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Author Topic: Timetraveling RTD Turn 13  (Read 31144 times)

Talarion

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Re: Timetraveling RTD (One spot left) Turn 1: The end of the world
« Reply #45 on: January 17, 2012, 01:22:36 am »

"Aye, that's why I plan on staying here untill we can blend in with the locals. Y'know, we're technically the last of Humanity? I doubt anyone else survived. We have to carry on the legacy, if y'know what I mean." Shaun absentmindedly tapped a panel of the machine he was currently looking at, brows creased. "I shoulda brought me tools along with me..." With a sigh, he entered the machine again to check it from the inside.
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Fate/Stay Night: OOC thread - Serious talk about the canon characters' bisexuality, gravity rape, Noble Phantasm balance, Tiruin's character level of dumbness versus naivete, how sick and tainted my mind is, linguistics and much more.

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10ebbor10

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Re: Timetraveling RTD (One spot left) Turn 1: The end of the world
« Reply #46 on: January 17, 2012, 11:20:14 am »

*raises hand*

Did I not get a roll for my nicknacks, at least? D:

.[/b]

Okay, since I didn't get my crates, could I instead maybe get a Notepad of +1 Scientific Calculations? It could just be the notepad that was included in my character's description, and it would save you having to retcon my turn in.
-Weapons crate:
      -20 power cells
      -1 prototype handheld railgun( Requires power cells/ ammo(whatever you can fit in)+ 3 throwing rolls
      -1 prototype laser rifle( Requires power cells. Ignores armor, +2 damage. -4 vs living organisms)
-Gadget crate:
      -One thing-o-meter( Can measure a lot of things)
      -7 gasmasks
      -1 digital mapmaker(prevents you from losing the timetraveling machine)
      -5 unkown gadgets (who doesn't like random effects)
      -One Manual-Fabricator-set(+1 to buiding stuff)

You got these.(Note, you can't take all of them with you)

((I really wanted a rifle, even the single-shot ones...Sticking with the taser and a charger for the taser that runs on solar power.)

I can give you one if you want to. Or you can take one of the submachine guns?
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Talarion

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Re: Timetraveling RTD (One spot left) Turn 1: The end of the world
« Reply #47 on: January 17, 2012, 03:41:55 pm »

Ah. In that case... What can I take? I definitely want that Manual Fabricator set, the mapmaker will be useful also. The Unknown Gadgets would be cool too... so many decisions.
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Fate/Stay Night: OOC thread - Serious talk about the canon characters' bisexuality, gravity rape, Noble Phantasm balance, Tiruin's character level of dumbness versus naivete, how sick and tainted my mind is, linguistics and much more.

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10ebbor10

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Re: Timetraveling RTD (One spot left) Turn 1: The end of the world
« Reply #48 on: January 17, 2012, 04:38:43 pm »

You can take quite a lot actually. Both the thing-o-meter and the map-o-matic can be fit in your pockets. The gadgets vary wildly in size, but you can take at least 2. You can take all of them if you have some thing  to fit them in. You can take only one weapon(with the exeception being the stun gun/baton which are small). Power cells are about the size of a D battery, so you can take quite a lot of them.
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Talarion

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Re: Timetraveling RTD (One spot left) Turn 1: The end of the world
« Reply #49 on: January 17, 2012, 07:38:41 pm »

Okay, I'll take the map-o-matic, some power cells to fill up my pockets, and as many gadgets as I can take! Including the Manual Fabricator so I can build/repair easier.
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Fate/Stay Night: OOC thread - Serious talk about the canon characters' bisexuality, gravity rape, Noble Phantasm balance, Tiruin's character level of dumbness versus naivete, how sick and tainted my mind is, linguistics and much more.

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Tiruin

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Re: Timetraveling RTD (One spot left) Turn 1: The end of the world
« Reply #50 on: January 17, 2012, 10:15:34 pm »

((Taking a rifle then, if I could specify then that is preferred, but I'd leave it to you ebbor  :)))
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10ebbor10

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Re: Timetraveling RTD (One spot left) Turn 1: The end of the world
« Reply #51 on: January 18, 2012, 09:56:08 am »

((Taking a rifle then, if I could specify then that is preferred, but I'd leave it to you ebbor  :)))
What would you prefer? I don't know  a lot about guns, so go ahead. Just keep in mind that reloading is a free action unless stated outherwise.
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Tiruin

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Re: Timetraveling RTD (One spot left) Turn 1: The end of the world
« Reply #52 on: January 18, 2012, 10:00:05 am »

((A Blunderbuss.  :D That is all.))
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10ebbor10

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Re: Timetraveling RTD (One spot left) Turn 1: The end of the world
« Reply #53 on: January 18, 2012, 10:15:57 am »

Some thing like this:
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)
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Tiruin

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Re: Timetraveling RTD (One spot left) Turn 1: The end of the world
« Reply #54 on: January 18, 2012, 10:18:45 am »

(I'm alright with anything, you're the GM, sir  :D .)
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10ebbor10

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Re: Timetraveling RTD (One spot left) Turn 1: The end of the world
« Reply #55 on: January 18, 2012, 10:38:16 am »

Still waiting for Kingfisher
« Last Edit: January 19, 2012, 02:03:30 pm by 10ebbor10 »
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Tiruin

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Re: Timetraveling RTD (One spot left) Turn 1: The end of the world
« Reply #56 on: January 20, 2012, 05:01:49 am »

*Pokes Time Machine*
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10ebbor10

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Re: Timetraveling RTD (One spot left) Turn 2: Hints of a plot
« Reply #57 on: January 21, 2012, 05:40:05 am »

Turn 2: Hints of a plot

It's a wintery day in London, the temperatures are low and a thin sheet of fresh snow covers the street. Above this peaceful Winter scene two small airfrigates are cruising towards Big Bang, where an Alien craft crashed mere minutes ago. One of the airfrigates is carrying a dozen of Carronades, while the other's filled to the brim with clockwork guards. You'll gues they'll be in firing range in 5 minutes and come alongside the tower in 10.

I'm good at blaming things on other people, so maybe not. Anyway, I'm going to find something interesting. Also, I don't think you rolled for me in the first turn. So, time to get the hell out of here.

Get the hell out the T.M, find a way down Big Ben, and dissappear into the crowds. If anyone questions me about being one of the Time Travelers, say, that I went into big ben to try to get to them, but they'd blocked the way up.
[6] You run down  the tower only to be faced with at least 10 clockwork soldiers baring your passage. Luckly you find their captain and manage to convince him of your innoscence. Sadly he doesn't let you go, as you're his only source of intell.

Some medical attention in splinting and dressing my arm might be nice. This is frustrating as I was hoping to wield the mystery weapon rail gun or rocket launcer. Alas, the laser rifle might be my only option, what with it theoretically having no recoil and hence useable with one arm...

"So, London then. But not one I am familiar with. When the hell are we, and how long before we can get the hell outta here?"

[2] You try to get Edward to fix your arm, but before you can speak, he injects you with some rather strong painkillers. You feel your mind drifting away. Something is wrong but your not quite sure what, although you have a nagging feeling that pink elephant shouldn't be there.(Status gained: Drugged: An overdose of painkillers results in hallucinations.)
Edward briefly examined Rhys' wounds to ensure no wounds were immediately life-threatening. Finding none, he began opening the medical crate. "You stay there, and try not to move your arm any more than it has been. I'll need a few minutes to grab what I need, as we might get dragged off to explain ourselves."

Open the medical crate. Hastily prepare myself a first aid kit in whatever bag I can find: Bandages, antiseptic, alcohol wipes, painkillers, something to sew wounds with, burn salve, and a multii-tool. Iodine tablets would also be handy, and whatever else Future World has that's in the crate and would be useful for an easily portable first aid kit.

Pass Rhys some painkillers.

[1] You open the medical crate and find: 10 doses of painkillers, 10 series of various medicines, 3 intelligent gypsum casts and 1 set of churigurcal tools. Your firstaid pack contains 1 dose of painkiller and 1 series of various medicines. You then grab one of the painkillers and inject him with it. Sadly you forgot to check autodosing system first. Don't worry, he should be ok in 15 minutes.

"Crashing inta Big Ben? How classy..." Shaun sighed, resisting the urge to palm his face. He looked around the craft, exiting it and examining the damage. "It isn't too damaged... good." Tapping his chin, a habit he's always had for when he's thinking, he walked around the craft a few times, trying to figure out in his head not only what he'd need to repair the damned thing, but also how long it would take to recharge.

Figure out how to fix the T.M, and how long it'll take to recharge.
[6] After a thorough search of the T.M. internal systems you find that there hasn't been any real damage to the internal systems, just some dents in the hull. You then sit down and do some pretty complicated interdimensional Hypercalculus. After some time, you find that it should take the timemachine only 10 days to recharge enough for another temporal jump. Less if you connected an auxilary power source.( The thinking however nets you a nasty headache: -1 to thinking)

Descend Big Ben and explain to the onlookers that we are secret agents:

"Loyal subjects of the Queen! We were this afternoon trying out Queen Victoria's latest secret weapon, a technologically advanced flying craft, when we were set upon by the dastardly French and barely managed to flee after slaying no fewer than three dozen of the Revolutionary Fiends."

"It is of utmost national importance that no one touch our craft! To do so would be tantamount to High Treason! We must travel to the University of Oxford to find a scientist capable of fixing our craft so we can once more do battle with the perfidious and sadly Republican French! They are developing a flying machine of their own. They must not succeed! Someone summon me a carriage! My colleagues shall attend to the unfortunate damage wreaked upon this most glorious of national monuments!"

[6] The captain of watch is baffled by your impressing speach and immediately summons you a carriage.  But then he remembers something, something he rather hadn't remembered, so that he could have believed you. Suddenly every single Clockwork guard aims his gun at you, as more reinforcements arrive. You find yourself surrounded by at least 25 clockwork guards. The captain walks towards you and says:" I don't know who think you are, but Napoleon was defeated near Leipzig almost a year ago. He spent the last 10 months imprisonned on the Island of Elba."


Tyrin rubbed his nape with his right hand, "I got half of what you said there, M' not that technologically inclined. Well, it seems that we've in the past, and from what Rhys over there says, we've in London." Tyrin then let out a small chuckle.

"Heh, London. Funny when you say it that way. I wonder if the locals would notice us in these fancy garments."

Observe the locality and everything else, in short, Observe what Hilda's action would do to those below.
[1] You fail to spot anything usefull, it seems the snow severly limits the visibility. You can however see Hilda being arrested.

Time machine:
Damage: Minimal
Charge: Completly discharged
Supplies:
1 rocket launcher
     -5 rockets
1 prototype handheld railgun( Requires power cells/ ammo(whatever you can fit in)+ 3 throwing rolls
1 prototype laser rifle( Requires power cells. Ignores armor, +2 damage. -4 vs living organisms)
1 mysterious machine(Runs on power cells, looks dangerous)
     -30 power cells
2 Generic Machine guns(+1 hit, +1 to damage. Fire a salvo: Area damage: -1 to hit, -1 to damage)
     -20 machine gun clips(1 clip equals 3 bursts or 1 salvo)
-1 crate of medicine: 9 doses of painkillers, 10 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
-6 gasmasks
-3 unkown gadgets (who doesn't like random effects)

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)

Note: Let's just assume the Victorian era started 30 years early, shall we?
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MonkeyHead

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Re: Timetraveling RTD (One spot left) Turn 2: Hints of a plot
« Reply #58 on: January 21, 2012, 06:25:41 am »

Ask the pink elephant if he has any knowledgeof bone doctoring...

Generally chilling the hell out high seems almost as much fun as running around shooting stuff. Its not ike I am all that much use to anyone at the moment. Dont suppose our would be captors have a mechanical prosthesis I could "borrow" do they?

Tiruin

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Re: Timetraveling RTD (One spot left) Turn 2: Hints of a plot
« Reply #59 on: January 21, 2012, 08:26:02 am »

Tyrin took a peek out the nice window with a smile. What he saw wiped his smile, as well as any sign of comprehension, off his face.

It looks like things just got worse.

"Mmm, guys, I think we have a small problem now. They're on the alarm-...alert...Hilda's been captured."

He turned back and, searched the area for anything usable with his weapon. if this works then he tries to modify his own weapon. Correcting it's barrel and scope. Possibly making it look 'of the period', but better.

"I'll try to stop them," Tyrin finished, looking around the room. "By looking like one of them."
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