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Author Topic: Timetraveling RTD Turn 13  (Read 31157 times)

kingfisher1112

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Re: Timetraveling RTD Turn 6
« Reply #195 on: February 23, 2012, 03:18:37 am »

So where am I?
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Quote
I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

10ebbor10

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Re: Timetraveling RTD Turn 6
« Reply #196 on: February 23, 2012, 03:23:53 am »

So where am I?
In the T.M, with most of the others.
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10ebbor10

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Re: Timetraveling RTD Turn 6
« Reply #197 on: February 23, 2012, 03:01:44 pm »

Actions needed: Kingfisher, Superior Tomato, Anaileter.

Turn update tomorrow.
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10ebbor10

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Re: Timetraveling RTD Turn 6
« Reply #198 on: February 24, 2012, 05:20:54 am »

Turn 8 :[5] Level up, Gm has become a novice turn title maker


Drop Rocket Launcher + Incendiary Ammunition in the T.M.
Improvise something to keep the smoke or flames away! {Steam Boiler & Clockwork Mechanisms}
Wear that Gas Mask!


Tyrin flinched from the pain of the shards in his body. The pain caused him to forget to put on his mask. "Err, Medic?" He knew removing it himself was risky, even if he was partly knowledgeable in the medical art.

'At least I can still work with improvising. Now if only the smoke was cleared...'

[6] You feverishly set to work. You grab the boiler and the mechanisms, disassemble them, bend pipes with your bare hands and make a small opening in the T.M's Titanium hull. You put one of the pipes through, attach it to the modified boiler, construct a small fan from the mechanisms and put it in. (( T.M gained Airconditioning system, requires 1 person operating. Effect: Weather and other effects outside do not effect those inside the T.M.))
Status gained: Outtinkered, can not create objects in the next 2 turns.

"Nobody else touch anything, we're primed to leave when someone hits *this* button.

Mr. Dain, I'm not removing shrapnel while we're in a smoke-filled building that could collapse any minute. I'll numb the pain, but try not to move much."

Ensure that Tyrin won't die within the next half an hour, maybe give him a temporary bandage. Dispense painkiller into him, and help with the gasmask.
[2+1] You can't immediattly find a bandage, nor the patient, who keeps running around. Eventually you do manage to give him some painkillers.[5] No overdoses this time. Also Skill up( Painkiller usage)

Chill out and wait for the next random stop on our journey, as much as is possible, atop a burning tower in some alien universe... Defenitly dont go near the button that I am not allowed to touch, and have no interest in touching at all. No interest. none. Not a little.
You decide to do some meditating instead.
[5] Your meditation makes you more focused on what happens next. ( +1 to next turns action)( Skill up: Meditating)

>Encourage everyone to enter the time machine because anywhere is better than a flaming tower of death right about now. Assist the wounded party member
[3] You fail to do anything useful. On the plus side, everyone is in the T.M except for those who aren't.


Use one of my random/unknown gadgets. Just cause.
You activate your random gadget, [5] it turns out to be a storage box for[5] a Jetpack. Gained, Jetpack (5/5 fuel)

Descend directly (but safely) to the head of research and order him aboard! Then head to Big Ben!
[5+1-2=4(Still 5 for skill up)] You make a nice diving manoevre, pick up with the rope ladder and continue towards Big Ben, where you arrive after a short trip. Big Ben's on fire though.( Skill gained: Airship pilot)

Quote from: Clockwork stokers
The robots are so impressed with your flying expertise they resume their bussines as usual.
Spoiler: Airship (click to show/hide)


Time machine:
Damage: Minimal
Charge: 50% charge, can jump(10 days recharge)
Airconditioning system, requires 1 person operating. Effect: Weather and other effects outside do not effect those inside the T.M
Supplies:
1 prototype laser rifle( Requires power cells. Ignores armor, +2 damage. -4 vs living organisms)
1 Generic Machine guns(+1 hit, +1 to damage. Fire a salvo: Area damage: -1 to hit, -1 to damage)
     -10 machine gun clips(1 clip equals 3 bursts or 1 salvo)
1 rocket launcher
     -3 incendiary rockets
-1 crate of medicine: 9 doses of painkillers, 8 series of various medicines, 3 intelligent gypsum casts and 1 set of churigurcal tools
-Replacement parts for the time machine:(Mainly electronical circuits(since none of you know how it works)
-Rations: 20
-4 gasmasks
-A deactivated clockword guard
-         -Ancient blunderbuss(-1 to hit, -1 to damage, hits between 1-3 people. Slow reloading: needs to make an additional roll for reloading(4-5= quickreload) )
         -1 small barrel of gunpowder(good for at least 30 shots)
         -20 shots worth of little metal balls(whatever these are called)

Kingfisher: Franz Herber
Spoiler (click to show/hide)

Iawastooshort
Spoiler: Hilda J Wittgenstein (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
[/spoiler]
Spoiler: Character (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
[/quote]
« Last Edit: February 24, 2012, 06:49:13 am by 10ebbor10 »
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lawastooshort

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Re: Timetraveling RTD Turn 6
« Reply #199 on: February 24, 2012, 05:32:48 am »

Right. Airship reporting for time travel sirs! Now, can we attach the airship to the time machine with a rope and drag it through time with us? If not, I guess we'd best all get on the time machine asap and get out of here before Big Ben burns down and we all die. Although I foresee problems with the whole "get a large flammable object next to a large burning object" plan.
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10ebbor10

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Re: Timetraveling RTD Turn 6
« Reply #200 on: February 24, 2012, 05:34:06 am »

It's a cargo air ship, so it comes with clamps and cables and all that stuff to attach objects to it.
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lawastooshort

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Re: Timetraveling RTD Turn 6
« Reply #201 on: February 24, 2012, 05:52:20 am »

Um. Ok. Anyone else vote for the towing an experimental Victorian airship through time plan? An airship could come in handy.
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Tiruin

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Re: Timetraveling RTD Turn 6
« Reply #202 on: February 24, 2012, 06:08:52 am »

((We're all going to die next turn. Hoping the airconditioner keeps our corpses cool enough.[/pessimistic]

Just to poke: incendairy  :P, couldn't help but mentally imagine burning milk rockets. No offense meant. Also, wow. Adrenaline can make me twist Titanium.))

Tyrin hand gestured his thanks at Edward after finishing his work. It was getting really smoky here. It was good most of the party in this floor was near the floor, or even the dense fumes wafting overhead would kill them. There needed to be a miracle to save them now. They couldn't escape without leaving others behind. One person, he thought, should be manning the Time panel, just incase something drastic would occur.

He felt his strength ebb. The painkillers worked their wonders, but he wondered if he would be alive to feel the pain later on. Also, there needed to be someone to operate his work.


Crawl inside Time Machine.

Operate Air Conditioning.

Sigh audibly while trying to not look demoralized.
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Nirur Torir

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Re: Timetraveling RTD Turn 6
« Reply #203 on: February 24, 2012, 06:35:17 am »

Prepare to push the button to jump, either when everyone gets on board or just before it would be too late.
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10ebbor10

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Re: Timetraveling RTD Turn 6
« Reply #204 on: February 24, 2012, 07:01:32 am »

Quote
Just to poke: incendairy  , couldn't help but mentally imagine burning milk rockets.
 No offense meant. Also, wow. Adrenaline can make me twist Titanium.))
Fixed that one and you didn't bend Titanium, you bended the Pipes comoing with the Boiler, which were made of bronze.
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lawastooshort

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Re: Timetraveling RTD Turn 6
« Reply #205 on: February 24, 2012, 07:15:06 am »

Fly over the time machine at a height great enough to avoid the mass of flames and smoke, and then lower and attach enough cables to it to safely hold it under the airship so that if Big Ben burns and falls the time machine will be safely suspended in the air with everyone on board.

Someone below try if possible to aid with attaching our cables to the time machine!

Then when it jumps, the time machine can tow the airship through time!

This cannot go wrong!
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Nirur Torir

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Re: Timetraveling RTD Turn 6
« Reply #206 on: February 24, 2012, 07:24:59 am »

Fly over the time machine at a height great enough to avoid the mass of flames and smoke, and then lower and attach enough cables to it to safely hold it under the airship so that if Big Ben burns and falls the time machine will be safely suspended in the air with everyone on board.

Someone below try if possible to aid with attaching our cables to the time machine!

Then when it jumps, the time machine can tow the airship through time!

This cannot go wrong!
I like your method of upgrading the time machine with flight.

We really need to decide where we're going.
A small village in England, the Dark Ages, our historical universe.
-Destination: A large multiracial trading town, somewhere along the coast in northern Italy.
-Time: Renaissance
-Setting: High Fantasy
-Destination: Alien plaet
-Time: About the time the earth was destroyed
-Setting: Sci-fi

Code: [Select]
Destination:
A small village in England - 1
A large multiracial trading town in Italy - 1
Generic alien planet - 1

Time:
Dark ages - 1
Renaissance - 1
One month before the Earth was destroyed - 1

Setting:
Standard reality - 1
High Fantasy - 1
Sci-fi - 1

I rather dislike the idea of suddenly appearing on an alien planet with an easily stolen time machine, especially after our invasion of London.
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lawastooshort

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Re: Timetraveling RTD Turn 6
« Reply #207 on: February 24, 2012, 07:36:34 am »

It won't be so easily stolen when it can fly!

How about a compromise - I'll vote renaissance / high fantasy if we can go... I want to say to Belgium.

However.

I'll change my vote to:
-Destination: A large multiracial trading town, somewhere along the coast in northern Italy.
-Time: Renaissance
-Setting: High Fantasy

I'm ok with that. As long as I get to keep my airship. And possibly enchant it.
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10ebbor10

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Re: Timetraveling RTD Turn 6
« Reply #208 on: February 24, 2012, 07:40:15 am »

I will roll for each of these. So there's a chance you'll end on a high fantasy alien planet in the local renaisance. There's also a chance you'll end up on an alien planet in standard reality, at which point you'll probably suffocate/ explode/ melt/ freeze/crushed by gravity...
« Last Edit: February 24, 2012, 07:43:10 am by 10ebbor10 »
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Tiruin

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Re: Timetraveling RTD Turn 6
« Reply #209 on: February 24, 2012, 07:42:11 am »

I'm going with this:

-Destination: A large multiracial trading town, somewhere along the coast in northern Italy.
-Time: Renaissance
-Setting: High Fantasy

What Nirur Torir said.

An Airship won't be that out of place anyway. In the Renaissance. Belgium sounds like a good place as any.

I won't doubt that someone with technical knowledge would be able to pilot the T.M. Though if this falls into my hands (which I really doubt), then expect quantum suicide to occur.
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