!+

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #101 on: January 16, 2013, 09:45:56 pm »

((I was aiming for Cleveland, Ohio, because that's where standard oil starts, not that it really matters that much. :/ )

Realizing that looking like a serial killer does not help with getting a gun, Jack quickly decided that some better apparel was in order.
Also, he came to the epiphany that going to shops is better than going door to door for buying stuff. "Honestly, I can't believe the stuff I do sometimes."

Go to a clothing store, buy clothes. Go to gun or hunting store, buy small concealable gun. Go to Standard Oil, invest. lock onto New York City, 1910 to collect riches.
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Zanzetkuken The Great

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #102 on: January 16, 2013, 10:08:03 pm »

Fun! They should usually only come when a PC has done something wrong, though, and any enemy time travellers summon them too. Oh, and the PCs likely have a (very) slight "home field" advantage from being then longer.

Some time cops could be future versions of the PC's that didn't make it in.
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Persus13

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #103 on: January 16, 2013, 10:13:38 pm »

Fun! They should usually only come when a PC has done something wrong, though, and any enemy time travellers summon them too. Oh, and the PCs likely have a (very) slight "home field" advantage from being then longer.

Some time cops could be future versions of the PC's that didn't make it in.
That wouldn't work for David Stirling
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GreatWyrmGold

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Re: Roll to Time Travel, Turn 3: Totally not an hour and a half late.
« Reply #104 on: January 16, 2013, 10:25:27 pm »

Fun! They should usually only come when a PC has done something wrong, though, and any enemy time travellers summon them too. Oh, and the PCs likely have a (very) slight "home field" advantage from being then longer.
Some time cops could be future versions of the PC's that didn't make it in.
That wouldn't work for David Stirling
....It would work for Grenyl, though!
(Yeah, it still needed work, but meh.)

So, Nicholas, final word on Time Cops?
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