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Author Topic: Criminal RTD Turn 13: A man left behind.  (Read 18030 times)

Grakelin

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Re: Criminal RTD Turn 7: Despite the Best Laid Plans...
« Reply #90 on: August 16, 2010, 03:16:49 am »

As long as its an even number.

Why?
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I am have extensive knowledge of philosophy and a strong morality
Okay, so, today this girl I know-Lauren, just took a sudden dis-interest in talking to me. Is she just on her period or something?

rawr359

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Re: Criminal RTD Turn 7: Despite the Best Laid Plans...
« Reply #91 on: August 16, 2010, 03:18:01 am »

I like even numbers. And we might have to split up at some point, and even numbers make splitting up work better.
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Grakelin

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Re: Criminal RTD Turn 7: Despite the Best Laid Plans...
« Reply #92 on: August 16, 2010, 03:23:33 am »

I think we should take whatever number seems reasonable. Thematically, crime dramas always have an odd number of participants, though, unless they're a partner team.
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I am have extensive knowledge of philosophy and a strong morality
Okay, so, today this girl I know-Lauren, just took a sudden dis-interest in talking to me. Is she just on her period or something?

Quarr

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Re: Criminal RTD Turn 7: Despite the Best Laid Plans...
« Reply #93 on: August 16, 2010, 07:14:55 am »

Spoiler: Rolls (click to show/hide)
Turn 8: Misfire!
"Calm down. I'll be damned if this turns into a bloodbath while I'm here. Lower your guns, jesus. We can work things out."
The leader smirks. He points his gun at the ground and his expression changes to one of contempt, focused squarely at Dan. "Fine, we're listening."
With a wave of his hand, his "boys" lower their weapons.

Howard finds this less intense atmosphere to be a perfect time to check his gun for ammo. Flipping it over, he goes to check the magazine only to find there isn't one.
Shit.
Fumbling a bit, he keeps his eyes focused on the gang members, searching the table for a magazine. Finding one, he rattles it, hearing the sound of bullets -- he slots it into his gun and pulls back the slide, chambering a round. The gang's leader shoots a hypocritical glare at Howard, but his attention quickly changes to Dezrick, who's quick to speak up.
"We're all businessmen here, and I think you'll find it to be in our mutual interests to maintain a level of civility."
He spends time explaining the situation they find themselves in -- detailing the likely results of their stupid and brash actions. Towards the end, he nearly insults them but restrains himself.
Some of the thugs look on, wide-eyed. An apparently unarmed man effectively telling them to fuck off.
The leader's glance bounces between Dezrick and McCoy. "You've got balls, shit. Completely different from that piece of trash over there," he says, waving his gun in Travis' direction.
"The gang could use more guys like you. I'll pay for the goddamned UZIs. Drop by the Barking Spider sometime if you're looking for work. We always have some shit we need done and the pay is damned good. Tell the bouncer 'Bull' sent you."
He motions for one of his underlings to grab the cash. A couple rolls of twenties are tossed at Travis -- some men grab the UZIs and some boxes of ammo, dumping them into a paper bag. They make their exit, eyes still locked on the group opposite. After a minute, you can hear the sound of their cars pulling away.

Travis is the first to speak. He's back to shaking and sweating nervously.
"They really paid three thousand for those UZIs, jesus. That's enough to cover the costs of whatever the fuck you guys want. I need to cut ties with them, they're going to be pissed the next time we meet... I might skip town for a few weeks, shit."

Having returned to being a complete coward, he starts to pack up.

Johnny pulls back the slide on his glock, chambering another round. Apparently a round was already readied, and the unfired bullet winds up stuck in the breech. Frustrated, he jams the slide back hoping to free it, pulling the trigger simultaneously. He fires the loaded round straight out of the gun, which was unfortunately aimed at Travis. The bullet smashes into Travis' shirt, only to meet its match when it reaches his kevlar. It bounces off harmlessly, though the shock causes Travis to jump, banging his head against the nearby wall, knocking himself unconscious. At least the jam's cleared.
Through some twist of luck, Rolf was readying his gun at this time (at who, exactly, is rather unclear) and very nearly pulls the trigger too, out of surprise. Such a tragedy is just barely averted, however.
"Easy on the trigger, Johnny! ...He won't be out long. Let's get out of here."
Grabbing same ammo on their way out, the group is quick to disperse -- Travis'd be pissed when he woke up.

They meet again at their hideout -- Henry Dezrick's shed -- a day later. Apparently Cyrus had gone through several iterations of his AK-47 but these earned him nothing but scoffs from his comrades. None of them worked -- what did he expect?

"So, whatever happened to Looie?"
"Hell if I know."
"Think the cops got him? That article said something about his face being distributed to every station in the city."
...
"Maybe one of us should pay him a visit. We should probably check out "The Barking Spider" too. Sounds like a nasty place filled with scumbags, where better to get some information?"
"And please, would one of you lazy bastards give my car's seats a good washing?"

Spoiler: Locations (click to show/hide)
Spoiler: Contacts (click to show/hide)

Spoiler: Group possessions (click to show/hide)

Spoiler:  Rolf Gramerie (click to show/hide)
Spoiler: Henry Dezrick (click to show/hide)
Spoiler: Dan McCoy (click to show/hide)
Spoiler: Cyrus Wolfe (click to show/hide)
Spoiler: Howard Finley (click to show/hide)
Spoiler: Johnny Bison (click to show/hide)


I'll apologize in advance for evacuating you from the warehouse without giving you a chance to do your looting or whatever. Seems like I have an irrational fear of spending too much time in one location and having the entire game bogged down because of it. The entire gang encounter was decided by the {5} and {6}s, really -- though Johnny's misfire could've turned out hilarious if he'd rolled two {1}s. Anyway, it's assumed you do stuff like reload your weapons whenever a significant amount of time passes, unless you otherwise explicitly request not to.
Just some references so you guys have some idea what your guns look like:
Colt SCG
Glock 17
Stallard Arms JS
As for ammo, if it says "17+1/17" that means there's 17 rounds in the magazine and one round chambered. When you pull the trigger, the round that's chambered is fired and the recoil will chamber another round automatically and expel the spent shell. The Colt SCG is the only gun there that has an external hammer to 'cock', so otherwise you'll just be pulling back the slide.

maxicaxi

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Re: Criminal RTD Turn 8: Misfire!
« Reply #94 on: August 16, 2010, 11:35:19 am »

I buy a book on gun making and I read it
« Last Edit: August 17, 2010, 04:53:20 am by maxicaxi »
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rawr359

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Re: Criminal RTD Turn 8: Misfire!
« Reply #95 on: August 16, 2010, 02:16:32 pm »

"I guess I'll help wash out the car. Where's Winston Wolf when you need him?"
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Dervin

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Re: Criminal RTD Turn 8: Misfire!
« Reply #96 on: August 16, 2010, 05:21:49 pm »

Help Johnny clean the car.
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Zako

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Re: Criminal RTD Turn 8: Misfire!
« Reply #97 on: August 16, 2010, 06:01:53 pm »

Dude, its time you face facts. You are NOT going to be able to make an AK out of scrap when your character knows NOTHING about even the workings of simple machines, let alone the complex mechanisms of a automatic rifle. Stop before you blow yourself up or worse.
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rawr359

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Re: Criminal RTD Turn 8: Misfire!
« Reply #98 on: August 16, 2010, 06:46:59 pm »

His character is a mechanic.
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Quarr

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Re: Criminal RTD Turn 8: Misfire!
« Reply #99 on: August 16, 2010, 06:55:54 pm »

I'm going to suggest following Zako's advice here -- even if you roll a {5} and actually make the gun, I'm going to have to roll for its stats (hidden) which means it might explode when you try to shoot it anyway. You've narrowly evaded blowing your fingers off (you know, if you had rolled a {1}) twice. If you're dead-set on making a rifle, I suggest finding some place with the actual tools needed to make one, maybe pick up some gunsmithing books? Of course, while you're doing that, the rest of your team will be out and about doing stuff that is actually either making them money or moving them forward. Maybe you could do something helpful, like check out the durability of the group's guns and repair them if needed.

I don't really have a problem with you suggesting silly actions like that, but when you try to take them 3 turns in a row it gets to be a little grating. If something doesn't work, try something else, don't hammer away repeatedly at it.

wolfchild

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Re: Criminal RTD Turn 8: Misfire!
« Reply #100 on: August 16, 2010, 07:17:43 pm »

While the others are working on the car, meditate and focus my ki
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rawr359

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Re: Criminal RTD Turn 8: Misfire!
« Reply #101 on: August 16, 2010, 07:23:13 pm »

My God. A meditating thug.
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Grakelin

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Re: Criminal RTD Turn 8: Misfire!
« Reply #102 on: August 16, 2010, 07:50:51 pm »

Dude, its time you face facts. You are NOT going to be able to make an AK out of scrap when your character knows NOTHING about even the workings of simple machines, let alone the complex mechanisms of a automatic rifle. Stop before you blow yourself up or worse.

He's a mechanic.
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I am have extensive knowledge of philosophy and a strong morality
Okay, so, today this girl I know-Lauren, just took a sudden dis-interest in talking to me. Is she just on her period or something?

Zako

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Re: Criminal RTD Turn 8: Misfire!
« Reply #103 on: August 16, 2010, 09:01:28 pm »

A mechanic, not a gunsmith. Making your own guns without the proper tools or knowledge is just asking for trouble. It's a lot easier to buy them instead.
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Flintus10

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Re: Criminal RTD Turn 8: Misfire!
« Reply #104 on: August 17, 2010, 03:25:51 am »

"I like to think that we are above working for those street gang douchebags, but still it might pay-off later to have connections and I suppose their boss might be a bit...well less of an idiot. What do you guys think?"
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