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Author Topic: Timetraveling RTD Turn 13  (Read 31171 times)

10ebbor10

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #225 on: February 29, 2012, 07:57:26 am »

"Oh goody. World War IV was worse, and we all know it." Shaun winced slightly as his wounds were dressed. "Meanwhile, I know this jetpack... Older model, before I was head of research. I worked on it a bit... Time to see if I can find any fuel for it, so I don't run out any time soon.

Figure out what the other random gadget is, then take stock of what building/construction materials are lying around, to see if I can fabricate either a module to attach to the jetpack to allow it energy-based flight (meaning it either can use less or no fuel, but has recharging like the T.M, or fly normally using fuel) or to see if I can fabricate a magnetics-based grappling hook.

Because building is boss.


(I can do that right? :D)

You have acces to everyting in the T.M. Outside the T.M is a small forest with things you can find in a forest.
The gadget is quantum gadget, which means that untill you activate it you have no idea what it does.
Both your updates are legitimate. The Jetpack will require electronic parts and batteries, and the Grappling hook thingy too.

Modify the prototype laser rifle to be added onto the T.M. as an automated turret!
Try to give it Solar Panels to compensate for the power usage, by using the deactivated clockwork guard!
I have absolutely no idea how you are going to turn a Victorian age clockworkguard into a solar panel. The guard is just a fully functional(but deactivated) clockwork thingy. It consists of a whole lot of mechanisms, a spring to power it and some tiny Victorian age clockwork computer ships to do the calculating.
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Tiruin

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #226 on: February 29, 2012, 08:01:13 am »

((Darn it! And here I thought I could create something new in this timeframe.  ;D ))

ACTION CHANGE

Modify the prototype laser rifle to be added onto the T.M. as an automated turret!

Pick up that Blunderbuss and it's accompanying materials.

Thank Edward Johnson.

Pack up 8 rations.


"Anyone in on investigating the dragons? I've read a bit on them, and based on what time I see, this would be an eye-opening experience.

I wonder, do they use trenches and bayonets in a high-fantasy world?
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MonkeyHead

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #227 on: February 29, 2012, 12:39:18 pm »

"Ah, dragons arent as bad as stealth hovertanks - those things pissed me off back at the fall of Belgrade during WWIV. I would really like a closer look, and maybe a ride of one - they have to be sort of tame after all, but not at night. I suspect they have better night vision than us to aim like they just have..."

Suggest scouting the immediate area with a few of my military minded co-timeshifters (short range, wide field settings on my crazygun), and setting up some kind of perimeter, before going dragon hunting seeking tomorrow. They might even be smart!

lawastooshort

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #228 on: February 29, 2012, 02:48:27 pm »

Ok then.

Hilda will land the time machine somewhere heavily concealed - say, a nearby forest - and then drop off the scouting party somewhere where they can infiltrate safely without the airship being risked. Then Hilda will... practice flying evasive manoeuvres.

Not that I think an airship might be a little vulnerable to dragons.

I am happy to change this action at any time...
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Superior_Tomato

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #229 on: February 29, 2012, 03:04:09 pm »

"Well, I'm going to check on the clockwork stokers. They seemed pretty annoyed to start with, and I'm pretty sure I just heard some banging sounds up there. Any help would be welcome".

Head up to try and disable the stokers.
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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.

Talarion

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #230 on: February 29, 2012, 11:54:26 pm »

We have batteries, do we not? Meaning all I need is the electronics. Activate the quantum gadget, in hopes of my luck being high today!
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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 Turn 9: Traveling through dimensions.
« Reply #231 on: March 01, 2012, 01:03:44 am »

We have batteries, do we not? Meaning all I need is the electronics. Activate the quantum gadget, in hopes of my luck being high today!
The T.M. spare parts include electronics
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Talarion

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #232 on: March 01, 2012, 05:15:33 am »

Oh. Right.

Well, Use those batteries to make the jetpack upgrade (and see if there's enough left for the grappling hook) if so, attempt to fabricate that aswell. Make a note somewhere that we need to get replacements for those parts.
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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 9: Traveling through dimensions.
« Reply #233 on: March 01, 2012, 11:15:16 am »

Oh. Right.

Well, Use those batteries to make the jetpack upgrade (and see if there's enough left for the grappling hook) if so, attempt to fabricate that aswell. Make a note somewhere that we need to get replacements for those parts.

Oh, just a note. Seems you're out of batteries. Some people are still running around with them but those in the general storage are all used.
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Darkfyre

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #234 on: March 01, 2012, 10:24:26 pm »

> volunteer to be in a small (one or two man) scouting party. We don't want the whole group wiped out if a dragon or else finds the scouts.
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A gem-encrusted sock is perfect for ass-kicking.

Talarion

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #235 on: March 01, 2012, 11:42:47 pm »

Ask around for batteries anyone is willing to spare.
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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 9
« Reply #236 on: March 03, 2012, 07:51:21 am »

Turn 10 :

Use the medical tools to get the shrapnel out of Tyrin.
[2+1] You manage to get all the shrapnel out of the wound. Sadly it seems to have worsened the bleeding though.

> Use medical salves/bandages from the T.M. (not from my personal supplies) to heal Shaun O'Malley's burn wounds. If none are found in the T.M, use some of my supplies.
[3] While you are obviously not an expert, the bandaging will suffice.

((Darn it! And here I thought I could create something new in this timeframe.  ;D ))

ACTION CHANGE

Modify the prototype laser rifle to be added onto the T.M. as an automated turret!

Pick up that Blunderbuss and it's accompanying materials.

Thank Edward Johnson.

Pack up 8 rations.


"Anyone in on investigating the dragons? I've read a bit on them, and based on what time I see, this would be an eye-opening experience.

I wonder, do they use trenches and bayonets in a high-fantasy world?

[1+1] Unfortuntately you don't make much progress. AT least you didn't break the rifle. You pick up your blunderbuss and some rations.

"Oh goody. World War IV was worse, and we all know it." Shaun winced slightly as his wounds were dressed. "Meanwhile, I know this jetpack... Older model, before I was head of research. I worked on it a bit... Time to see if I can find any fuel for it, so I don't run out any time soon.

Figure out what the other random gadget is, then take stock of what building/construction materials are lying around, to see if I can fabricate either a module to attach to the jetpack to allow it energy-based flight (meaning it either can use less or no fuel, but has recharging like the T.M, or fly normally using fuel) or to see if I can fabricate a magnetics-based grappling hook.

Because building is boss.

(I can do that right? :D)
[3+1] You manage to modify the jetpack to be able to run on batteries. Sadly as you didn't have any batteries it's pretty useless for now.( Switching to power mode will work as soon as you plug in the batteries)

"Well, I'm going to check on the clockwork stokers. They seemed pretty annoyed to start with, and I'm pretty sure I just heard some banging sounds up there. Any help would be welcome".

Head up to try and disable the stokers.
You move towards the engine room. The stokers are on the loose: You attack stoker 1[3] vs [5] but he resists the punch. Stoker bot 1 retaliates[4] but you barely manage to jump away[4]. The other bot attempts to hit you[3] but you evade him too[5]. This seems like the correct moment to call for help.

Hilda will land the time machine somewhere heavily concealed - say, a nearby forest - and then drop off the scouting party somewhere where they can infiltrate safely without the airship being risked. Then Hilda will... practice flying evasive manoeuvres.

[3+1]
You fly and prepare to drop of the scout party at the edge of the forest. You can't land there though, since the terrain is too uneven so they'll have to use the ladder. You can also see a somewhat concealed clearing in the middle of the forest. Still, it'll be quite hard to conceal a ship this size.

"Ah, dragons arent as bad as stealth hovertanks - those things pissed me off back at the fall of Belgrade during WWIV. I would really like a closer look, and maybe a ride of one - they have to be sort of tame after all, but not at night. I suspect they have better night vision than us to aim like they just have..."

Suggest scouting the immediate area with a few of my military minded co-timeshifters (short range, wide field settings on my crazygun), and setting up some kind of perimeter, before going dragon hunting seeking tomorrow. They might even be smart!
You climb down the ladder and are now standing at the edge of the forest.

> volunteer to be in a small (one or two man) scouting party. We don't want the whole group wiped out if a dragon or else finds the scouts.
You follow Rhys down the ladder. The airship still waits overhead too see if anyone wants to join the searching team.

People and locations:
Rhys+ Andric : Edge of the forest.
Thomas: Engineroom of the zepellin
Hilda: Piloting the zepellin
Everyone else: T.M
T.M: Beneath the zeppelin
Zeppelin: Above RHys and Darkfyre
Town: Walking distance from Rhyss and Andric
Dragons: ABove the town

Spoiler: Airship (click to show/hide)


Time machine:
Damage: Minimal
Charge: 0% charge, can jump(20 days recharge to full power)
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: 12
-4 gasmasks
-A deactivated clockword guard

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]
[/quote]
[/quote]
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Tiruin

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #237 on: March 03, 2012, 08:56:58 am »

((For the record, I'm very much alright with any character death of mine. Also, the T.M. is still attached to the zeppelin right?))

Tyrin clutched his chest after trying to fix up the laser rifle. Red, still stained with blood. If he didn't find anything to help himself in the T.M. soon, the pain would be the least of his problems. He felt a slight dizziness as he moved in the T.M. guessing that the loss of blood was going to kill him. And it was spilling out, fast.

"Stupid idea...shooting down that Carronade...*cough*

"If I don't make it...Make sure ol'Eyesore here completes the journey."
He held up the Blunderbuss, ancient though it was. It may have a use in the future, being a family heirloom. He was sure it's price must've skyrocketed, if there were any collectors looking for such an item. And if there was such a thing as currency where they were.


Take off that Gasmask and stow it in the T.M.

Dismantle the Clockwork Guard and scavenge the mechanisms, computer and spring.

Use those mechanisms to modify his Blunderbuss, helping the reload and maybe improving it for future use
.


Edit:

"You're right, doc. I've been too melodramatic, heh.

Lay still and help the good doctor patch me up.
« Last Edit: March 03, 2012, 12:37:58 pm by Tiruin »
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Nirur Torir

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #238 on: March 03, 2012, 09:06:49 am »

"Mr. Dain, I have not lost a patient in years. If you do not stop this nonsense and sit still until I'm done you will break my streak, and I will be most disappointed."

Use the tools to stop the bleeding.
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lawastooshort

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #239 on: March 03, 2012, 09:41:22 am »

We need to find a magical kind of way to make the airship and time machine invisible!

Head to the small clearing and land, I guess.
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