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Author Topic: Super RTD!  (Read 94017 times)

Cheeetar

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Re: Super RTD! Turn 55: a wolf in sheep's clothing
« Reply #600 on: June 03, 2009, 07:23:38 am »

Stealing mah idea, Floirt.
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Paulus Fahlstrom

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Re: Super RTD! Turn 55: a wolf in sheep's clothing
« Reply #601 on: June 03, 2009, 09:20:44 am »

(since speaking is a free action)

*looks incredibly relieved*

"Oh, good. Thank goodness you guys are here. This group was responsible for an attack on a police station not too long ago that we responded to. I'm one of the only ones left of my unit. My commander was wounded by them and taken prisoner. And they may have others.

I've managed to follow them back here but wasn't sure what I was going to do. Mind if I join you? Perhaps I can help identify any of them that were in on the police station attack."

(If you really want to roll, do a persuade check)
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Floirt

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Re: Super RTD! Turn 55: a wolf in sheep's clothing
« Reply #602 on: June 03, 2009, 02:44:18 pm »

Stealing mah idea, Floirt.
But you have superpowers! It's not the same!  :P
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No, not commiting suicide, sorry.   ...Through that money is rather tempting...

Jay Kayell

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Re: Super RTD! Turn 56: battle!
« Reply #603 on: June 03, 2009, 04:38:37 pm »

Turn 56

Quote from: Mr.Roosts
I practice mental connections.Specifically the flash command type.
(6) You decide to practice issuing commands to several people in quick succession, and after practicing a bit on the SWAT commander you think you have discovered a good way to do so.
Quote from: Jim “Hades” Ferse
I use my powers to set off the missiles on the copters, perhaps pushing the copters about to aim the missles at each other.
(1+1=2) You try to activate the missiles being carried by the helicopters, but since you really have no knowledge of their construction you are unable to do so. Your attempts to push the helicopters around are also in vain, they seem to be too far away for you to be able to affect them very much.
Quote from: Lucien
I get behind a boxfort and focus my magical energy while keeping my rifle trained on the hole.
(4) You take cover behind a boxfort and aim your rifle at the doors while you recharge your magical energy, and after a few minutes you think you have replenished your supply enough to be ready for combat.
Quote from: Cheetahr
I pretend I am a super-hero, and that I was being mind-controlled by the evil Mr. Roosts. I also try and convince them that we have to go back to the warehouse so I can help them fight the enemy.
(5) "Guys... aaaagh... help me... I was being mind-controlled..." you say weakly, and rather convincingly, (2) but they simply ignore you, probably having heard all kinds of excuses before. You did learn a little about speaking in a convincing manner though.
Quote from: Xen
I just try to wake up.
(6-2=4) You manage to push through the dark haze clouding your mind and wake up, you open your eyes to see the inside of a helicopter, and five people standing around you. (1) But you soon fall back into the deep sleep.
Quote from: Triolf
I tell them: "Ah, well. It's a long story. See, my name is Triolf. I won't lie to you and claim I am innocent or whatever. I am a thief, and "this" *points to the warehouse*, was my hide-out. That, until these people barged in, enslaved me, and forced me to do all kinds of stuff. HORRIBLE stuff. You don't want to ask. Your raid was enough of a diversion for me to escape, since they were busy fighting you off. Now, do whatever you want with me. It will be better than THERE."
(3) They listen to your story, but they don't seem terribly convinced, (5) they just put some handcuffs on you and put you in the back of a helicopter, saying that they will make sure to find out the truth later.
Quote from: Blarney
"Oh, good. Thank goodness you guys are here. This group was responsible for an attack on a police station not too long ago that we responded to. I'm one of the only ones left of my unit. My commander was wounded by them and taken prisoner. And they may have others.

I've managed to follow them back here but wasn't sure what I was going to do. Mind if I join you? Perhaps I can help identify any of them that were in on the police station attack."
(6) You really manage to convince him it seems, and he takes you to see his squad commander. You repeat your story to him, and try to get his permission to come with them. (6) He says that he will let you come along, but you must leave your weapons behind, he doesn't want you to shoot anyone dead.

Enemy Actions:
Quote from: S.H.I.E.L.D. Helicopters 1
...
(3) They reach the outskirts of Manhattan, and soon they can no longer be seen from the HQ.
Quote from: S.H.I.E.L.D. Helicopters 2
Send in reinforcements.
(5) Six more helicopters land, and another two groups of SHIELD operatives disembark.
Quote from: SHIELD Operatives, Group 1
Breach HQ.
(4) They head to one of the doors and assemble in front of it, they then break it down and head inside, (2) a few of them seem to get sick.
Quote from: SHIELD Operatives, Group 2
Wait for Blarney
(Autosuccess) They wait for 'Officer' Blarney to make his decision.
Quote from: SHIELD Operatives, Group 3
Breach HQ
(6) They also assemble in front of one of the doors, but instead of simply kicking it down they use a small C4 charge to blow it off its hinges, (5) making sure not to hurt anyone else. They then rush inside, (2) and a few of them seem to get sick as well.
Quote from: SHIELD Operatives, Group 4
Secure perimeter
(2) They start patrolling around the HQ, but fail to notice anything of significance.

Allied Actions:
Quote from:  Rebecca Mayers
Shoot the enemys!
(2) She can't get a good shot at them without exposing herself to counter-attack.
Quote from: SWAT commander
Sing
(6+2=6) He starts singing O Fortuna, because that song makes any battle totally awesome!
Quote from: Hector
Hide
(3) He hides in one of the piles of weapons.

Environment:

Time: 12:45

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

Vehicles and other stuff:
Quote from: Hades' Tank
Used to be a Hummer H2. Heavily damaged: can't drive, -2 against all damage. Fits 7 people. Parked outside the HQ.
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
+2 piercing damage. Too heavy to be carried by a normal person. Requires large amounts of energy to fire.
Quote from: Hade's antigravity blueprint
Spoiler: Components (click to show/hide)

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: In a helicopter above the river.
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: In the HQ.
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: Outside 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: Outside the HQ.
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 a helicopter above the river.
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 a helicopter outside 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: In the HQ.

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 a boxfort in 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 a boxfort in HQ
Quote from: SHIELD Operatives
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)
Spoiler: Groups (click to show/hide)
Outside HQ
Quote from: Elltill Hectib, 'Hector'
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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SHAD0Wdump

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Re: Super RTD! Turn 56: battle!
« Reply #604 on: June 03, 2009, 04:56:58 pm »

find a good hiding place
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Kishmond

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Re: Super RTD! Turn 56: battle!
« Reply #605 on: June 03, 2009, 04:59:37 pm »

I think maybe persuasion/intimidate/charm rolls should only use 1 roll. The chances of success otherwise are quite slim.

I have a better idea, maybe a good roll on the persuaders part should influence the reaction roll. Like so:
1:-2
2:-1
3:0
4:+1
5:+2
6:+1, but with some undesirable situation.


My action: hurl a fireball, and tell Hector to do the same. Tell the Commander to shoot the attackers with his MP5. shriek like a banshee. focus his singing to cause pain to the soldiers. Kind of like the Mule in the Foundation series.
« Last Edit: June 03, 2009, 09:51:13 pm by Kishmond »
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SHAD0Wdump

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Re: Super RTD! Turn 56: battle!
« Reply #606 on: June 03, 2009, 05:04:55 pm »

Tell the Commander to shoot the attackers with his MP5.
<_<==>_>

Why don't you try more possible commands?

Spoiler (click to show/hide)
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Cheeetar

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Re: Super RTD! Turn 56: battle!
« Reply #607 on: June 03, 2009, 05:10:38 pm »

I use my knowledge of ropes to pinpoint the weak spots on the ropes keeping my legs tied up, and chew my way to freedom.
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I've played some mafia.

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

Kishmond

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Re: Super RTD! Turn 56: battle!
« Reply #608 on: June 03, 2009, 05:11:24 pm »

Does shooting count as a physical action?

SHAD0Wdump

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Re: Super RTD! Turn 56: battle!
« Reply #609 on: June 03, 2009, 05:13:19 pm »

Does shooting count as a physical action?
He's gotta raise the gun somehow,hell,the mere act of pulling the trigger should be too much for someone with a broken spine.
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Kishmond

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Re: Super RTD! Turn 56: battle!
« Reply #610 on: June 03, 2009, 05:14:24 pm »

Does shooting count as a physical action?
He's gotta raise the gun somehow,hell,the mere act of pulling the trigger should be too much for someone with a broken spine.
Oh, fie.

Jay Kayell

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Re: Super RTD! Turn 56: battle!
« Reply #611 on: June 03, 2009, 11:20:36 pm »

I have a better idea, maybe a good roll on the persuaders part should influence the reaction roll. Like so:
1:-2
2:-1
3:0
4:+1
5:+2
6:+1, but with some undesirable situation.
That is actually a very good idea, I think I'll do this from now on.
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Devath

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Re: Super RTD! Turn 56: battle!
« Reply #612 on: June 04, 2009, 02:01:28 am »

Or maybe the previous rolls could just be stored in the RTD master's head and he could use those statistical bonuses that Sean uses, like he should have been doing all along... All rolls that are not part of the combat system and are part of the primary action have synergistic statistical bonuses that effect the outcome in a fashion outside of rolls, since the flat +1/+2/+3 stuff is a bit excessive to be throwing around outside of direct bonuses and penalties.

Hades will pulverize a copter against the ground in the middle of the SHIELD operatives, with the objective of having the copter detonate violently as he does so.
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Jay Kayell

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Re: Super RTD! Turn 56: battle!
« Reply #613 on: June 04, 2009, 02:27:13 am »

Or maybe the previous rolls could just be stored in the RTD master's head and he could use those statistical bonuses that Sean uses, like he should have been doing all along...
That is what I have been doing. And now that I think about it those bonuses to the persuasion roll would be too overpowered, so I'll keep the current system for persuasion rolls.
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Cheeetar

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Re: Super RTD! Turn 56: battle!
« Reply #614 on: June 04, 2009, 03:13:45 am »

I'd prefer something like +1 for persuasion rolls with a good roll, -1 for 3 and below and a flat out fail for a 1.
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I've played some mafia.

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