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Author Topic: Roll to dodge time, Mk. II  (Read 8384 times)

IcyTea31

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Re: Roll to dodge time, Mk. II
« Reply #75 on: August 05, 2014, 02:13:20 pm »

Z.H.+90s: Make a meta-note of the splinters appearing, attributing them to the grenade thrown 25 seconds later.
Z.H.+105s: Quickly stand up and flash forward to Z.H.+115s in order to dodge the explosion.

((I might add further actions later on, I need to sleep, think and plan, in no particular order.))
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Varee

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Re: Roll to dodge time, Mk. II
« Reply #76 on: August 06, 2014, 06:04:30 am »

well i purpose you put all action before the earliest action we take on a certain turn in history to reduce clutter, maybe another history spoiler for changeable history.


ZH+145 V continue blasting flame into the hole while awalking though it and see what to be see. also get a spare plasma thrower if possible
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BlitzDungeoneer

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Re: Roll to dodge time, Mk. II
« Reply #77 on: August 07, 2014, 10:28:08 am »

ZT +80s: Now, examine surroundings.
ZT +85s: If there are any other exits, excluding the one just entered, go through them.
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BFEL

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Re: Roll to dodge time, Mk. II
« Reply #78 on: August 07, 2014, 03:18:58 pm »

Z.H.+2m: Don grabs a second plasmathrower, for DUAL WIELDING
Z.H.+10m: Don does NOT diplomatize the trees, Don does NOT get eaten, Don waits for the (Dwarves?) to appear and then THROWS PLASMA ON THOSE BASTARD COMMIE TREES
Z.H.+30s: Don briefly lets Ron get instagibbed, for the lols, before stopping him again.
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Salsacookies

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Re: Roll to dodge time, Mk. II
« Reply #79 on: August 08, 2014, 07:57:42 am »

Z.T+30s Berserk rush the thing that shot me, and rip it apart
Z.T+110s While everyone is sick, possess Don, and leave them to their dooms.
Z.T+115s (Possessed Don) Do as he does
« Last Edit: August 08, 2014, 08:04:40 am by Salsacookies »
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Sergarr

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Re: Roll to dodge time, Mk. II
« Reply #80 on: August 10, 2014, 07:44:37 am »

Z.T+30s Berserk rush the thing that shot me, and rip it apart
Z.T+110s While everyone is sick, possess Don, and leave them to their dooms.
Z.T+115s (Possessed Don) Do as he does

Z.H.+2m: Don grabs a second plasmathrower, for DUAL WIELDING
Z.H.+10m: Don does NOT diplomatize the trees, Don does NOT get eaten, Don waits for the (Dwarves?) to appear and then THROWS PLASMA ON THOSE BASTARD COMMIE TREES
Z.H.+30s: Don briefly lets Ron get instagibbed, for the lols, before stopping him again.


ZT +80s: Now, examine surroundings.
ZT +85s: If there are any other exits, excluding the one just entered, go through them.

well i purpose you put all action before the earliest action we take on a certain turn in history to reduce clutter, maybe another history spoiler for changeable history.


ZH+145 V continue blasting flame into the hole while awalking though it and see what to be see. also get a spare plasma thrower if possible

Z.H.+90s: Make a meta-note of the splinters appearing, attributing them to the grenade thrown 25 seconds later.
Z.H.+105s: Quickly stand up and flash forward to Z.H.+115s in order to dodge the explosion.

((I might add further actions later on, I need to sleep, think and plan, in no particular order.))

Processing the time advancing directive... done.

Time-line, 35 zero hour seconds after arrival of expedition into the time funnel №13:


Spoiler: history (click to show/hide)
Z.H.+5s :
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.+20s :
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.+25s :
[5]Don doesn't stop Ron from investigating the rubble and getting instagibbed. Then he does. Then Ron goes berzerk and bull-rushes the robots that shot him. [5] The robots are destroyed. Forever.

Z.H.+30s :
V tries to find something that ninja can use as a weapon. [1] You find only un-weaponizable dust.

Z.H.+35s :
Don walks out of the room and attempts to talk to the guards. The guards can't hear you. The guards are in bits now.
William notes that the robots are using Happy Bullets, and writes this information into his meta journal.

Z.H.+45s :
Zack Abrams fixes the robots! [3+1] The robots will be fixed in 15 seconds, assuming no interference. The robots are pretty throughly destroyed, no fixing that.

Z.H.+50s :
The robot destroying event has propagated to here. Next turn it'll propagate +25 seconds from here. All events concerning robots will be canceled appropriately.

Z.H.+55s :
Two walking trees appear in a flash of green! They're immediately attacked by (not-yet-destroyed) robots. The event has not propagated any further, thankfully.

Z.H.+60s :
The robots are now on your side. Also, you fixed their hearing mechanism.

Z.H.+65s :
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. By the way, he seemingly randomly picks up a wooden sword.
Bones searches for a weapon! [1] He finds an unexploded grenade. Which then decides to explode. Bones wisely rewinds the consequences.

Z.H.+69-70s :
Zack, together with William and Bones, 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!
Ninja is in demand of a weapon! The search starts.
Zack Abrams decides that a wooden sword is not enough, and decides to use his time-enhanced abilities to scan for a gun. [6] He finds something looking like a portable grenade launcher with three shots lying around it. He picks it up.

Z.H.+75s :
William together with Abrams starts inspecting weapons lying on the floor.
[4] Ninja finds... a wooden sword! V is now equipped with a wooden sword.
Zack examines the surroundings. [3] Nothing new has been found.

Z.H.+80s:
[4+1] William finds a pile of plasmathrowers. About 10 of them seems to be in a working condition. He picks up one of them.
Zack goes out of the Eastern door. He finds himself facing three robots. They immediately open fire. [3][6][4] He gets exploded by laser fire. Whoops.

Z.H.+85s:
Don grabs a plasmathrower and runs behind where the tree will appear, waiting to kill it with fire.

Z.H.+90s:
[2+1] William picks up two grenades of unknown system. He stores them in his inventory.
V starts brutalizing the wall with his plasmathrower! [5] If nothing goes wrong, then in 50 seconds, a hole through the Northern wall will be made.

Z.H.+100s:
[3+1] William trips over a wooden sword. He quickly stands and tries to skip the explosion, however, he find out that impossible without time-travel equipment.
The "Zack being killed" event has propagated to here.

Z.H.+105s:
A walking tree appears in a flash of green! It start walking towards you. Then Don springs from ambush! [6] The tree is instantly blown into fiery chunks of wood, which fly everywhere. Dodging time!
Don [4] ducks under the infernal explosion. William [3] is less lucky, and gets his arm badly burned. V [4+1-1] backflips away, while still melting the wall. Bones [3] is bleeding space-time from the places that were hit by flying matter, making everyone in the room want to vomit! Abrams [6] has already knew that the explosion is going to happen and has already walked away into the arrival room.
Ron tries to possess Don in a confusion! [4] You possess him. He's predictably unhappy with that, and he'll without doubt try to overcome the possession!

Z.H.+110s:
William throws his grenade at the tree (or at least, what's left of it)! [6] The tree remains shudder and implode in a searing flash, making you avert your eyes. After you can see again, the tree anything cannot be found anywhere. Then he cancels the throw.

Z.H.+115s:
Possessed Don equips the second plasmathrower, doubling his firepower! Then he fast-forward propagates them into ZH+10m.

Z.H.+120s:
This is the current end of Don possession event. Next time it'll propagate 25 second further.

Z.H.+140s:
V finally blows a hole through the Northen wall! You can see through it a bunch of suprised (Dwarves?). One of them tries to communicate with you, but the attempt is hamstrung by the language barrier! V has also stored a spare plasmathrower in the pocket.

Z.H.+~10m :
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...
Don waits out until the trees win and attempts to diplomatize them waits out for the (Dwarves?) to appear.
A bunch or short humanoids armed with various blue-metal weapons burst through the Northen wall, screaming unholy murder! Immediately after that you see half the trees getting cut to shreds, even before anyone lands a blow on each other. Time-travel, ahoy!
Don (not possessed yet) THROW DUAL PLASMA AT TREES. [1] The trees are not amused. Don gets eaten. Then two trees that survived the (Dwarves?) assault dissappear in a flash of green.

((testing new experimental indication system))
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IcyTea31

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Re: Roll to dodge time, Mk. II
« Reply #81 on: August 10, 2014, 07:51:40 am »

((I'm confused. What the carp is going on?))
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Sergarr

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Re: Roll to dodge time, Mk. II
« Reply #82 on: August 10, 2014, 07:58:07 am »

((I'm confused. What the carp is going on?))
((BFEL messed up his 10 minutes roll again and this caused a bunch of enemies to appear close to the present. Also bunch of other things happened.


Also, uh, is everybody so confused they don't know what to do? uh oh))
« Last Edit: August 10, 2014, 02:06:11 pm by Sergarr »
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BlitzDungeoneer

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Re: Roll to dodge time, Mk. II
« Reply #83 on: August 10, 2014, 03:19:25 pm »

ZT+79s: Just before being hit, travel to ZT+70s.
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IcyTea31

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Re: Roll to dodge time, Mk. II
« Reply #84 on: August 10, 2014, 03:36:42 pm »

Standing order: Make meta-notes of everything about to be erased from time.
Z.H.+102s: Dodge the explosion and time-space leak in advance.
Z.H.+140s: Communicate with the (Dwarves?) through the universal language of getting really drunk. If they don't have enough booze to share on themselves, instead stop calling them (Dwarves?) and start calling them Midgets.
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Varee

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Re: Roll to dodge time, Mk. II
« Reply #85 on: August 10, 2014, 07:45:38 pm »

((so can you bring stuff back in time? like can i take these plama gun back in time to try stop the tree and causeing paradox shit?))
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IcyTea31

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Re: Roll to dodge time, Mk. II
« Reply #86 on: August 10, 2014, 11:44:49 pm »

((so can you bring stuff back in time? like can i take these plama gun back in time to try stop the tree and causeing paradox shit?))
((Not without a time machine, apparently. However, you can arrange to find the gun earlier for the same effect.))
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Varee

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Re: Roll to dodge time, Mk. II
« Reply #87 on: August 11, 2014, 12:09:39 am »

ZH 140: Wave to the dwarfs and stand next to the hole looking at them.
ZH about 9 min: V go slow down time and kill the trees before they attack don and stop them from time travelling.
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BFEL

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Re: Roll to dodge time, Mk. II
« Reply #88 on: August 11, 2014, 02:24:51 pm »

Z.H.+25s: Stop the robots being destroyed by hugging Ron
Z.H.+80s: Smack Zack before he touches that door, then drag him back to the others
Z.H.+140s: Attempt to communicate the basic desire to burn trees to the dwarves. Preferably by burning some trees.
Z.H.+145s: Prepare trap door type thing to ambush trees in their +10m position
Z.H.+10m: TRAP DOOR AMBUSH BURN
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Salsacookies

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Re: Roll to dodge time, Mk. II
« Reply #89 on: August 12, 2014, 05:16:46 am »

Z.T:+25s. Do NOT check rubble
Z.T:+116s. Make sure plasmthrowers have ammo
Z.T:+10m. Properly use the plasmthrowers.
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