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Author Topic: Roll to dodge time, Mk. II  (Read 8392 times)

Varee

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Re: Roll to dodge time, Mk. II
« Reply #15 on: July 27, 2014, 08:40:26 am »

Is it too late for a sheet?
Name:Code name V
Gender: Classified
Short bio: A space ninja mercenary who is hired to work for time marine.
Profession: Space ninja
Special skill: Time space bubble Vself, allowing V to create a zone where time slow down temporary around Vself.
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Sergarr

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Re: Roll to dodge time, Mk. II
« Reply #16 on: July 27, 2014, 04:12:26 pm »

((Could we start up now? Should we have a sort of tutorial mission, to get used to how Z.T works?))
((That's a good idea, actually. But... Imagine a tutorial mission for a mechanic, a time horror, a researcher and a 4th wall breaking killer. Simultaneously.))
((Sergarr, if we're going to play a game where each of those characters can theoretically be in FIVE PLACES AT ONCE, its gonna be a short RTD if we can't handle said theoretical tutorial mission.

Also, couple questions: What level is non-timey-wimey tech at? Are we mostly modern but with time stuffs or are we gonna be seeing battlemechs and spehsships?
Do our characters know each other? Is the empty room we spawn in shared with all the other PCs, or are we in different identical rooms?))
((Actually the room thing is a tutorial, before the real adventure starts. Don't worry, it should not take very long.))
Non-timey-wimey tech is at the semi-futuristic level. Mostly just more powerful guns (a normal infantrymen gun is capable of blowing a hole in a tank at full power). Space travel is mostly the on the same level, except for a few automated helium mining stations on Luna supplying thermonuclear reactors on Earth.

I assume your character know each other. You all spawn in the same room.

Also I assume that Time Horror's ability is not active all the time, because otherwise you'll all be insane in a short amount of time.

Is it too late for a sheet?
Name:Code name V
Gender: Classified
Short bio: A space ninja mercenary who is hired to work for time marine.
Profession: Space ninja
Special skill: Time space bubble Vself, allowing V to create a zone where time slow down temporary around Vself.
((Does it affect yourself?))

And I'd say we've enough people for it! So...



You all find yourself in a 10x10x10 room with a single door to the north. You remember taking part in a highly dangerous time expedition, investigating the far reaches of time. After one of the forward time jumps, however, instead of arriving in the safety of laboratory, you find yourself here.

Don Johnsonson, the Temporalogist and the scientist of the group immediately checks his Time Watch (which he, as a time researches, always carries on himself) and find out that he is in ZH+0. He scans the future for potential hostile activity, but it seems that up to ZH+60 nothing happens at all.

Zack Abrams, the Artificer and the person who controlled the time machine, is currently jobless, because the time machine is nowhere to be found. Thankfully, he still does have his Personal Time Belt, which allows him to jump up to 30 seconds in time in each direction. Sadly, after three uses it has to recharge for one minute.

Ron Bones, the Guide who directed the expedition through the riffs of far-time, is currently cursing at itself because it saw the time vortex at the target point forming right after they jumped there. It shouldn't have been possible, but it happened, and now they're stuck in an unknown time region, probably very far away from their own time. It was lucky that they didn't end up in a middle of something!

William Tolongforanyonetoactuallyremember, the Killer, who has slayed many time-horrors attempting to end their journey, is the only one with a gun around here. He at the moment wields the Happy Gun, which shoots concentrated anti-horror bullets at the 15 km/s. This baby can kill even the strongest horrors in three good hits! But sadly, it is very useless against more normal enemies.

And Code name V, the Ninja, who was chosen for the expedition due to his unique time powers, has already searched the room with Ninja powers for all hidden fun stuff and has found out that there is, in fact, no hidden fun stuff in this room. And no hidden fun stuff outside the room. The Ninja powers also detects that there are two robot guards outside the room, and suggest to take them out with stealth to avoid alerting more.

What will you do next?

((I'm going to sleep now, so you can go nuts with many actions set in advance! Don't forget to include the time at which you intend to perform your actions!))

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BlitzDungeoneer

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Re: Roll to dodge time, Mk. II
« Reply #17 on: July 27, 2014, 04:20:12 pm »

ZH+0: Examine the room in great detail.
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Salsacookies

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Re: Roll to dodge time, Mk. II
« Reply #18 on: July 27, 2014, 04:45:49 pm »

Z.T+45s:(1) Open door.(2-3)Possess robot on the left.(4-5)Possess robot on the right.
« Last Edit: July 29, 2014, 06:27:19 am by Salsacookies »
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IcyTea31

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Re: Roll to dodge time, Mk. II
« Reply #19 on: July 27, 2014, 11:33:34 pm »

Z.H.+30s: Pull a weapon.
« Last Edit: July 28, 2014, 06:44:33 am by IcyTea31 »
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Varee

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Re: Roll to dodge time, Mk. II
« Reply #20 on: July 28, 2014, 05:07:13 am »

Z+0 Go out and stab the robots with by ninja sabres
((I would like it to not affect myself so i can do like matrix move but your call GM))
« Last Edit: July 28, 2014, 06:32:50 am by Varee »
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Sergarr

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Re: Roll to dodge time, Mk. II
« Reply #21 on: July 28, 2014, 06:30:59 am »

Pull a weapon.
((...Don't forget to include the time at which you intend to perform your actions!))

((BFEL is missing. I PM-ed him))
« Last Edit: July 28, 2014, 03:28:31 pm by Sergarr »
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BFEL

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Re: Roll to dodge time, Mk. II
« Reply #22 on: July 29, 2014, 06:10:04 am »

((Not missing, just waiting for this to start up. Also spent a day in Dragons Dogma. Thanks for the PMs though, always helps when GMs are proactive :)
Few questions: if our time machine is missing, how can we perform actions in other times? As for Mr. TimeHorror, his sheet included that those with "special training" could resist his effects, so maybe we should assume the PCs have said training? Also, I think we should include what units of time we are using instead of just saying Z.H. +20, we could say Z.H. +20S or +20M/H/D etc. Anyway, TO THE PLOT))

Don attempts to rig his time watch to locate the time machine, and ducks down in his best attempt at stealthiness. Z.H.+0s
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Sergarr

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Re: Roll to dodge time, Mk. II
« Reply #23 on: July 29, 2014, 08:16:30 am »

((All Time Marines get a special implant, which transfer information to itself in other times. This, coupled with a time shield (which actually requires such information to work), allows the time marines to exploit various time shenanigans without inevitably exploding in a burst of negative energy, like the one who first discovered. Also, wow everyone actually updated their action to include seconds without me noticing.))

ZH+0: Examine the room in great detail.
Z+0 Go out and stab the robots with by ninja sabres
((I would like it to not affect myself so i can do like matrix move but your call GM))
Z.H.+30s: Pull a weapon.
Z.T+45s:(1) Open door.(2-3)Possess robot on the left.(4-5)Possess robot on the right.
Don attempts to rig his time watch to locate the time machine, and ducks down in his best attempt at stealthiness. Z.H.+0s

Input recieved...

Processing actions...

Advancing zero time 5 seconds (25 seconds of local time progression)...

Linearizing the resulting time-line...

Resulting time-line:

Z.T.-5s (NO LONGER CHANGEABLE):
  • Zack Abrams starts examining the room in a great detail.
  • Don Johnsonson's starts attempting to locate the time machine by rigging his time watch.
  • Code Name V starts silently walking to a door.
Z.T.+0s (KINDA CHANGEABLE BUT NOT REALLY):
  • Zack Abrams notices that he is standing in a circle of slightly darker metal 5 meters in diameter.
  • The space ninja find out that the door is electronically locked from this side. He start trying to unlock it.
Z.T.+10s :
  • [1] Don Johnsonson manages to break the time watch after intense fiddling. He spends the rest 10 seconds staring at the remains of the time watch in disbelieve.
Z.T.+20s :
  • [2] Code Name V is defeated by a lock! [5] The guards are oblivious to your attempts.
  • [3] After intense searching, Zack Abrams concludes that there isn't anything else in the room, except for a lot of dust. It looks like nobody has been here for a long while.
Z.T.+25s :
  • William pulls a weapon. [1] It is a Bubble Gun! It shoots bubbles. It is very effective versus butterflies. He sighs in disappointment.
Z.T.+40s :
  • Ron Bones tries to open the door and encounters the lock.
Z.T.+65s :
  • Ron Bones [3] cannot best the lock! It opens the door by smashing through it. The guards take notice.

Waiting for further input...

((I tried to make it look more understandable. Also, don't forget that you can change your actions which are in the Z.T.+5s and onwards (which includes the time-watch breaking moment, too...))
« Last Edit: July 29, 2014, 08:26:26 am by Sergarr »
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BlitzDungeoneer

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Re: Roll to dodge time, Mk. II
« Reply #24 on: July 29, 2014, 08:22:19 am »

ZT+65s: Look for an exit.
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Varee

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Re: Roll to dodge time, Mk. II
« Reply #25 on: July 29, 2014, 08:22:56 am »

(new)ZT 0 Go back in time and dont touch the door.
ZT +30 go forward and try unlocking door again.
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Sergarr

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Re: Roll to dodge time, Mk. II
« Reply #26 on: July 29, 2014, 08:28:17 am »

(new)ZT 0 Go back in time and dont touch the door.
ZT +30 go forward and try unlocking door again.
uh
you kinda cannot go back further in time than ZT 0
or did you mean something else?
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BlitzDungeoneer

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Re: Roll to dodge time, Mk. II
« Reply #27 on: July 29, 2014, 08:32:30 am »

I think he means he wants to go back to ZT 0.
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Varee

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Re: Roll to dodge time, Mk. II
« Reply #28 on: July 29, 2014, 08:32:39 am »

I was trying to go back as far as i could which is the new ZT0 right? or does the time keep going ? that will be ZT 5 then
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Salsacookies

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Re: Roll to dodge time, Mk. II
« Reply #29 on: July 29, 2014, 08:42:20 am »

Z.T 30s(1) Grab bubble gun.
Z.T 40s (2-5) Find way to open door.
« Last Edit: July 29, 2014, 08:50:04 am by Salsacookies »
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