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Author Topic: RTD2: Turn 22- May the fourth  (Read 13781 times)

scapheap

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Re: RTD2: Turn 17- in which weapons are acquired.
« Reply #90 on: April 11, 2013, 02:20:03 am »

>Wait
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

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Re: RTD2: Turn 17- in which weapons are acquired.
« Reply #91 on: April 11, 2013, 03:50:50 am »

>Just steal some useful-looking stuff
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

RAM

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Re: RTD2: Turn 18-the name, it does nothing
« Reply #92 on: April 14, 2013, 02:02:44 am »

Retrieve cat from bag.
You suspect that a ship may be involved...


>Wait
While waiting, a few patrollers wander by. With their patrol orders completed, and you clearly waiting in a very officious capacity, they join your unit. They are followed soon-after by a small character with a probe, which promptly probes you, then continues on its way. A while later someone comes by with a single unit of energy-resistant armour, which they affix to your personal person. Ooooh, pretty cloud! Hey, dudes, we're almost there already.
Spoiler: status (click to show/hide)


Quote from: Yoink
>Eat spicy food then spend the day riding in cramped elevators.
Super-effective!

Escorts: 2 infantry(berserk- shooting at you), 4 cannon fodder(1experimenting- shooting at the wall, 2passive- probably comatose, 1looking- right behind you).
Spoiler: status (click to show/hide)


>Just steal some useful-looking stuff
Rope-and-anchor, variable energy-dispenser, and unique power-level scanner acquired.
Spoiler: status (click to show/hide)


Airlocks: Suffer malfunction, crack open a bit.

Explosive Decompression: Recompression Implosively.

Clouds of bizarre material seep into the ship.

Go to the bridge, then joust with the captain.
You really ought to report to the captain for further orders. On the way you travel through some irrelevant clouds of many-coloured immaterial. You then ride to to the bridge, shoot the, umm, door-knob, three times with one hand to see a pair of guards stand in front of the captain as the door opens. You accelerate and skewer all-three of them with a single lunge and then swing around at the last moment, leaving your three victims to shatter to individual limbs against the window. You catch the captain's head mid-flight and toss it to one of the bridge crew, who faints with a "roger".
Spoiler: status (click to show/hide)


The king is dead! Long live the <unassigned variable>!
 There is this strange sense that the ship has almost arrived, but something feels off...
 The census results briefly flicker across a display, but nobody was there to see it, how sad...

Spoiler: Possessions (click to show/hide)
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Xanmyral

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Re: RTD2: Turn 18-the name, it does nothing
« Reply #93 on: April 14, 2013, 02:07:16 am »

Cloud: Be cloud of nanites, house confusing yet harmless virus.

scapheap

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Re: RTD2: Turn 18-the name, it does nothing
« Reply #94 on: April 14, 2013, 03:11:46 am »

toss cloud out the airlock.
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

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Re: RTD2: Turn 18-the name, it does nothing
« Reply #95 on: April 14, 2013, 03:52:07 am »

>improve Wonkey the gun
Logged
I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Remuthra

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Re: RTD2: Turn 18-the name, it does nothing
« Reply #96 on: April 14, 2013, 09:49:31 am »

Activate manual bridge controls, then drive the ship manually. Get a reading on our location.
"There's a new captain in town, ahahahah! Prepare for deceleration!"

RAM

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Re: RTD2: Turn 19-Choo choo
« Reply #97 on: April 17, 2013, 05:09:47 am »

Railroad
You think that you can work with this.

toss cloud out the airlock.
Lacking any way to gain purchase on the smiling cloud, you traverse to the bridge to effect atmospheric changes to propel your friend from the ship.
Spoiler: status (click to show/hide)


Quote from: Yoink
Abandon all-
Soooooo, tiiiiiired...

Spoiler: status (click to show/hide)


>improve Wonkey the gun
You can probably access the schematics you need from the bridge. After some work it is well-concealed.
Spoiler: status (click to show/hide)


Cloud: Be cloud of nanites, house confusing yet harmless virus.
Well obviously the clouds are warp-substance, but that doesn't stop a swarm of pig-pong-ball-sized mini-assassins from hiding outside the bridge. They are obviously just as loyal as the rest of the crew and wouldn't think of causing harm and probably rely upon poison anyway...
Or they would have had the plot actually rolled what the G.M. first thought it did.
But that isn't the cute little assassins' fault...
A swarm of pig-pong-ball-sized mini-assassins hide outside the bridge. They are obviously just as loyal as the rest of the crew and wouldn't think of causing harm and probably rely upon poison anyway...


Activate manual bridge controls, then drive the ship manually. Get a reading on our location.
"There's a new captain in town, ahahahah! Prepare for deceleration!"
You realise that a ship this size wouldn't have manual controls on the bridge, but you give the orders and somewhere out there they are followed. Odd, it seems that the captain and their guard were not on your list of permitted targets...
Spoiler: status (click to show/hide)

The window-protectors open as the surroundings visibly screech to a halt. In unison, the strange clouds are sucked into nothing, as the air is pulled into the space they occupied. Also, the air is drawn from the ship through the same breaches that allowed the clouds to enter. This isn't really a problem for anyone, but repairs continue for the sake of propriety. A quick review of the position indicates that you are some distance away from the capital, well outside of the range of known observation equipment. There is little information that can be derived from this distance, but everything seems to conform to predictions.
 Standing orders send a single anti-ship unit out to get a closer look. It reports a dozen capital ships, all with the familiar pyramidal design of enemy ships, but of unidentified class. Ten of the capital ships are slightly larger than your own and far more compact, while the other two are of approximately twice the length of your own ship, but otherwise similar to their companions. There are numerous facilities surrounding the capital, many obviously defensive in nature. There appears to be a steady stream of civilian traffic to the capital and the scout manages to relay updated regional navigation information back to you before perishing as it hits a powerful barrier that surrounds the capital.
 Other standing orders have had much of the military forces prepare for deployment while repairs continue on the ship.


Spoiler: Possessions (click to show/hide)
« Last Edit: April 17, 2013, 05:11:38 am by RAM »
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

scapheap

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Re: RTD2: Turn 19-Choo choo
« Reply #98 on: April 17, 2013, 10:32:16 am »

Close the airlock
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Xanmyral

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Re: RTD2: Turn 19-Choo choo
« Reply #99 on: April 17, 2013, 11:57:58 am »

Enemy Ships: Have no idea about the ship due to the war being over many years ago.

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Re: RTD2: Turn 19-Choo choo
« Reply #100 on: April 17, 2013, 01:55:07 pm »

Head to bridge. Find/'borrow' schematics. Improve Wonky.
Logged
I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Remuthra

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Re: RTD2: Turn 19-Choo choo
« Reply #101 on: April 17, 2013, 03:34:12 pm »

Hotwire ship to Steel Battalion Controller

RAM

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Re: RTD2: Turn 20- I got plenty of nothin' and I aint afraid to use it
« Reply #102 on: April 21, 2013, 11:21:12 pm »

Force motivation


Close the airlock
They are all closed already. The air is a little thin, but nobody seems to care...
Spoiler: status (click to show/hide)


Quote from: Yoink
Hope ye!
Somewhere, over the rainbow...
Spoiler: status (click to show/hide)


Head to bridge. Find/'borrow' schematics. Improve Wonky.
There are no apparent schematics that match your situation. The integrated systems seem a bit too involved, but you manage to rig a small collapsible tripod with which to aim it.
Spoiler: status (click to show/hide)


Enemy Ships: Have no idea about the ship due to the war being over many years ago.
"Admiral. We detected an object impact against the capital's barrier. It did not match any known rebel signatures."
"Check its signature against civilian models. Trace its trajectory, I want to know where it came from. I want a report from barrier maintenance. And send a patrol to the site."
"Yes sir."
"Did we detect any unusual emissions from the impact?"
"None reported sir."
"Not even the rebels would be fool enough to attack us here..."


Hotwire ship to Steel Battalion Controller
The ship is large and requires a significant crew to operate. Although you find that, while most of the crew are operating with some independence, orders from the bridge seem to be addressed eventually. You determinedly place yourself in the captain's position and swivel your head around to deter any challengers.
Spoiler: status (click to show/hide)

With a dull fortune plaguing the your actions, little is achieved. From this distance it is impossible to tell how the opposing forces may be reacting to your initial probe. The updated charts fail to provide any information regarding your allies, although several locations within range would likely provide fuel if you could disguise your affiliation. Most civilian vessels would not require significant fuel reserves...

Spoiler: Possessions (click to show/hide)
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Xanmyral

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Re: RTD2: Turn 20- I got plenty of nothin' and I aint afraid to use it
« Reply #103 on: April 21, 2013, 11:39:26 pm »

Wait, we're the rebels? Aww...

Ship: Be signatureless, confound those who try to find.

Those who try to figure out the signature: Lie, so as to not look incompetent.

scapheap

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Re: RTD2: Turn 20- I got plenty of nothin' and I aint afraid to use it
« Reply #104 on: April 22, 2013, 01:54:21 am »

Find a chess board (I got a plan)
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game
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