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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


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Author Topic: For Science! - A Mad Scientist RTD Reborn - Turn XXVII - Think Fast  (Read 82803 times)

Digital Hellhound

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Medicine time!(cheese on Kahn)

Hank and the Holobot may go ahead and chat if they like.


[2-1=1] You find Khan in the maintenance room and attempt to use the Dispenser on him. Wait, that part shouldn't be there, should it? [BP:3][Damage:1] You pull the various parts of the Dispenser out of Khan's right arm before any damage can be done.

[4][6+2=6] The bots go along with the main bulk of soldiers and Council personnel. They have a chat about the meaning of life and what separates a man and a robot, in that order.

I enter the break room and loot the machines for parts.

[5] You charge into the break room and kick and punch your way through the crowd, locating some vending machines in the corner. [4] You make short work of them.
 
Mechanical Parts added to Inventory!
Some Scrap Metal added to Inventory!
 
Build myself a computer. That can turn into a scout robot.

[2] You ponder about transforming computers for a while, but nothing comes out of it.
 
Oxidize the HELL out of that beast.

[6-1=5] You aim the PRB and attempt to oxidize the hell out of the beast that attacked you. [4+1=5] It's metal armour is abruptly turned into a rusty mess of scrap. It tries to force it's body to move, with little success. [-2 to all Beast 6's actions related to any physical activity]
 
Have the spider bot feed the man into the convertor, and then try and repair itself from spare parts around the room (It is a matinence room) and continue the order, If I die, put my brain in it's body.

[Survival:6] You make some progress on the 'getting back up and living'-thing.
 
[6] The spider-bot rushes to action, grabbing the wounded man and activating the converter. [5-2=3] The man keeps screaming for a good five minutes until he's fully processed. You're mercifully unconscious, though, and don't hear any of this. The fuel/energy in the converter is now ready to be loaded into anything.
[3] The bot finds only a few parts it can use for repair [5+2=6] and repairs some of the damage.
 
3rd Left Leg: Fine
4th Left Leg: Fine
Left Arm: Fine
 
Quote from: iceball3
Splat?
[Dodge:4] You land perfectly and roll away unharmed. Whew.
 
[Dodge:AUTO-2][BP:5][Damage:4] Skarmee hits the ground at full speeds and goes off in a nice little explosion. Bye-bye, Skarmee.
 
Statuses
 
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)

Littleweed Petalbug
Spoiler (click to show/hide)

Background Roll [2]: Durr.
 
---
 
NPC's


Quote from: Beast 5
Hunt.
[5] The fifth beast springs into action the moment it hits the ground from it's last kill. [5] It flies straight at the first kill's nearest comrade [Dodge:2][BP:2][Damage:3+2=5] It sinks it's claws into the soldier's chest and sends her sliding across the floor of the hall with a flick of it's paw.
 
Quote from: Soldiers and Captain
Proceed.
[4] The troopers make their ways upstairs and find several large elevators designed for carrying massive amounts of cargo. Everybody should easily fit inside. The captain begins to shepherd everyone inside. The ones still at the storage hurry up through the double doors, abandoning LP and Derek to their fates.
 
Quote from: Beast 6
Hunt.
[4-2=2] The rust-covered beast attempts to hunt, but cannot move properly. Poor guy.
 
Quote from: Break Room Workers
He broke our vending machines!
[4] Four workers charge screaming at Nirur for the loss of their beloved vending machines. [6][4][3][6][Dodge:2][BP:5][Damage:3][Dodge:4][Dodge:1][BP:3][Damage:5+1=6] You get a punch to your arm, and an absolutely devastating kick to your right leg; fortunately, it's dead, so you don't really feel anything. [3] Fortunately, it doesn't break off.[Dodge:4] The two other attacks you dodge skillfully.
 
Left Arm: Slightly Wounded
« Last Edit: October 19, 2010, 12:07:43 pm by Digital Hellhound »
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

Digital Hellhound

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Re: For Science! - A Mad Scientist RTD - Turn 27 - Things Happen
« Reply #316 on: October 19, 2010, 12:01:24 pm »

Durr, I couldn't think up a good name for this turn.
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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 27 - Things Happen
« Reply #317 on: October 19, 2010, 12:04:03 pm »

Siphon the beasts bio-mechanical power to the PRB using the power cord.
my leg still has a wound.
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 27 - Things Happen
« Reply #318 on: October 19, 2010, 12:07:25 pm »

Sorry, fixin'.
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

Nirur Torir

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Re: For Science! - A Mad Scientist RTD - Turn 27 - Things Happen
« Reply #319 on: October 19, 2010, 12:08:30 pm »

I point to all the now-free snacks, apologize, and retreat to where the soldiers are.
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Dermonster

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Re: For Science! - A Mad Scientist RTD - Turn 27 - Things Happen
« Reply #320 on: October 19, 2010, 12:09:00 pm »

Wait so do I get a permanent -1 to all actions because of the head wound?
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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.

SHAD0Wdump

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Re: For Science! - A Mad Scientist RTD - Turn 27 - Things Happen
« Reply #321 on: October 19, 2010, 12:15:15 pm »

If you fail to kill him the first time, try again!

Oops... Did I say that out loud?
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Digital Hellhound

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Re: For Science! - A Mad Scientist RTD - Turn 27 - Things Happen
« Reply #322 on: October 19, 2010, 12:17:38 pm »

Wait so do I get a permanent -1 to all actions because of the head wound?

Nah, though that's a good idea as well. It's just the penalty from your PRB's low functionality. I sometimes forget to add it, though.
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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 27 - Things Happen
« Reply #323 on: October 19, 2010, 12:24:42 pm »

Nah, though that's a good idea as well. It's just the penalty from your PRB's low functionality. I sometimes forget to add it, though.
Quote
Nah, though that's a good idea as well.
Quote
that's a good idea as well.
Quote
good idea as well.
Quote
good idea
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF-
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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.

Nirur Torir

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Re: For Science! - A Mad Scientist RTD - Turn 27 - Things Happen
« Reply #324 on: October 19, 2010, 01:31:02 pm »

You're probably used to the constant, near-crippling pain by now anyway, rendering you able to work around it.

Of course, we could just stuff specialized implants in your head as well.
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kilakan

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Re: For Science! - A Mad Scientist RTD - Turn 27 - Things Happen
« Reply #325 on: October 19, 2010, 05:10:06 pm »

Get the bot to power itself up further, then search the room for weapons.
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Nom nom nom

dragnar

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Re: For Science! - A Mad Scientist RTD - Turn 27 - Things Happen
« Reply #326 on: October 19, 2010, 05:23:50 pm »

Notice the angry mob and rebuild the vending machines. Only with mind control soda.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

iceball3

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Re: For Science! - A Mad Scientist RTD - Turn 27 - Things Happen
« Reply #327 on: October 20, 2010, 02:34:32 pm »

"NOOOOO!!!!"
Lament skarmee, but then quickly realize i had her A.I. in a black box within her body. Find that black box and keep it with me.
Also, how does a robot that runs off of food explode on hitting something?
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Blackdutchie

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Re: For Science! - A Mad Scientist RTD - Turn 27 - Things Happen
« Reply #328 on: October 20, 2010, 03:02:13 pm »

Doth thou even play DF?
Things go 'asplode!' when they fall from someplace very high.
Especially robotic things.
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Quote from: Bauglir
Quote from: Flying Carcass
Quote from: Urist Imiknorris
The first lesson taught by DF is patience.
The second: Madness.
The third: Magma, properly applied, solves all problems.

FuzzyZergling

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Re: For Science! - A Mad Scientist RTD - Turn 27 - Things Happen
« Reply #329 on: October 20, 2010, 09:04:29 pm »

May I be put on the waiting list?
Spoiler: Character Sheet (click to show/hide)
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