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Poll

Start over or continue on?

Start fully over with new characters
- 9 (60%)
Start over with old players keeping all their inventions
- 0 (0%)
Start over with old players keeping one invention
- 5 (33.3%)
Continue on from where we were
- 1 (6.7%)

Total Members Voted: 15


Pages: 1 ... 10 11 [12] 13 14 ... 57

Author Topic: For Science! - A Mad Scientist RTD Reborn - Turn XXVII - Think Fast  (Read 82596 times)

Digital Hellhound

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Re: For Science! - A Mad Scientist RTD - Turn 14 - It's Not Over Just Yet
« Reply #165 on: October 03, 2010, 10:38:32 am »

The two battlecruisers are still visible, but they're far above you.

You are on board Transport 1.
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

Dermonster

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Re: For Science! - A Mad Scientist RTD - Turn 14 - It's Not Over Just Yet
« Reply #166 on: October 03, 2010, 11:05:36 am »

head up top, Arm the bomb, then use my PRB to launch the bomb at the larger battleship...

AT 15% the speed of light.


Spoiler (click to show/hide)
« Last Edit: October 03, 2010, 12:36:59 pm by dermonster »
Logged
I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

kilakan

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Re: For Science! - A Mad Scientist RTD - Turn 14 - It's Not Over Just Yet
« Reply #167 on: October 03, 2010, 11:06:03 am »

Climb onto spider bot, and work together to throw things at the cars chasing us.
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Nom nom nom

blackmagechill

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Re: For Science! - A Mad Scientist RTD - Turn 14 - It's Not Over Just Yet
« Reply #168 on: October 03, 2010, 11:20:31 am »

Waiting list me.
Scientist name:Trent
Gender: Male
Appearance: A man in a dusty black cloak with orange eyes and a pointed hat, with an extremely confused look on his face...
Starting invention: Broken warp cellphone (He doesn't know that, it might be warping crap from the RP forum, so watch out! Runs on myBoons credit, has to use worldly goods to buy more.)
« Last Edit: October 03, 2010, 11:24:20 am by blackmagechill »
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dragnar

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Re: For Science! - A Mad Scientist RTD - Turn 14 - It's Not Over Just Yet
« Reply #169 on: October 03, 2010, 11:42:58 am »

Set my nanite factory to wall the area off with some scrap and continue taking things apart.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Nirur Torir

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Re: For Science! - A Mad Scientist RTD - Turn 14 - It's Not Over Just Yet
« Reply #170 on: October 03, 2010, 11:45:17 am »

I shall think very hard, and try to come up with likely formulas for regenerative drugs. I shall then write them down on this paper I've secretly been keeping in my pocket.
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nuker w

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Re: For Science! - A Mad Scientist RTD - Turn 14 - It's Not Over Just Yet
« Reply #171 on: October 04, 2010, 12:30:09 am »

Hide for a moment.  :P
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SHAD0Wdump

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  • Hiding in SPAAACE!!!
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Re: For Science! - A Mad Scientist RTD - Turn 14 - It's Not Over Just Yet
« Reply #172 on: October 04, 2010, 12:43:19 am »

Holobot attempts to find a way out into the hallway.

 Meanwhile I use the amazing amount of scraps in my local vicinity to create a totally radical piledriver, aimed right at the door. Flame paint job on the piston mandatory.
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Digital Hellhound

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Re: For Science! - A Mad Scientist RTD - Turn 14 - It's Not Over Just Yet
« Reply #173 on: October 04, 2010, 05:50:43 am »

head up top, Arm the bomb, then use my PRB to launch the bomb at the larger battleship...

AT 15% the speed of light.


[1-1=1] You head back up and charge up the PRB again, preparing to fire the grenade at the battlecruisers above. Wait, is it pointed in the right way or not? [4] Definitely not. You stop yourself from wrecking the transport just in time.

Climb onto spider bot, and work together to throw things at the cars chasing us.

[6] Yes! What an amazing plan! You two begin climbing up the vulnerable envelope, [3] reaching the top without incident. The Watch cars come into view just as you get up there. [1] Unfortunately, you pick up a piece of scrap a little too big and heavy. [Dodge:4] You manage to throw it away and avoid getting squashed.
 
Set my nanite factory to wall the area off with some scrap and continue taking things apart.

[1] You give the nanite factory a few good kicks in hope it will wall off the area with scrap. It doesn't, strangely, [3] but your kicks don't damage it too much. [4] You attack the few still undamaged machines in the room and gather the wreckage. Wait, why did the lights go out?
[3] The two crew members return with a single soldier. [3] ' Right. Come out with your hands up and you won't be harmed. Understand?' he says, pointing his rifle at you.
 
Nanite Factory: Slightly Damaged
Some Computer Parts increased to Computer Parts in Inventory!
Mechanical Parts increased to A Lot of Mechanical Parts in Inventory!
 
I shall think very hard, and try to come up with likely formulas for regenerative drugs. I shall then write them down on this paper I've secretly been keeping in my pocket.

[2] You sit down to think. Even with your knowledge of medicine, though, you fail to come up with any ideas.
 
Hide for a moment.  :P

[2] You attempt to hide, but can't seem to locate any hiding places, even though almost every single source of light on the ship just shut off, for some reason. It's good nobody's actively looking for you.
 
Holobot attempts to find a way out into the hallway.

 Meanwhile I use the amazing amount of scraps in my local vicinity to create a totally radical piledriver, aimed right at the door. Flame paint job on the piston mandatory.


[3] You tell the holobot to make it's way into the hallway behind the door of your room, and it whirrs off into the vent. [3] You in turn attempt to create a piledriver, but only come up with some plans for it. [+1 to future rolls with inventing this, as usual]. You now have so much parts and metal, you can only barely carry it all.
The holobot appears outside your door, buzzing happily.
 
Mechanical Parts increased to A Lot of Mechanical Parts in Inventory!
 
Statuses
Doctor Cognate
Spoiler (click to show/hide)

SHADOWdump
Spoiler (click to show/hide)

Khan
Spoiler (click to show/hide)

Professor Nirur
Spoiler (click to show/hide)

Derek
Spoiler (click to show/hide)

Dragnar
Spoiler (click to show/hide)

Background Roll [6]: Even though they're rapidly turning into just two tiny black dots, you determine the two battlecruisers are attempting to follow you above the city. Meanwhile, the Watch cars race down to attack. The ceiling hatches of the cars are pulled open and Watchmen with grenade launchers pop out.
 
---
 
NPC's

Quote from: Transport 1
Lose them in the Descent!
[4] The transport turns right as sharply as it can, descending to the inner yard of the skyscraper complex, a net of bridges and hovering private apartments and high-class restaurants overlooking the sea of green and white of the gardens below. You determine it will go straight through and enter the vast industrial zone of the West Descent.
[5] The multilaser gunners prepare to fire if anything comes into range.
Quote from: Watch Hovercars
Bring them down!
[3] Displaying their usual skill, the hovercar drivers only narrowly avoid crashing into their surroundings and eachother. Only one of them gets in range [4] and fires. [Dodge:3] [BP:4][Damage:3] There is a shriek as the grenade is launched, and a sound like the snap of a whip as it hits the wall of the lower floor.
 
[Dodge:6][Dodge:5] Both Nirur and Dragnar recognize the danger in time and throw themselves flat just as what used to be the wall explodes inwards. [Dodge:3][Dodge:3][Dodge:1] The lone soldier and the two crewmen are not so lucky, however. [BP:3][BP:6][BP:2][Damage:4-1=3][Damage:2-1=1][Damage:6+1=6] The soldier gets a shard of wood embedded in his right arm, but the first of the two crewmen survives completely unharmed. Unfortunately, the third gets to witness as a huge chunk of metal spins lazily towards his heart and continues straight through like he didn't even exist. He dies instantly.
You doubt anyone else was hurt, as the explosion was limited to a single portion of the wall. Atleast the engine is still running.
 
[3] The hovercar is out of range for most of the multilasers, but one can get a clear shot, [6] and fires. [Dodge:6] Surprisingly, the hovercar driver sees the danger and pulls the car up violently. It disappears out of view again.
 
Transport 1: Second Floor: Slightly Damaged
 
---
 
Interesting fact, Nirur. That transparent liquid nuker threw away? Regenerative drink.
Also, even though Nirur was in the hallway outside the room where Dragnar is, he still gets affected by the explosion. This transport sure is strangely constructed.
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

nuker w

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Re: For Science! - A Mad Scientist RTD - Turn 15 - The Chase Sequence
« Reply #174 on: October 04, 2010, 06:03:52 am »

Well... It would be in the air now, due to it being heated up and turned into gas.

Look for something to do. Honestly. I have nothing set up here.
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Dermonster

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Re: For Science! - A Mad Scientist RTD - Turn 15 - The Chase Sequence
« Reply #175 on: October 04, 2010, 06:52:14 am »

I am sad. The explosion would have been epic.

Try to find some spare wire and insulation, perhaps a bit of metal too.
Logged
I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Digital Hellhound

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Re: For Science! - A Mad Scientist RTD - Turn 15 - The Chase Sequence
« Reply #176 on: October 04, 2010, 06:55:54 am »

I am sad. The explosion would have been epic.

I was hoping for a success on the action, a damage of 6 and a survival roll for the battlecruiser of 1. That would've insta-killed it.

But sadly, the RNG hates us.
Nuker, why don't you just jump off? With a good roll you'll hit a bridge and get to loot the apartments of the elite.
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

dragnar

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Re: For Science! - A Mad Scientist RTD - Turn 15 - The Chase Sequence
« Reply #177 on: October 04, 2010, 08:53:34 am »

"Don't worry! I'll fix it! Better!" I upgrade whatever I just took apart, rebuilding it with fewer parts. If the soldier tries to stop me I'll have the nanites take apart his gun.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Nirur Torir

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Re: For Science! - A Mad Scientist RTD - Turn 15 - The Chase Sequence
« Reply #178 on: October 04, 2010, 10:34:02 am »

I keep getting bad rolls, which means my next action is sure to succeed if I sit around doing nothing. From this, we can deduce that the dice hate everything.

I look for the armory, and try to convince them to loan me a heavy weapon to shoot down our pursuers with. I -hate- getting shot.
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dragnar

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Re: For Science! - A Mad Scientist RTD - Turn 15 - The Chase Sequence
« Reply #179 on: October 04, 2010, 10:50:47 am »

From this, we can deduce that the dice hate everything.
This becomes so much more ironic when considering your avatar...
Logged
From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.
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