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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 ... 28 29 [30] 31 32 ... 57

Author Topic: For Science! - A Mad Scientist RTD Reborn - Turn XXVII - Think Fast  (Read 82720 times)

FuzzyZergling

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Re: For Science! - A Mad Scientist RTD - Turn 34 - General Incompetence
« Reply #435 on: November 01, 2010, 01:36:42 pm »

Just to be clear, at the start, the players were trying to join the League, who was allied with the City, but ended up with the Council?
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Digital Hellhound

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Re: For Science! - A Mad Scientist RTD - Turn 34 - General Incompetence
« Reply #436 on: November 01, 2010, 02:23:49 pm »

Just to be clear, at the start, the players were trying to join the League, who was allied with the City, but ended up with the Council?

Yes, except that the League isn't allied with the City. The City just used the attack on them as an excuse to go to war against the Council.
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

iceball3

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Re: For Science! - A Mad Scientist RTD - Turn 34 - General Incompetence
« Reply #437 on: November 01, 2010, 07:24:24 pm »

I'm still Neutral  :P
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SHAD0Wdump

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Re: For Science! - A Mad Scientist RTD - Turn 34 - General Incompetence
« Reply #438 on: November 01, 2010, 09:38:25 pm »

I'm still Neutral  :P
Does that make me a public menace?
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Nirur Torir

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Re: For Science! - A Mad Scientist RTD - Turn 34 - General Incompetence
« Reply #439 on: November 01, 2010, 09:55:42 pm »

I wanted to fight the Council, but then they gave me explosives and pointed me at somebody else.
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Dermonster

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Re: For Science! - A Mad Scientist RTD - Turn 34 - General Incompetence
« Reply #440 on: November 01, 2010, 10:21:53 pm »

For the record, I'm just going with the flow to a grand master plan!

that I don't have yet.

"Killing everyone in a thousand mile radius" is a good backup though.
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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.

dragnar

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Re: For Science! - A Mad Scientist RTD - Turn 34 - General Incompetence
« Reply #441 on: November 01, 2010, 10:47:51 pm »

My master plan is to rule the world with robots.
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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 34 - General Incompetence
« Reply #442 on: November 02, 2010, 08:31:43 am »

My master plan is to rule the world with birds.
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Digital Hellhound

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Re: For Science! - A Mad Scientist RTD - Turn 34 - General Incompetence
« Reply #443 on: November 03, 2010, 09:32:14 am »

Power off the legs and repair them

[6] You shut down your legs and begin hammering at them with your tools. [3] You repair most of the damage.

Left Leg: Slightly Damaged

Attempt to create the metal half of the biomechanical arms.

[2+3=5] You begin building your the metal half of your invention. [Power: 2] They come out somewhat flimsy and badly-forged, though. [Size:6] You go a little overboard with size, and end up with two chunks of metal resembling giant hammers. Good luck grasping anything with them, though. [Functionality:2] It's somewhat badly functioning, as well. [Fuel:6] Being two giant metal arms, it's not surprising they don't require any fuel.
 
Scrap Metal reduced to A Little Scrap Metal in Inventory!
Mechanical Parts reduced to Some Mechanical Parts in Inventory!
Giant Metal Arms added to Inventory!
 
Remove my head from the station and tell Hank to test the psycho-pault on someone.

[2+2=4] While you're getting your head out of the recharging station, Hank prepares the catapult. [4-2+2=4] Once it's ready, he begins looking around for a suitable target. [3] And fires, at a suit-wearing man looking thoughtfully to the east. [Dodge:2][BP:4] Thus, he's completely taken by surprise as a tiny, screaming midget comes spinning towards his legs. [Damage:4+1=5] He's thrown down to the train tracks howling in pain as the impact of the hit utterly shatters his left leg. But, unfortunately for him, it's not over yet.
[BP:6][Damage:3+2=5] The insane little robo-dwarf is suddenly running up his right leg, and he can only watch in horror as it takes one good swing at his leg, almost severing it completely through the thigh.
Khan-bot begins to dance around in triumph, while the man, still screaming, bleeds out.
 
Try my hand at using the skarmory body for charades and when skarmee gives a good answer, begin remove the wings from the body (Kept intact). Finish off disassembling the rest of the body by somehow using Laymen's terms to my advantage.

[1] You have no idea what you're doing, and completely forget to ask Skarmee anything. [1] You utterly wreck the body, and melt it down afterwards, making it unusable and wasting all those parts in it.
 
Skarmee v2 removed from Inventory!
 
Casually take a napkin and use it to draw up plans for my previously described helmet with a built-in sensor.

[1] You lean over the edge of the bridge, looking around for a napkin. Hmh... it's hard to see anything in this darkness, you best get that helmet built soon. Wait, what's thaaaaaaaa- [3] Fortunately, your fall from the bridge is softened - by the neck of some nobleman. [Damage:6] There is a silent crack as your entire bulk hits him and crushes his windpipe. [2] The few dancing girls that were accompanying him turn and run screaming away into the darkness. The troopers don't even see you falling, and think you just sneaked away into the partying, you hypocrite you
 
I go to the highest tech not-on-our-side place I can.

[4+2=6] Leaving Derek alone in the empty factory, you head back to your car and start it up. [3] You ask Ananke for the nearest City location with the highest amount of tech. [3+3=6] She uploads the co-ordinates to your car. Seems like a military research facility just beyond the Descent in the south-east.
[3+2=5] You quickly make your way across the city and locate the research facility. You guess it's hidden under that very suspicious-looking hill. Tux has graciously pinpointed the entrance, though she warns of defenses not connected online and thus mostly out of her reach.
 
Statuses
 
SHADOWdump
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)

Shurelia
Spoiler (click to show/hide)

Background Roll [2]: Nothing interesting is seen.
---
 
NPC's

Quote from: Troopers
Hmm...

[3] With Nirur, the team's moral backbone, mysteriously gone, two or three troopers discreetly move into the sea of people. Most still stand guard at the bridge, though.

 
---
 
Auch, iceball. Two 1's in a row. But hey, time for Skarmee v3, amirite?
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

iceball3

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Re: For Science! - A Mad Scientist RTD - Turn 35 - Oh Not Again
« Reply #444 on: November 03, 2010, 09:49:57 am »

In a fit of rage, level a nearby building and use the raw materials to make a rock cannon.
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Dermonster

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Re: For Science! - A Mad Scientist RTD - Turn 35 - Oh Not Again
« Reply #445 on: November 03, 2010, 09:51:25 am »

Create better tools
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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.

Jetsquirrel

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Re: For Science! - A Mad Scientist RTD - Turn 35 - Oh Not Again
« Reply #446 on: November 03, 2010, 10:37:07 am »

Reactive legs and go searsh for more part to create  Biomechanical arms

Nirur Torir

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Re: For Science! - A Mad Scientist RTD - Turn 35 - Oh Not Again
« Reply #447 on: November 03, 2010, 10:50:05 am »

I loot any papers the noble had on him, then return to the bridge triumphantly.

Heh heh, moral backbone.
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dragnar

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Re: For Science! - A Mad Scientist RTD - Turn 35 - Oh Not Again
« Reply #448 on: November 03, 2010, 01:36:32 pm »

Park the car out of sight and send the swarm inside the building to search for the facility's most recent project. Have them split up until they find it so they won't be seen.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

SHAD0Wdump

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Re: For Science! - A Mad Scientist RTD - Turn 35 - Oh Not Again
« Reply #449 on: November 03, 2010, 03:37:52 pm »

Psycho midget catapult... BEST WEAPON EVER.

Tell Hank to go reload Khan Bot, me and Holobot go around asking people about current events again.
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