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Author Topic: Super RTD!  (Read 93874 times)

Devath

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Re: Super RTD! Turn 42: Lost!
« Reply #450 on: May 09, 2009, 09:01:34 pm »

I build a heavily armored shell around the large chassis I have constructed, giving it more form. Something like a large elongated dodecahedron. I of course also install entrances in this armored shell.

(JK, it might help us more if you kept the character's action lengths vaguely equal. Often some of us are given actions that last a minute or two, while others spend hours on something or other. Maybe determine turn length ahead of time based on the state of things in the RP, like Sean, to allow us to determine the best action or series of actions to use.)
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"Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup." - Unknown

Kishmond

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Re: Super RTD! Turn 42: Lost!
« Reply #451 on: May 09, 2009, 11:19:46 pm »

We need a super-villain group name. Any ideas?

Cheeetar

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Re: Super RTD! Turn 42: Lost!
« Reply #452 on: May 09, 2009, 11:34:26 pm »

C.L.A.W.

Covert Law Attacking Weirdos.
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SHAD0Wdump

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Re: Super RTD! Turn 42: Lost!
« Reply #453 on: May 10, 2009, 04:02:48 am »

I have noticed we've gone for some time without a group name...

Although I really don't care to have a say in that particular matter.
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Floirt

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Re: Super RTD! Turn 42: Lost!
« Reply #454 on: May 10, 2009, 04:10:33 am »

How about N.A.T.O, the Nefarious Assembly for Terrible Oppression? This way we'll mess up the news when they'll start talking about us.

"What? NATO just blew up Moscow? Launch a counter-attack! With nukes!"
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Quote from: HellMOO
Fat Ratzo [to Floirt]: I got a package here goin' to Roy Poorman, out in the afterworld.  $120 when you make the delivery.  And hurry!
No, not commiting suicide, sorry.   ...Through that money is rather tempting...

SHAD0Wdump

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Re: Super RTD! Turn 42: Lost!
« Reply #455 on: May 10, 2009, 04:31:27 am »

How about N.A.T.O, the Nefarious Assembly for Terrible Oppression? This way we'll mess up the news when they'll start talking about us.

"What? NATO just blew up Moscow? Launch a counter-attack! With nukes!"
Doit.
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Cheeetar

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Re: Super RTD! Turn 42: Lost!
« Reply #456 on: May 10, 2009, 06:37:09 am »

Yes. YES!
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I've played some mafia.

Most of the time when someone is described as politically correct they are simply correct.

alfie275

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Re: Super RTD! Turn 42: Lost!
« Reply #457 on: May 12, 2009, 01:06:26 pm »

« Last Edit: May 12, 2009, 01:12:34 pm by alfie275 »
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Floirt

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Re: Super RTD! Turn 42: Lost!
« Reply #458 on: May 12, 2009, 02:26:37 pm »

He's in Berlin for the week, dammit!

Spoiler: Gotta make you understand (click to show/hide)
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Quote from: HellMOO
Fat Ratzo [to Floirt]: I got a package here goin' to Roy Poorman, out in the afterworld.  $120 when you make the delivery.  And hurry!
No, not commiting suicide, sorry.   ...Through that money is rather tempting...

Kishmond

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Re: Super RTD! Turn 42: Lost!
« Reply #459 on: May 12, 2009, 06:40:53 pm »

N.A.T.O. is good, as long as you don't complain if people spell it without the .'s in between.

Jay Kayell

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Re: Super RTD! Turn 43: back in business!
« Reply #460 on: May 17, 2009, 05:20:57 pm »

Turn 43

I have decided to make a new mechanic, inspired by Devath's suggestion. Each turn now lasts a different amount of time, a normal turn lasts one hour, and a combat turn, when any member of your group is directly interacting with an enemy, lasts five minutes. You can't do as much in a combat turn. I will inform you when the kind of turn changes.

Quote from: Mr.Roosts
Return to HQ,remember the woman so I might 'contact' her later. Tell commander to heal up somehow.
(2+1=3) You start navigating the streets of Queens, but despite walking around for about an hour and having a GPS you can't find the HQ. (3) You can faintly remember the woman, and may be able to contact her again, but your connection to her is broken by the distance between you.
Quote from: Lucien
I start an incantation that will appease my Master and grant me favor.
(2) You take out a container of children's blood and draw a complicated pattern on the ground, similar to a large spider's web, and then sit down inside of it. As you start chanting in a long-forgotten evil tongue the pattern seems to come alive and start moving, you fall into a deep trance-like state. You float in an endless expanse of pure darkness, but in front of you is not your master, it is one of his high priests. He informs you that your master is too busy to speak with you at the moment, and when you wake up from the trance the sun is slightly higher in the sky.
Quote from: Cheetahr
I do my best for the commanders broken neck.
(2) You try to find your way back to the HQ, but you can't.
Quote from: Blarney
I'll continue to excercise!
(5) You keep running, and running, and running. After running for about an hour and not feeling too tired you realize that your stamina must have increased from your regular exercise.
Quote from: Triolf
Instead, I wake up and build a gauss gun outta that electromagnet. Screw the polarity!
(3+1=4) You wake up, rub your head, and immediately get two great ideas. ”Hey guys! Let's name our group N.A.T.O.! The Nefarious Assembly  for Terrible Oppression!” The other people present seem to agree that this is a great idea, and you will henceforth be known as NATO. The second idea is of a different kind, and you get to work on it. By heavily modifying the magnet you turn it into a simple gauss gun, it is still very large though, and is has to be connected to a large power source to be useful.
Quote from: Xen
I practice telekenises on cars.
(5) You focus intently on one of the cars in the junkyard, and try to move it. It takes a lot of effort but you manage to lift it into the air, and even toss it about a little. You feel more powerful, but the effort left you rather drained.
Quote from: Jim "Hades" Ferse
I build a heavily armored shell around the large chassis I have constructed, giving it more form. Something like a large elongated dodecahedron. I of course also install entrances in this armored shell.
(3+1=4) You use your powers to take more metal from the junkyard and attach it to the chassis, (5) it goes very well, and you manage to create a heavily armored shell around it.

Enemy Actions:
No enemies present

Allied Actions:
Quote from:  Rebecca Mayers
Examine gauss gun
(6) She examines Triolf's new weapon, trying to learn something about mechanics, when she accidentally sets it off! (Luck roll: 1) A piece of metal was inside the firing chamber, and it flies straight at her chest at supersonic speeds, (6+1-3=4) Her kevlar vest protects her from most harm, but the force of the impact totally destroys it, and knocks her down.
Quote from: SWAT commander
Sing
(4+2=6) He continues to sing beautifully.

Environment:

Time: 08:00

Locations
Spoiler: N.A.T.O. HQ (click to show/hide)
Spoiler: Junkyard (click to show/hide)
Spoiler: Rooftop (click to show/hide)

Vehicles and other stuff:
Quote from: Hades' Tank
Used to be a Hummer H2. Mounting place for machine gun on roof. Armor plated: +1 against all damage except electrical. Ram on front. A .50 caliber machinegun is mounted on the roof. The ammo type of the machine gun can be switched by pressing a button. An auto-targeting computer is fitted to it, but it cannot distinguish between friend and foe. You can see everything around the car from the inside due to mounted TV:s. Fits 7 people. It is currently parked inside the HQ.
Quote from:  .50 caliber machine gun
+2 piercing damage. Ignores up to +1 of target's armor. Mounted on the tank-car as an auto-turret, can activate a program that gives it +1 accuracy for 2 turns, it will be inactive for 3 turns afterwards.
Quote from: Triolf's Satellite
In space. It allows you to hack into almost any communications device. Connected to a communications satellite.
Quote from: Hades' Project
A large armored shell around a large chassis.(+3 against piercing, slashing, bludgeoning and +1 against electricity.
Quote from: Gauss Gun
Properties unknown.

Status:

Quote from: Cheetahr (Cheetar)
Spoiler: Powers: (click to show/hide)
Spoiler: Skills: (click to show/hide)
Spoiler: Equipment: (click to show/hide)
Spoiler: Injuries/Effects: (click to show/hide)
Spoiler: Relations: (click to show/hide)
Location: On a street in Queens.
Quote from: Mr.Roosts (SHADOWdump)
Spoiler: Powers: (click to show/hide)
Spoiler: Skills: (click to show/hide)
Spoiler: Equipment: (click to show/hide)
Spoiler: Injuries/Effects: (click to show/hide)
Spoiler: Relations: (click to show/hide)
Location: A street in Queens.
Quote from: Blarney (Paulus Fahlstrom)
Spoiler: Powers: (click to show/hide)
Spoiler: Skills: (click to show/hide)
Spoiler: Equipment: (click to show/hide)
Spoiler: Injuries/Effects: (click to show/hide)
Spoiler: Relations: (click to show/hide)
Location: In the HQ.
Quote from: Jim ”Hades” Ferse (Devath)
Spoiler: Powers: (click to show/hide)
Spoiler: Skills: (click to show/hide)
Spoiler: Equipment: (click to show/hide)
Spoiler: Injuries/Effects: (click to show/hide)
Spoiler: Relations: (click to show/hide)
Location: In the Junkyard.
Quote from: Xen (alfie275)
Spoiler: Powers: (click to show/hide)
Spoiler: Skills: (click to show/hide)
Spoiler: Equipment: (click to show/hide)
Spoiler: Injuries/Effects: (click to show/hide)
Spoiler: Relations: (click to show/hide)
Location: In the junkyard.
Quote from: Triolf (Floirt)
Spoiler: Powers: (click to show/hide)
Spoiler: Skills: (click to show/hide)
Spoiler: Equipment: (click to show/hide)
Spoiler: Injuries/Effects: (click to show/hide)
Spoiler: Relations: (click to show/hide)
Location: In the HQ.
Quote from: Lucien (Kishmond)
Spoiler: Powers: (click to show/hide)
Spoiler: Skills: (click to show/hide)
Spoiler: Equipment: (click to show/hide)
Spoiler: Injuries/Effects: (click to show/hide)
Spoiler: Relations: (click to show/hide)
Location: On a rooftop

NPC status

Quote from: Rebecca Mayers
Spoiler: Powers: (click to show/hide)
Spoiler: Skills: (click to show/hide)
Spoiler: Equipment: (click to show/hide)
Spoiler: Injuries/Effects: (click to show/hide)
Spoiler: Relations: (click to show/hide)
Location: In the HQ.
Quote from: SWAT commander
Spoiler: Powers: (click to show/hide)
Spoiler: Skills: (click to show/hide)
Spoiler: Equipment: (click to show/hide)
Spoiler: Injuries/Effects: (click to show/hide)
Spoiler: Relations: (click to show/hide)
Location: In HQ

Tell me if you find any errors.
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Decapitation - enjoy the difference

SHAD0Wdump

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Re: Super RTD! Turn 43: back in business!
« Reply #461 on: May 17, 2009, 05:56:50 pm »

I'd like to request that the woman be added to my 'relations' tab.Thanks in advance.

For my action I try to get back to the HQ again,then take Commander's Kevlar vest and give it to Rebecca.

Once again I try to tell Commander to heal up already.
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Kishmond

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Re: Super RTD! Turn 43: back in business!
« Reply #462 on: May 17, 2009, 07:51:40 pm »

Screw it. I teleport back to HQ. Fortune favors the bold!

Devath

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Re: Super RTD! Turn 43: back in business!
« Reply #463 on: May 17, 2009, 08:42:00 pm »

I head off to the rubble of the electronics store to retrieve some pieces of equipment. I use my powers to grab everything I can get my hands on and take it back to the junkyard.
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Paulus Fahlstrom

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Re: Super RTD! Turn 43: back in business!
« Reply #464 on: May 17, 2009, 09:31:12 pm »

Treat Rebecca's wounds with the medical supplies. Look up first aid info online if need be.
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