Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 7

Author Topic: Roll to dodge time, Mk. II  (Read 8374 times)

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Roll to dodge time, Mk. II
« on: July 20, 2014, 01:34:01 pm »

Spoiler (click to show/hide)

In the grim dark future of the far future, there is only war. But the war has changed. It's no longer about nations, ideologies or ethnicity. The very history has become an arena, on which soldiers can die before they were born, help can come from time non-existing, and where humanity has invented 40 additional time clauses to describe what the hell is going on.

YOU are one of the members of the Time Marines, and your motto is "We solve problems before they even arise". Who you will choose to be? What future awaits you? How many questions can there be before somebody retroactively erases them all? Find out... right now!

Spoiler: boring backstory (click to show/hide)


Spoiler: character sheet (click to show/hide)

(overpowered characters will be balanced appropriately)

I dunno how many players I can survive, but let's roll!


Oh, and you all start in a 10x10x10 room with a single door to the north. You have no idea how you have ended here. Time is Z.H.+0 seconds.

Characters currently enlisted into the expedition:
Spoiler (click to show/hide)

« Last Edit: August 02, 2014, 03:34:19 am by Sergarr »
Logged
._.

BlitzDungeoneer

  • Bay Watcher
  • heh
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #1 on: July 26, 2014, 10:02:32 am »

Name: Zack Abrams
Gender: Male
Short bio: Zack was a kid. Then he joined the Time Marines.
Profession: Summoner/Artificer/Profession-that-summons/controls-loads-of-minions.
Special skill: Fixing/creating machines.

This good?
Logged
Swordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordsword

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #2 on: July 26, 2014, 10:11:36 am »

Reserved

After actually reading the OP, it seems too complicated for my simple mind. PTW instead.
« Last Edit: July 26, 2014, 10:17:20 am by Worldmaster27 »
Logged

Salsacookies

  • Bay Watcher
  • PRAISE THE CHUNKS!!!
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #3 on: July 26, 2014, 10:15:37 am »

Reserved. Char sheet incoming
Logged
Yep, the sig is here
Whoops. Well, shit. Typical salsacookies.
I don't need my cavities checked. I just went to the dentist! Ba-dum-tiss.
I am a Christian

Salsacookies

  • Bay Watcher
  • PRAISE THE CHUNKS!!!
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #4 on: July 26, 2014, 10:21:50 am »

Name:Ron Bones
Gender:N/A
Short bio: An eldritch abomination of the timestream, capture by the Time-Marines for safety and constructive use
Profession: Time-horror
Special skill: Terror Beyond Explanation- 1/2 to become terrified, 1/6 chance to become insane per turn, without training or special wear. It works as an on sight special, and is unable to be turned off. Self is immune to effects.
Possession: Possess an individual, allowing you to do normal things. Contested roll if unafraid, unusable if insane. After leaving body, host becomes insane
« Last Edit: July 26, 2014, 12:33:37 pm by Salsacookies »
Logged
Yep, the sig is here
Whoops. Well, shit. Typical salsacookies.
I don't need my cavities checked. I just went to the dentist! Ba-dum-tiss.
I am a Christian

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #5 on: July 26, 2014, 11:28:36 am »

Name: Don Johnsonson
Gender: Male
Bio: Lead researcher of Z.H. +1-3 days phenomena (He prefers to be referred to as a "Temporalogist")
Profession: Time Researcher/Temporalogist
Special skill: Enhanced Orientation- Better able to navigate time weirdness from +1-3 days Z.H.

((This is a great idea and fully intriguing.))
« Last Edit: July 26, 2014, 11:38:25 am by BFEL »
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #6 on: July 26, 2014, 12:23:04 pm »

Name: Zack Abrams
Gender: Male
Short bio: Zack was a kid. Then he joined the Time Marines.
Profession: Summoner/Artificer/Profession-that-summons/controls-loads-of-minions.
Special skill: Fixing/creating machines.

This good?
yeah

Name:Ron Bones
Gender:N/A
Short bio: An eldritch abomination of the timestream, capture by the Time-Marines for safety and constructive use
Profession: Time-horror
Special skill: Terror Beyond Explanation- 1/2 to become terrified, 1/6 chance to become insane per turn, without training or special wear.
Can you clarify how you special skill is activated? And does it work on yourself?  :P
Name: Don Johnsonson
Gender: Male
Bio: Lead researcher of Z.H. +1-3 days phenomena (He prefers to be referred to as a "Temporalogist")
Profession: Time Researcher/Temporalogist
Special skill: Enhanced Orientation- Better able to navigate time weirdness from +1-3 days Z.H.

((This is a great idea and fully intriguing.))
"Johnsonson"? Are you sure there isn't a typo here?
(Also if you find Z.H. abbreviation weird you can alternate it with Z.T. (Zero Time) as a synonymous word.)

Okay, I'm going to wait until at least 5 players sign up so that the wacky timey wimey hijinx can start!
Logged
._.

IcyTea31

  • Bay Watcher
  • Studying functions and fiction
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #7 on: July 26, 2014, 12:51:47 pm »

Spoiler: Character Sheet (click to show/hide)

((By the way, how are we supposed to use absolute times to travel to instead of time in relation to Zero Hour, if we're only told that it's the year 2XXX?))
« Last Edit: July 26, 2014, 12:54:14 pm by IcyTea31 »
Logged
There is a world yet only seen by physicists and magicians.

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #8 on: July 26, 2014, 01:14:16 pm »

Spoiler: Character Sheet (click to show/hide)

((By the way, how are we supposed to use absolute times to travel to instead of time in relation to Zero Hour, if we're only told that it's the year 2XXX?))
uhhhh shit I forgot about that

Let's say it is 1st January of 137 T.D. (Time-travel Discovery), which correlates to some 2XXX year.
Logged
._.

BlitzDungeoneer

  • Bay Watcher
  • heh
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #9 on: July 26, 2014, 01:18:23 pm »

Had you not posted about this in the WTF thread, this would have presumably never taken off the ground.
But who knows?
Logged
Swordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordsword

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #10 on: July 26, 2014, 01:50:00 pm »

I am now stuck assuming 2XXX is 2012, just because of all that stupid Mayan Calendar nonsense and because I find it hilarious.

And no, Johnsonson is no typo, he is from NORSE LANDS where surnames add an additional son after every generation. Its kinda a joke I suppose. Especially if he accidentally the more interesting forms of paradox.
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Alev

  • Bay Watcher
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #11 on: July 26, 2014, 03:05:43 pm »

PTW
Logged

Salsacookies

  • Bay Watcher
  • PRAISE THE CHUNKS!!!
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #12 on: July 26, 2014, 07:01:55 pm »

((Could we start up now? Should we have a sort of tutorial mission, to get used to how Z.T works?))
Logged
Yep, the sig is here
Whoops. Well, shit. Typical salsacookies.
I don't need my cavities checked. I just went to the dentist! Ba-dum-tiss.
I am a Christian

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #13 on: July 27, 2014, 03:56:09 am »

((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.))



Logged
._.

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: Roll to dodge time, Mk. II
« Reply #14 on: July 27, 2014, 08:36:58 am »

((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?))
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.
Pages: [1] 2 3 ... 7