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Author Topic: Roll To Roll To Dodge: A Meta-Adventure [Turn 126: Booze Mist Rising]  (Read 304494 times)

Dermonster

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 17: Hilarious Juxtaposition]
« Reply #195 on: January 19, 2011, 06:50:21 pm »

RW: Try to fiddle with the mecha spiders settings and implement a more efficient setup.

FW: Summon more rats to distract any guards in front of us and make a dash to the dock.
« Last Edit: January 19, 2011, 07:51:05 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.

HighEndNoob

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 17: Hilarious Juxtaposition]
« Reply #196 on: January 19, 2011, 07:04:48 pm »

....Sorry Monk, But it was for the greater good.

Meta: Wait for the explosion

Fantasy: make sure the guards are out cold, than help Edgar with his other problems.


Please have the health screen updated! It said I stopped the bleeding.
« Last Edit: January 19, 2011, 07:07:13 pm by HighEndNoob »
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Quote
(5) You manage to struggle free of the guards and sprint to a safe distance before tossing a knife at one! (5 + 1 = 6) The throwing knife zips through the air, slitting a guard's throat! It then travels around the group of guards like a boomerang. It (5) Slits another throat, (Three 6's in a row!) decapitates three more (!), (4) slices open the last guard's arm, and (2) narrowly misses a random bystander. It then flies back into your hand. Holy crap.

Gatleos

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 17: Hilarious Juxtaposition]
« Reply #197 on: January 19, 2011, 07:49:40 pm »

Relax, the bleeding is stopped. I guess I could note that in the description, it just won't star healing until next turn.
Just kill 'im already.
I suppose that could be substituted for bowdown's action next turn...  :o
« Last Edit: January 19, 2011, 07:54:17 pm by Gatleos »
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Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
Gat HQ (Sigtext)
++U+U++ // ,.,.@UUUUUUUU

Frelock

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 17: Hilarious Juxtaposition]
« Reply #198 on: January 19, 2011, 08:58:15 pm »

I'm going to tweak the odds, so feel free to do something mildly risky, guys.

Meta:Find the medical bay.  Tweak the odds.

Fantasy: Equip armor and sword, and guard the gangplank.
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Gatleos

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 17: Hilarious Juxtaposition]
« Reply #199 on: January 19, 2011, 08:59:59 pm »

Alright, anyone can post bowdown's action. So feel free.
Logged
Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
Gat HQ (Sigtext)
++U+U++ // ,.,.@UUUUUUUU

monk12

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 17: Hilarious Juxtaposition]
« Reply #200 on: January 19, 2011, 11:07:30 pm »

BOWDOWN

Meta: Get out of elevator, carry Monk anywhere he wants to go

Fantasy: Get on the goddam boat

:D

Gatleos

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 17: Hilarious Juxtaposition]
« Reply #201 on: January 19, 2011, 11:55:49 pm »

BOWDOWN

Meta: Get out of elevator, carry Monk anywhere he wants to go

Fantasy: Get on the goddam boat

:D
Just in time!

I have no idea how you're all still alive after all that, but the fun is just beginning.

**********~
Turn 18
**********~


META TURN:

The main deck awaits.

Goals
Find the keycard stations.

Current Soundtrack
Dynamo Core

Actions
Meta: Cover Fred's back
(...) You pick your broken body up off the floor and give a thumbs-up to Frederick. "I've got your back, man!"
"Uh... thanks?" Frederick seems skeptical that the guy with two working limbs can "have his back".
RW: Try to fiddle with the mecha spiders settings and implement a more efficient setup.
(...) You learn a bit about the mecha-spider's inner-workings, and manage to increase its combat efficiency.
Meta: Wait for the explosion
(...) You freak out and start crying. Uh, moving on...
Meta:Find the medical bay.  Tweak the odds.
(...) You run further down the hall, and eventually enter a large chamber. There are eight glowing disks situated in a circular pattern on the floor, and a large blast door at the front of the room. Looking at the other side of the room you see several other corridors and... the medical bay!

Spoiler (click to show/hide)

Meta: Get out of elevator, carry Monk anywhere he wants to go
(...) Bounding out of the elevator, you heave Monk into the air. He flies screaming through the air, hits the ceiling, and lands in your arms. You run down the hallway at top speed and stop just outside the medical bay!

Status

Player: dermonster
Name: Derek L.
Occupation: Video game Developer/designer.
Currently: Improving the mecha-spider.
Inventory: Explosive Collar | Jumpsuit | Splint | Bottle of Painkillers | Metal Bar | Mecha-spider (commanding)
Wounds: Heavy Bleeding
Abilities: Code Expert | Neckbeard | NERD RAEG

Player: Frelock
Name: Frederick Stephonavich
Occupation: Actuary (Knowing probabilities of things)
Currently: Standing outside the central medical bay.
Inventory: Explosive Collar | Jumpsuit | Medical Scalpel
Wounds: Missing Arm
Abilities: Uncanny Prediction | Actuary's Lament | Tweak the Odds (...)

Player: monk12
Name: Monk
Occupation: Troper
Description: Characteristically wears nice hats. Top hats, pirate hats, fedoras, you name it. Hopefully still has one in his possession.
Currently: Being carried around by Paulie.
Inventory: Moist Top Hat | Explosive Collar | Jumpsuit | Frag Grenade x3 | Plasma Rifle
Wounds: Broken Finger | Broken Leg x2
Abilities: Applied Phlebotinum | TV Tropes Will Ruin Your Life | MacGyvering

Player: HighEndNoob
Name: Kyle Hammers
Occupation: Janitor
Currently: Freaking out.
Inventory: Explosive Collar | Jumpsuit | Mop | Floor Buffer | Rubber Gloves
Wounds: None
Abilities: That's The Power of Pinesol, Bitch! | Clean Freak | Custodial Might

Player: bowdown2q
Name: Paulie
Occupation: "Protection"
Description: My friend, it would be best... if you didn't know, capiche?
Currently: Standing outside the central medical bay.
Inventory: Explosive Collar | Jumpsuit | Hand Cast | Box o' Gauze | Stimpak
Wounds: Broken Hand
Abilities: Blackhand | Dumb Muscle | Go For Broke


Locations



Maintenance Deck 3

EARTH!

Elevator Controls

Interrogation Room 7E-365 (Deck M3): You were all shackled to chairs in here when you woke up. The door has been dropkicked off its hinges. There's circuitry on the walls, a row of monitors, and a row of 5 chairs.

Medical Bay (Deck M3): It's got a ton of medical supplies, a surgical table, and a medical robot.

Janitor's Closet (Deck M3): Full of precious cleaning supplies!

Central Medical Bay (Main Deck): The main medical bay.

Cryogenics and Prosthetics Lab (Main Deck): It's in the central medical bay. Sounds interesting.

Hangar (Hangar Bay): A huge room used to receive smaller ships. Its contents have been sucked into the vacuum of space!


Spoiler: INITIATING RTD ROUTINE (click to show/hide)
« Last Edit: January 21, 2011, 11:05:39 pm by Gatleos »
Logged
Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
Gat HQ (Sigtext)
++U+U++ // ,.,.@UUUUUUUU

Dermonster

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 17: Hilarious Juxtaposition]
« Reply #202 on: January 19, 2011, 11:59:45 pm »

RW: Ride mecha spider to the big room and examine all that is inside of it.

FW: Just rush to the friggen boat. Water blast any guard that gets in my way.

Keep the Rat explode spell in my memory for later.
« Last Edit: January 20, 2011, 07:50:10 am 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.

Frelock

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 18: The Hub]
« Reply #203 on: January 20, 2011, 12:48:37 am »

Meta:Examine sun thing in center of room, then get a new arm in the prosthetic lab (preferably with a machine-gun built in)

Fantasy: Flip my coin.  Heads, go help bowdown out of the water.  Tails, go slashy slashy on a guard.
« Last Edit: January 20, 2011, 02:10:38 pm by Frelock »
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Gatleos

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 18: The Hub]
« Reply #204 on: January 20, 2011, 07:06:19 am »

Meta: Get a new arm in the prosthetic lab (preferably with a machine-gun built in)

Fantasy: Flip my coin.  Heads, go help bowdown out of the water.  Tails, go slashy slashy on a guard.

You may want to review the map before you rush into the prosthetics lab.
*cough* Check the monitor (sun icon) in the middle of the room.
Logged
Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
Gat HQ (Sigtext)
++U+U++ // ,.,.@UUUUUUUU

Frelock

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 18: The Hub]
« Reply #205 on: January 20, 2011, 02:10:01 pm »

Fine.  Action edited.
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monk12

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 18: The Hub]
« Reply #206 on: January 20, 2011, 02:29:23 pm »

I suspect this is a puzzle room that will kill us all. Hooray!

Meta: Convince Bowdown to  step on the green disk via TECHNOBABBLE!

Fantasy: Get on the boat, perform deep breathing exercises.

HighEndNoob

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 18: The Hub]
« Reply #207 on: January 20, 2011, 06:47:36 pm »

Meta: Ride the Gm into the room

Fantasy: Throw the Pebble at the guard near Artymir. 'splode on impact
Logged
Quote
(5) You manage to struggle free of the guards and sprint to a safe distance before tossing a knife at one! (5 + 1 = 6) The throwing knife zips through the air, slitting a guard's throat! It then travels around the group of guards like a boomerang. It (5) Slits another throat, (Three 6's in a row!) decapitates three more (!), (4) slices open the last guard's arm, and (2) narrowly misses a random bystander. It then flies back into your hand. Holy crap.

Gatleos

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 18: The Hub]
« Reply #208 on: January 20, 2011, 08:00:41 pm »

Sorry about the forced hint, but not knowing the information given in this turn could have led to a lot of wasted actions. Anyway, lots of... uh... violence this turn.

**********~
Turn 19
**********~


META TURN:

Enter the keycards.

Goals
Find the keycard stations.

Current Soundtrack
Dynamo Core

Actions
RW: Ride mecha spider to the big room and examine all that is inside of it.
(...) The mecha-spider races down the hall with you on its back, and stops near the center of the large room. You look around and take note of everything in the room. There is a set of eight dimly glowing discs on the floor. Going around clockwise they are blue, pink, green, brown, red, purple, cyan, and yellow. At the head of the room is a large blast door labeled "Bridge". It's covered in yellow circuitry. Finally, at the center of the room there is a pedestal with a monitor mounted on top. Frederick approaches the monitor and punches the screen!
Meta:Examine sun thing in center of room, then get a new arm in the prosthetic lab (preferably with a machine-gun built in)
(...) You run up to the monitor in the center of the room and deliver a solid punch to the screen, cracking it! The screen suddenly lights up and you (and, presumably, the others) hear the familiar mechanical voice in your heads.
"GREETINGS GROUP 364. IT APPEARS YOU HAVE MADE IT TO THE TELEPORTATION ROOM. ARRANGED AROUND YOU ARE A SET OF TELEPORTATION PADS CORRESPONDING TO THE KEYCARD ACCESS LEVELS. EACH PAD CAN BE USED TO TELEPORT ELSEWHERE IN THE SHIP ONCE YOU HAVE FOUND THE MATCHING PAD. THE YELLOW BLAST DOOR IN FRONT OF YOU LEADS TO MY CONTROL ROOM, AND IS SEALED WITH THE HIGHEST LEVEL SECURITY: YELLOW. IN ORDER TO CLAIM YOUR PRIZE, YOU MUST USE EACH KEYCARD STATION IN THE SHIP TO INCREASE YOUR ACCESS LEVEL UNTIL YOU CAN ENTER THE CONTROL ROOM. YOU WILL ALSO FIND SIMILAR DOORS SCATTERED ABOUT THE SHIP WHICH REQUIRE LOWER ACCESS LEVELS TO OPEN. YOU MAY NOW BEGIN THE TRIALS. END OF TRANSMISSION."
Heading into the central medical bay, you see that the door to the cryogenics and prosthetics lab requires access level pink to enter.
Meta: Convince Bowdown to  step on the green disk via TECHNOBABBLE!
(...) You manage to convince Paulie to step onto the green disk. As he does, the disc glows for a moment then lets out a loud beeping noise. Huh.
Meta: Ride the Gm into the room
(...) You scoot along the floor on the GM, and stop at the edge of the large central room.
Quote from: bowdown2q
NPC'd
(...) You follow Monk's orders. Oh, and your cast is ready to come off.

Status

Player: dermonster
Name: Derek L.
Occupation: Video game Developer/designer.
Currently: Looking at the teleportation room.
Inventory: Explosive Collar | Jumpsuit | Splint | Bottle of Painkillers | Metal Bar | Mecha-spider (commanding)
Wounds: Heavy Bleeding
Abilities: Code Expert | Neckbeard | NERD RAEG

Player: Frelock
Name: Frederick Stephonavich
Occupation: Actuary (Knowing probabilities of things)
Currently: Standing in the central medical bay.
Inventory: Explosive Collar | Jumpsuit | Medical Scalpel
Wounds: Missing Arm
Abilities: Uncanny Prediction | Actuary's Lament | Tweak the Odds (...)

Player: monk12
Name: Monk
Occupation: Troper
Description: Characteristically wears nice hats. Top hats, pirate hats, fedoras, you name it. Hopefully still has one in his possession.
Currently: Being carried around by Paulie.
Inventory: Moist Top Hat | Explosive Collar | Jumpsuit | Frag Grenade x3 | Plasma Rifle
Wounds: Broken Finger | Broken Leg x2
Abilities: Applied Phlebotinum | TV Tropes Will Ruin Your Life | MacGyvering

Player: HighEndNoob
Name: Kyle Hammers
Occupation: Janitor
Currently: Standing in the teleportation room.
Inventory: Explosive Collar | Jumpsuit | Mop | Floor Buffer | Rubber Gloves
Wounds: None
Abilities: That's The Power of Pinesol, Bitch! | Clean Freak | Custodial Might

Player: bowdown2q
Name: Paulie
Occupation: "Protection"
Description: My friend, it would be best... if you didn't know, capiche?
Currently: Carrying Monk, standing on the green tele-pad.
Inventory: Explosive Collar | Jumpsuit | Hand Cast | Box o' Gauze | Stimpak
Wounds: None
Abilities: Blackhand | Dumb Muscle | Go For Broke


Locations



Maintenance Deck 3

EARTH!

Elevator Controls

Interrogation Room 7E-365 (Deck M3): You were all shackled to chairs in here when you woke up. The door has been dropkicked off its hinges. There's circuitry on the walls, a row of monitors, and a row of 5 chairs.

Medical Bay (Deck M3): It's got a ton of medical supplies, a surgical table, and a medical robot.

Janitor's Closet (Deck M3): Full of precious cleaning supplies!

Central Medical Bay (Main Deck): The main medical bay.

Cryogenics and Prosthetics Lab (Main Deck): It's in the central medical bay. Sounds interesting.

Hangar (Hangar Bay): A huge room used to receive smaller ships. Its contents have been sucked into the vacuum of space!


Spoiler: INITIATING RTD ROUTINE (click to show/hide)
« Last Edit: January 21, 2011, 11:06:07 pm by Gatleos »
Logged
Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
Gat HQ (Sigtext)
++U+U++ // ,.,.@UUUUUUUU

HighEndNoob

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 19: Blood. Lots of blood.]
« Reply #209 on: January 20, 2011, 08:11:57 pm »

Meta: investigate the teleporters

Fantasy: Try to heal my ankle.
« Last Edit: January 20, 2011, 09:08:17 pm by HighEndNoob »
Logged
Quote
(5) You manage to struggle free of the guards and sprint to a safe distance before tossing a knife at one! (5 + 1 = 6) The throwing knife zips through the air, slitting a guard's throat! It then travels around the group of guards like a boomerang. It (5) Slits another throat, (Three 6's in a row!) decapitates three more (!), (4) slices open the last guard's arm, and (2) narrowly misses a random bystander. It then flies back into your hand. Holy crap.
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