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Author Topic: Roll to dodge time, Mk. II  (Read 8410 times)

Sergarr

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Re: Roll to dodge time, Mk. II
« Reply #45 on: July 30, 2014, 07:16:45 am »

Z.H.+60s: Don walks out of the room and attempts to talk to the guards.
Z.H.+1h: Don peaks at the future a bit to see if anything interesting happens.


((I refuse to use "Zero Time" because "Zero Hour" sounds SOOO much more awesome. And it reminds me of Airplane.))
((What Airplane? Also, will be writing an update shortly after eating something.))
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BFEL

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Re: Roll to dodge time, Mk. II
« Reply #46 on: July 30, 2014, 07:25:10 am »

Z.H.+60s: Don walks out of the room and attempts to talk to the guards.
Z.H.+1h: Don peaks at the future a bit to see if anything interesting happens.


((I refuse to use "Zero Time" because "Zero Hour" sounds SOOO much more awesome. And it reminds me of Airplane.))
((What Airplane? Also, will be writing an update shortly after eating something.))

((Airplane, as in the movie named "Airplane" which is partially a parody of the movie named "Zero Hour"
Its funny. Go watch it.))
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Sergarr

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Re: Roll to dodge time, Mk. II
« Reply #47 on: July 30, 2014, 01:46:14 pm »

((okay, sure))

Z.T.+20s: Don't pull a weapon.
Z.T.+45s: Greet the guard bots.
Z.T.+50s: If the bots reacted poorly, go back to Z.T.+45s and don't greet them.
ZT +70: Fix the robots.
After i failed at the lock Zt+20 cancel action
Zt+30 attmpt to bypass the lock again(can i get a bonus for it now ?)
Z.T: 50s(1) Attempt to possess a robot if successful,(2-3)possess other robot.
Z.T: 60s(4-5) Look through rubble
Z.H.+60s: Don walks out of the room and attempts to talk to the guards.
Z.H.+1h: Don peaks at the future a bit to see if anything interesting happens.


((I refuse to use "Zero Time" because "Zero Hour" sounds SOOO much more awesome. And it reminds me of Airplane.))

Editing in new actions...

Merging time streams...

Advancing zero time...

.

Full Time-line:

Spoiler: history (click to show/hide)

Z.H.+10s :
  • [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.
  • Don starts fiddling with the electronic lock to gather information about whereabouts of this place.

Z.H.+15s :
  • William pulls a weapon doesn't pull a weapon. [1] It is a Bubble Gun! It shoots bubbles. It is very effective versus butterflies. He sighs in disappointment. I said, he doesn't pull a weapon! Stupid timeline.
  • [5]Don, after using his unparalleled knowledge of time (and a translator), now knows that this room is called "Time funnel chamber №13" and that there is a "Great Dimensional Portal" (whatever that is) somewhere east-north-east from your location.
Z.H.+20s :
  • Ron Bones tries to steal the bubble gun from William against his will! [1] vs [1] They struggle so much they break the bubble gun in two halves. William's plans are foiled by the lack of bubble-gun! The bubble-gun never existed!

Z.H.+25s :
  • Code Name V attacks the lock, using his previous meta-time experience! [3+1] If no one interferes, the lock will be opened in 15 seconds.

Z.H.+30s :
  • Ron Bones attacks the door in various ways! It accidentally hits the ninja standing right next to it! [3+1] The ninja dodges the attacks, but this delays the lock opening by 5 seconds.

Z.H.+35s :
  • Ron Bones [5] opens the door by using space-time fuckery! The guards are looking away from the door and don't notice you. Probably because the room which you has opened is much more interesting. It looks like somebody was fighting heavily in it just a few hours ago, filling the place with burn marks all over the place. There are two doors in this room: to the West and to the East. The West door is blocked by a huge pile of rubble.
  • Code Name V is still opening the lock, ETA 10 seconds.

Z.H.+40s :
  • William greets the guard bots. They ignore you. They probably can't hear you due to their damage, which explains why they haven't turned around on the door opening sound.

Z.H.+45s :
  • Code Name V finally opens the lock! The door was already open, but oh well.
  • Rob Bones upon seeing a robot attempts to possess it! [3] It resists the possession!

Z.H.+55s :
  • Zack Abrams looks for an exit and finds it instantly! But the exit is guarded by two apparently damaged robots! And you don't have any weapons with you. Well, theoretically your Personal Time Belt can be used as a weapon, but it has only three charges...
  • Ron Bones goes out to investigate a pile of rubble. But as soon as the time-horror enters the visual cone of the robot on the left, it instantly opens fire on it! [2] The time-horror instantly perishes. Go back in time?
  • Don walks out of the room and attempts to talk to the guards. The guards can't hear you.

Z.H.+65s :
  • Zack Abrams fixes the robots! [3+1] The robots will be fixed in 15 seconds, assuming no interference.

Z.H.+80s :
  • The robots are now on your side. Also, you fixed their hearing mechanism.

Z.H.+1h :
  • Don investigates the future for anything interesting. [1] Something blocks you from accessing the time beyond approximately 10 minutes into the future. You wonder if that indicates at the presence of time-travelling enemies.


((Fun fact: it has been only 15 seconds since the character's arrival into this location, and the time-line is already getting huge. I don't want to imagine what would have happened if there were 10-15 players.))
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IcyTea31

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Re: Roll to dodge time, Mk. II
« Reply #48 on: July 30, 2014, 01:56:32 pm »

Z.H.+55s: Note that the robots are using Happy Bullets.
Z.H.+85s (1m, 25s): Ask the robots about this place and who owns it.
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BFEL

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Re: Roll to dodge time, Mk. II
« Reply #49 on: July 30, 2014, 08:29:01 pm »

Z.H.+45s: Don stops Ron from investigating the rubble and getting instagibbed.
Z.H.+10m: Don looks as far as possible into the future.
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Salsacookies

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Re: Roll to dodge time, Mk. II
« Reply #50 on: July 30, 2014, 08:58:00 pm »

Z.T:+90s- Possess a robot
Z.T:+20s-85s Relax, everyone else is handling it
« Last Edit: July 30, 2014, 09:11:55 pm by Salsacookies »
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Varee

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Re: Roll to dodge time, Mk. II
« Reply #51 on: July 31, 2014, 01:54:29 am »

ZT+50 find something that i can use as a weapon

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BlitzDungeoneer

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Re: Roll to dodge time, Mk. II
« Reply #52 on: July 31, 2014, 06:41:14 am »

ZT +85s: Tell the robots to follow me.
ZT +89s: Leave the room, robots in tow.
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Sergarr

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Re: Roll to dodge time, Mk. II
« Reply #53 on: July 31, 2014, 07:24:41 am »

((right, that's all of you, 'll write shortly. Meanwhile, do you think I made the time travel too OP or not?))
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Salsacookies

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Re: Roll to dodge time, Mk. II
« Reply #54 on: July 31, 2014, 07:32:42 am »

((I think its great! It help death not be so bad, and you said there's gonna be time travelers too, so that'll put any missing challenge in there.))
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IcyTea31

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Re: Roll to dodge time, Mk. II
« Reply #55 on: July 31, 2014, 07:46:16 am »

((It's a bit OP, but give it to the villains too and we're even.))
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Sergarr

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Re: Roll to dodge time, Mk. II
« Reply #56 on: July 31, 2014, 09:54:03 am »

((Well, it serves as a great tutorial, I think. Also totally showcases why almost-unrestricted time traveling is so overpowered.))

((I spent 20 minutes searching for my dices, which were naturally right next to me.))

1
Z.H.+55s: Note that the robots are using Happy Bullets.
Z.H.+85s (1m, 25s): Ask the robots about this place and who owns it.
2
Z.H.+45s: Don stops Ron from investigating the rubble and getting instagibbed.
Z.H.+10m: Don looks as far as possible into the future.

3
Z.T:+90s- Possess a robot
Z.T:+20s-85s Relax, everyone else is handling it
4
ZT+50 find something that i can use as a weapon
5
ZT +85s: Tell the robots to follow me.
ZT +89s: Leave the room, robots in tow.

Integrating actions into selected points of time...

Processing time...

Done!

Time-line, 20 zero hour seconds after arrival of expedition into the time funnel №13:




Spoiler: history (click to show/hide)

Z.H.+5s :
  • [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.
  • Don starts fiddling with the electronic lock to gather information about whereabouts of this place.

Z.H.+10s :
  • [5]Don, after using his unparalleled knowledge of time (and a translator), now knows that this room is called "Time funnel chamber №13" and that there is a "Great Dimensional Portal" (whatever that is) somewhere east-north-east from your location.
Z.H.+20s :
  • Code Name V attacks the lock, using his previous meta-time experience! [3+1] If no one interferes, the lock will be opened in 15 seconds.

Z.H.+35s :
  • Code Name V finally opens the lock!
  • William greets the guard bots. They ignore you. They probably can't hear you due to their damage, which explains why they haven't turned around on the door opening sound.

Z.H.+40s :
  • [5]Don stops Ron from investigating the rubble and getting instagibbed.

Z.H.+45s :
  • V tries to find something that ninja can use as a weapon. [1] You find only un-weaponizable dust.

Z.H.+50s :
  • Don walks out of the room and attempts to talk to the guards. The guards can't hear you.
  • William notes that the robots are using Happy Bullets, and writes this information into his meta journal.

Z.H.+60s :
  • Zack Abrams fixes the robots! [3+1] The robots will be fixed in 15 seconds, assuming no interference.

Z.H.+75s :
  • The robots are now on your side. Also, you fixed their hearing mechanism.

Z.H.+80s :
  • The robots are not equipped with high-intelligence software (hearing was linked to an aimbot program), so by accessing their databanks you learn that this place is currently owned by a group called Behgonilun, but many other groups around are vying for control over this location, the "dimensional portals" being the high-value strategic points. These two robots were left to watch the door blocked by rubble in case the enemy broke through it.
  • Zack Abrams tells the robots to follow him. They comply.

Z.H.+84-85s :
  • The artificer arrives into the next room. It looks all burned up, with laser marks all over the place. Various weapons you've never seen before lie on the floor. There are two door: to the West, blocked by a huge pile of rubble, and to the East. The robot data indicates that they came from the Eastern door. There are definitely more robots in that direction.
  • Ron [2] fails to possess the robot. The two robots are now immune to possession!


Z.H.+9m55s :
  • The future is filled with intense warfare as the robots and... walking trees duke it out. The trees are winning. Probably because they constantly use time-travel to dodge. You've got a bad feeling about this...

((what's up with all ones and twos...))

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BlitzDungeoneer

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Re: Roll to dodge time, Mk. II
« Reply #57 on: July 31, 2014, 09:57:43 am »

"Well... Shit."
ZT +90s: Examine the weapons, fix any damaged ones.
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Sergarr

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Re: Roll to dodge time, Mk. II
« Reply #58 on: July 31, 2014, 10:08:49 am »

((I hope you haven't forgot that you're the only one of the group with time-travel device at hand, right? :P))
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BlitzDungeoneer

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Re: Roll to dodge time, Mk. II
« Reply #59 on: July 31, 2014, 10:10:13 am »

((And...?))
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