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Author Topic: Timetraveling RTD Turn 13  (Read 31235 times)

Superior_Tomato

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Re: Timetraveling RTD Turn 6
« Reply #180 on: February 19, 2012, 08:24:23 am »

Ok, a question:
Could the TM carry a large object (e.g. the airship we're currently in) with it through time?
Just because I want a pre-historic safari, mainly.
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'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"
5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.

10ebbor10

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Re: Timetraveling RTD Turn 6
« Reply #181 on: February 19, 2012, 08:32:28 am »

Ok, a question:
Could the TM carry a large object (e.g. the airship we're currently in) with it through time?
Just because I want a pre-historic safari, mainly.

You could try to attach it to the T.M. and it might work. Depends on the roll wherether the ship comes through whole or partially.
Though I'll let you use double the amount of energy to make sure it comes through whole( Normal jump= 50%, Safe jump= 100%)
Everything inside the T.M. is always safe though.

Ok I'll take the 2 unknown gadgets and the rail gun.

also i have a feeling that if we wish to keep our limbs we should probably find a way to super charge the time machine letting us get out of there even if it means we lose some power cells.

also-
-Destination: Alien planet
-Time: About the time the earth was destroyed
-Setting: Sci-fi
The Time machine is ready to jump. Nirur just upgraded it so that it can hold enough power for 2 jumps.

Edit: On the setting thing, you might cite a very specific setting (ie Discworld novels, Monthy Pythony universe, dwarf fortress) but I retain the right to Veto any suggestion if one of the following three things is true.
1. I don't know the book/ film/game/ story/...
2. I have to much respect for the story and don't know it good enough. Therefore I don't want to mess it up.
3. I don't like it.
« Last Edit: February 19, 2012, 04:54:57 pm by 10ebbor10 »
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Talarion

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Re: Timetraveling RTD Turn 6
« Reply #182 on: February 20, 2012, 12:14:21 am »

Continue trying to blend in.

No preference for destination/time/setting.
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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.

What more do you need?

Darkfyre

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Re: Timetraveling RTD Turn 6
« Reply #183 on: February 21, 2012, 12:46:10 am »


>put on a gas mask and assist any other characters that might need a strong hand
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10ebbor10

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Re: Timetraveling RTD Turn 6
« Reply #184 on: February 21, 2012, 05:59:40 am »

Turn 7 : No paradoxes, yet

Put on Gas Mask...

"If this machine is ready now, when the others get here can we please go stop Caesar getting killed now?"

Fiddle with the "destination" settings in a frustrated and crude way
[1] Great, you broke the button. Now there's even less chance of controlling where this thing goes.


Tyrin smiled as he saw the rocket roar out of it's container, followed by a plume of smoke directed at the Carronade. He was even gladder when it exploded into tiny minuscule coggy bits. The ship crashing away from the tower.

He smiled even more, that it looked much like gritted teeth, when he realized his chest had been penetrated. He put a hand to it and raised it up near his face. There was blood and a blackish substance.

Ash.

"Well, one danger taken care of, now how do we get the T.M. out?!" Tyrin stood and shambled to the hole in the wall. Looking down, there was even more fire and tiny metallic specks, outlined by the sun. "We're surrounded and the lower stories are burning up! Can anyone contact the others? I'll try to...redirect this!"



Using the Inactive Clockwork Guard, the Boiler part and the Cog Mechanism, try to improvise the Rocket Launcher's Rockets to turn incendiary. Fire one shot out in the open air to alert any of those who escaped.

Grab that Gas Mask!

[4] You mess a bit with the rocket's warhead. Now the built in detonator won't properly activate, resulting in the explosives burning rather then exploding. You don't have time to shoot it though. Also, the smoke outside the T.M has become rather thick, and it's hard to see anything.

Equip a gas mask and try to figure out how to control the machine, so we can wait for the others until the last minute.
[6-1] Despite the broken buttons, you do manage to warm up the T.M engines. The T.M will immediatly jump when you press the button.

Ok I'll take the 2 unknown gadgets and the rail gun.
Despite the smoke making it hard to breath and see, you manage to grab both the gadgets, the railgun and some powercells.


>put on a gas mask and assist any other characters that might need a strong hand
You get yourself a gasmask.

Spoiler:  !!Big ben Tower!! (click to show/hide)


Continue trying to blend in.

No preference for destination/time/setting.

[1] You run of towards a random direction, like everyone else seems to be doing. [7] It seems you have arrived at the science museum, to bad you don't have enough money for a ticket.

Horay! Now we only have to worry about being shot down when we stray from normal boundries! Also, Tal, you should try and get some place where we can pick you up, as we might have a problem with dropping down to street level. You still have a few turns, anyway.

Try to convince the stokers in the engine room (I assume thats where they're at) that nothing is wrong, if not, block them in there, and give the manual thingy to Lawa.

You try  to convince the robots, but sadly their metallic minds do not comprehend you. [4] You close the door towards the engine room and lock them in.

Accept the manual, and pilot the airship out of the museum in a calm way which will hopefully not arouse suspicion. As soon as suspicion is aroused, FULL STEAM AHEAD! Straight up to a good position for observation if possible, then try and spot Big Ben and fly there taking evasive action when necessary.

"Thanks Mr Fletcher! You know, if we start losing power, you're going to have to go in there, chuck out the steam-bots, and start shovelling coal yourself! We can swap positions if you want..."

[3+1] You carefully take-off, and soon reach a safe altitude of 200 meters. Nobody he has noticed anything strange yet. [4] You do however see the burning Big Ben tower and the head of research running down the street towards you. Maybe you should pick him up.


Quote from: Clockwork stokers
Huh, what, it seems the boilers are loosing pressure. Those idiot robots seem to have opened the emergency pressure release valve.
Spoiler: Airship (click to show/hide)


Time machine:
Damage: Minimal
Charge: 50% charge, can jump(10 days recharge)
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 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, A complicated steam boiler and some clockwork mechanisms.
-         -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)
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lawastooshort

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Re: Timetraveling RTD Turn 6
« Reply #185 on: February 21, 2012, 08:08:40 am »

Descend directly (but safely) to the head of research and order him aboard! Then head to Big Ben!
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Tiruin

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Re: Timetraveling RTD Turn 6
« Reply #186 on: February 21, 2012, 08:22:19 am »

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...'
« Last Edit: February 21, 2012, 08:50:27 am by Tiruin »
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Nirur Torir

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Re: Timetraveling RTD Turn 6
« Reply #187 on: February 21, 2012, 08:40:24 am »

"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.
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Superior_Tomato

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Re: Timetraveling RTD Turn 6
« Reply #188 on: February 21, 2012, 12:55:32 pm »

Isn't it funny how none of us are any good at hitting things. At all. In fact, we are the only people bad at weaponing in the entire group. Dammit.
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'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"
5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.

MonkeyHead

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Re: Timetraveling RTD Turn 6
« Reply #189 on: February 21, 2012, 01:06:23 pm »

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.

Darkfyre

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Re: Timetraveling RTD Turn 6
« Reply #190 on: February 21, 2012, 05:15:12 pm »

>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
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Talarion

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Re: Timetraveling RTD Turn 6
« Reply #191 on: February 21, 2012, 11:52:51 pm »

Use one of my random/unknown gadgets. Just cause.
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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.

What more do you need?

10ebbor10

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Re: Timetraveling RTD Turn 6
« Reply #192 on: February 23, 2012, 02:59:10 am »

Waiting for Anaileater and Superior_Tomato
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kingfisher1112

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Re: Timetraveling RTD Turn 6
« Reply #193 on: February 23, 2012, 03:09:03 am »

Have i been kicked off this for not posting?
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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 #194 on: February 23, 2012, 03:12:47 am »

Have i been kicked off this for not posting?
Uhm nope. You can post and I roll your turn. It's just that I stopped waiting for you some time ago.
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