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Author Topic: Roll to Screw up History Turn 1: Failbellions and esaily scared locals.  (Read 4295 times)

Flintus10

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Re: Roll to Screw up History Turn 0: Arrival and start
« Reply #15 on: February 01, 2012, 03:40:50 am »

"Fine but you had better have a good reason, there is no point in treating history seriously *Stares sadly into the distance* nobody will care."

Cancel previous action go to tavern and listen in.
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mcclay

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Re: Roll to Screw up History Turn 0: Arrival and start
« Reply #16 on: February 01, 2012, 09:53:29 am »

You have excatly what I said in the first post. Also this in not a stealth based mission. Blowin shit up is what this is all about
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Darkfyre

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Re: Roll to Screw up History Turn 0: Arrival and start
« Reply #17 on: February 01, 2012, 10:38:44 am »

"My reasoning was, good friend, that I always enjoy a good bar brawl before setting fire to something"

Enters the tavern
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_DivideByZero_

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Re: Roll to Screw up History Turn 0: Arrival and start
« Reply #18 on: February 01, 2012, 01:43:32 pm »

>Find and threaten the alchemist.
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Have I now become your enemy by telling you the truth? (Gal 4:16)

HighEndNoob

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Re: Roll to Screw up History Turn 0: Arrival and start
« Reply #19 on: February 01, 2012, 04:43:13 pm »

>Find the Blacksmith.
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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.

UltraValican

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Re: Roll to Screw up History Turn 0: Arrival and start
« Reply #20 on: February 01, 2012, 04:58:10 pm »

>Find a serf.
>Teach him how to read
We will start a peasant revolt!
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lopocozo

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Re: Roll to Screw up History Turn 0: Arrival and start
« Reply #21 on: February 01, 2012, 06:32:00 pm »

> Join ultravatican, violence is not the awnser! On occasion!
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mcclay

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Re: Roll to Screw up History Turn 1: Failbellions and esaily sacred locals.
« Reply #22 on: February 01, 2012, 08:14:45 pm »

Turn 1: Failbellions and esaily sacred locals.
"Fine but you had better have a good reason, there is no point in treating history seriously *Stares sadly into the distance* nobody will care."

Cancel previous action go to tavern and listen in.
(2) Steve pulls out his naplam launcher and strolls close to the tavern before being stopped by Quintus, he puts his naplam launcher away and tries to listen into the tavern, unfourantely the giant space marine style suit kind of screws that up and he learns nothing.

"My reasoning was, good friend, that I always enjoy a good bar brawl before setting fire to something"

Enters the tavern
(1) Quintus stops Steve from blowing up the tavern and then heads to it. Just as he is about to open the door he is stopped by the whizzing sound of an arrow. (2) It hits jsut above his head. He whirles around to see a gaurd shouting and pointing at him with at least ten more coming at him.
--the town knows of your presence and is pissed.--

>Find and threaten the alchemist.
(5) With a might leap Alexis jump up from his hut and does a 4.0 land on a tower in the castle. He walkes into the alchemists room and (6) scares him so badly that he throws a vial of acid at his armored face! (5) the acid hits him square in the visior and blinds him until the regenative systems turn on in two turns.

>Find the Blacksmith.
(4) Richard easily find and locate the blacksmith's shop by following the sound of hammer blows. (1) He turns and screams at him before picking up a hammer charging him!

>Find a serf.
>Teach him how to read
We will start a peasant revolt!
> Join ultravatican, violence is not the awnser! On occasion!
(3) (4) harvey finds a serf shovling pig shit out behind the hut. He scares the serf since he is in space marine armor but Jace manges to calm him down so that they can begin teaching him. (4) They help him get most of the basics down before giving him books on the rebellion and stuff like that. (3) He is midly angry but so much as to start a rebellion.
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Darkfyre

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Re: Roll to Screw up History Turn 1: Failbellions and esaily scared locals.
« Reply #23 on: February 02, 2012, 09:36:40 am »

>shouting for steve, I power up my power sword and armor and charge the nearest guard, shouting a war cry!
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UltraValican

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Re: Roll to Screw up History Turn 1: Failbellions and esaily scared locals.
« Reply #24 on: February 02, 2012, 05:32:57 pm »

Give peaseant the napalm launcher
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Flintus10

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Re: Roll to Screw up History Turn 1: Failbellions and esaily scared locals.
« Reply #25 on: February 02, 2012, 07:00:33 pm »

Take out my napalm launcher and don't stop burning until the entire tavern is a smoldering wreck.
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_DivideByZero_

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Re: Roll to Screw up History Turn 1: Failbellions and esaily scared locals.
« Reply #26 on: February 02, 2012, 07:26:44 pm »

>Fill alchemist with bullets, calmly look through vials and chemicals and see what he had.
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lopocozo

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Re: Roll to Screw up History Turn 1: Failbellions and esaily scared locals.
« Reply #27 on: February 02, 2012, 09:01:38 pm »

Encorage the peasant to start a revolution.
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