Caek, you haven't done much that's needed a roll. Rolls are for combat actions and searches. You have a 1 in 4 chance of getting the luck bonus. The luck hasn't been with you so far.
Steady Feat will help with climbing and when a beastie tries to tackle you and knock you down, as well as with melee attacks.
Sun Apr 07, 2013 2:52 pm
BearsofInsanity
Joined: Wed Jan 30, 2013 4:25 am Posts: 141
Re: Infinity: An Open-World RtD Adventure
Polybiblios (TheKebbit)
Autobullet the one that hasn't gotten itself stuck.
(Rolled a 2) Your shot fails to connect. (Rolled a 2) Despite your maintenance, one of your guns jams. The one you were trying to autobullet charges. (Rolled a 9) You handily dodge the attempted blow. The other one retrieves its saw from the floor.
Year of origin: 3097 Planet of origin: Charybdis Physical description: A silent squid-like monstrosity transplanted from its native oceans into the confines of a hydrostatic suit of powered armor, the Polybiblite relies on overwhelming technical firepower and a thin coating of carbon-steel to keep it alive in the physics-warping and insanity-inducing death rattle of the end of a doomed timeline. Mental description: The Polybiblite's massive stores of subcortical memory give it a slow, grating method of thought that involves constant cross-referencing with brood-wisdoms, technical instructions and hermetic rituals. Motor functions and cognitive function are consistently split, allowing it to function independent of somatosensory input and, conversely, make an escape while unconscious. Combat role: Tinfoil ICBM Weapons: Armstek ChemBlast 0037 (25% battery, 100% chemical)) AutoBullet 5 (40/100 rounds) (1 gun jammed) Hit Points: 9/10 Active abilities: Bend Machine: pushes all mechanical components to their absolute breaking point with an output of mental force, either inducing a last-ditch surge in firepower or a crippling defect in enemy gear. Medium-high probability of backfiring. Passive Abilities: Eideticism: retains vast quantities of information without conscious processing, adding +1 to rolls on learning other passives. Living Catalyst: Armor deactivates any time Temporum is released. Knows Too Much, and Yet Nothing At All: Unknown beneficial future plot effect. Flawless Operation: Lowers chance of weapon jamming. Can unjam two weapons at the same time during combat. (Temporary) Crippled: Has trouble moving. Inventory: 5/10 Basic Time Traveler Tool Kit EID A bunch of papers Cigarette case thingy (9/10 tubes) 15 scrap parts
James Sander (Miggles)
Thank Carl and leave. Look for something to do.
You leave and walk around a bit, looking for something to do. (Rolled an 8 ) You happen across a medium-sized junk pile. Upon further inspection, it appears to be composed of useable components. You take a few. You hear a loud barking from behind. Turning around, what appears to be a guard dog is charging you.
Year of origin: 1905 Planet of origin: Earth Physical description: A tall, handsome, bearded man with brown hair and eyes. His stubbly beard extends from his short hair. His attire comprises of tall boots, jean slacks, a sturdy leather belt a hard-worn white shirt with red suspenders, a leather vest and ammunition belt, a thin, slightly ripped red poncho, and a wide brimmed, dark reddish-brown hat. Essentially, a cowboy in his prime, out of his time. Mental description: James Sander is a complex man. Though he is a master with a gun, he avoids conflict despite his rugged appearance. A man of honor and pride, but also a hint of control, he will only fight if he needs to or if the other party insists. (In the case of a duel, for instance.) Or, of course, if he is angry, which is not as unoften as you might think. Not overly social, or socially outcast either, he is a dignified and recognizable character, but he keeps to himself, typically only talking to those that talk to him or about him. Respected amongst his townsfolk, who, like he, are residents one of the very few "cowboy" towns left. He spends much of his time in the saloon, as any self-respecting vigilante does. He is thought of as an ominous figure by his fellow townspeople, and very few people know much about him. He is often seemingly too muddled in his own issues to pay attention to others and will space out while by himself. Combat role: Badass Cowboy Weapons: Jacobs Choot ‘em Up 6-shot (Fire Rate Up: consumes 2 bullets per shot) The Lone Ranger (8/8 bullets) Ol' Faithful Hit Points: 5/10 Active abilities: Steady aim: Able to not only shoot quite accurately, but also very quickly in a bullet time fashion. Passive abilities: Weapons Expert: +1 weapons slot, 25% discount on future weapon slots. Tough skin: -10% damage from projectiles Inventory: (3/10) Basic Time Traveler Tool Kit Letters/Map 5 scrap parts
Thyr "The Minotaur" Solyph (maart3n)
Find a defendable position and wait for the robots. Preferably a corner to ambush them from.
After a quick glance around, there do not appear to be any defensible positions. The nearest one is the barricade Reggie hid behind, and that’s a ways up the hallway, past the people chasing you. The sound of the boots and the shouts of your chasers get even closer.
Year of origin: 2314 Planet of origin: Talos IX Physical description:As his nickname suggests he resembles the Minotaur of Greek mythology, tall and beastlike with two horns growing from the side off their heads. However, he is not spectacularly large or muscular for his kind, being just over two meters tall and weighing a meager 150 kilograms. He dresses in casual business wear or a brown leather coat. Mental description:Talosians are usually known as primitive brutes with a tendency to go berserk at the slightest provocation. This is where Thyr makes up for his rather unimpressive size, with intellect and cunning. Using his (for human standards) impressive body and tact to intimidate or lie his way out of any situation he quickly established himself as an excellent hired gun. Combat role: Brute Weapons: VX-9600 “Matador” Short-Range Shrapnel Cannon (1/2 shells) The Eviscerator Hit Points: 8/10 Active abilities: Execute: horribly murders an enemy, instantly lowering the morale of those around. Passive abilities: Intimidating figure: +1 to “political interaction". Inventory: (1/10) Basic Time Traveler Tool Kit
Lani Mon (Foa)
Rocket Jump to/over Robert whilst going to the trench [Combolt]
You use Combolt to get an extra bit of speed and dive into the trench before Robert gets there. You make your spear ready to lance either of the charging crabs as they run towards you. They will show up any second now.
Year of origin: 2288/2888 Planet of origin: Earth [Noitu Love 2] Physical description: A wiry, blue-clad Peace Keeper. She has distinctly dull eyes, and sports orange-blonde wavy hair down to her shoulders. Mental description: She, in general, is lackluster, and often speaks in rambling sentences, or plaintive questions. In short she gets queasy easily from anemia, and takes the passive position often times. Underneath it she seems potent. Combat role: Sleeper Brakeman Weapons: Eurythma Multi-Chain Thorn Active abilities: Combolt: More or less Pulse Abilities. [Ballistic Charging/Projectiles] Passive abilities: Steady Feat: +1 to Mobility/Coarse Dexterity Inventory: (2/10) Basic Time Traveler Tool Kit A bunch of papers
Benford Barnes (Nonsequitorian)
Look for a place to hide myself.
After a quick glance around, there do not appear to be any defensible positions. The nearest one is the barricade Reggie hid behind, and that’s a ways up the hallway, past the people chasing you. The sound of the boots and the shouts of your chasers get even closer.
Year of origin: 1901 Planet of origin: Earth Physical description: Relatively fit, wearing wealthy aristocrat’s clothes. Trained in many forms of combat. Mental description: He likes deceiving people to get what he wants. It could be said that he has more trouble telling the truth than he does telling a lie, and most of the time the lie is more convincing. You may be his best friend and not even know his real name. Combat role: Double Agent Weapons: The Debutante (11/12 bullets) Sir's Rifle Active abilities: Sucker Punch: With his training of combat styles and generally being shady, his sucker punch is something to be feared. It leaves his opponent open to attacks. Passive abilities: Slippery tongue: Coaxing, persuading, and deceiving are +1 due to his people skills. Inventory: (6/10) Basic Time Traveler Tool Kit EID Case of Catalysts A bunch of papers E-Book 2 cigarettes
Robert Reeves (caekdaemon)
Run back to the trench.
You run back to the trench and dive in before your crab attackers can tackle you. They will arrive any second now.
Year of origin: 1916 Planet of origin: Earth Physical description: A British soldier, fresh from the trenches of World War One. He is pretty large for a human, with ash blond hair and blue eyes. He wears the standard WW1 uniform and carries the standard, extremely heavy, backpack. He stands and walks as someone who is relieved to be out of the trenches. Mental description: Robert has the average thinking processes of a human being. He thinks of home and if he will ever see them again. He thinks of the war, and if he would survive it. He wonders if the war was even worth fighting. All that death over an arch-duke and a byzantine weave of alliances. He's generally fast on his feet. To have survived this long, he'd have to be. Combat role: Defender Weapons: Lee-Enfield Rifle (9/10 bullets) Webley Mk VI Revolver (5/6 bullets) Active Abilities: Dig-In: Robert digs into the ground a small trench. This provides excellent cover against enemy forces, but some weapons might render the trench irrelevant. Passive Abilities: Lucky: To have survived this long, you've got to be lucky. +1 to rolls randomly. Knows Too Much, and Yet Nothing At All: Unknown beneficial future plot effect. Carrying a large object: you cannot attack until you put it down. Inventory: (4/10) Basic Time Traveler Tool Kit EID E-Book A bunch of papers
Nonsequitorian and Maart3n, there is a way out of your situation that does not involve extreme luck.
Sun Apr 07, 2013 3:21 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Infinity: An Open-World RtD Adventure
"That makes sense, get out of the way." Take axe and start hacking a way through the wall at the dead end.
Sun Apr 07, 2013 5:37 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Infinity: An Open-World RtD Adventure
Expend the remainder of my battery charge to laser the closest robot.
Sun Apr 07, 2013 6:46 pm
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: Infinity: An Open-World RtD Adventure
Drop the robot fellow, get ready for the enemy attack.
Sun Apr 07, 2013 8:09 pm
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4557
Re: Infinity: An Open-World RtD Adventure
> See if the dog is hostile; if it attacks me, shoot it. If it doesn't pet it.
> Charge up for a strong stab for one of the beasties
Mon Apr 08, 2013 5:58 am
BearsofInsanity
Joined: Wed Jan 30, 2013 4:25 am Posts: 141
Re: Infinity: An Open-World RtD Adventure
Polybiblios (TheKebbit)
Expend the remainder of my battery charge to laser the closest robot.
(Rolled an 8 ) Your beam fries the circuitry of the little thing. The other one attempts to saw your legs off. (Rolled a 9) You handily dodge its blow.
Year of origin: 3097 Planet of origin: Charybdis Physical description: A silent squid-like monstrosity transplanted from its native oceans into the confines of a hydrostatic suit of powered armor, the Polybiblite relies on overwhelming technical firepower and a thin coating of carbon-steel to keep it alive in the physics-warping and insanity-inducing death rattle of the end of a doomed timeline. Mental description: The Polybiblite's massive stores of subcortical memory give it a slow, grating method of thought that involves constant cross-referencing with brood-wisdoms, technical instructions and hermetic rituals. Motor functions and cognitive function are consistently split, allowing it to function independent of somatosensory input and, conversely, make an escape while unconscious. Combat role: Tinfoil ICBM Weapons: Armstek ChemBlast 0037 (0% battery, 100% chemical)) AutoBullet 5 (40/100 rounds) (1 gun jammed) Hit Points: 9/10 Active abilities: Bend Machine: pushes all mechanical components to their absolute breaking point with an output of mental force, either inducing a last-ditch surge in firepower or a crippling defect in enemy gear. Medium-high probability of backfiring. Passive Abilities: Eideticism: retains vast quantities of information without conscious processing, adding +1 to rolls on learning other passives. Living Catalyst: Armor deactivates any time Temporum is released. Knows Too Much, and Yet Nothing At All: Unknown beneficial future plot effect. Flawless Operation: Lowers chance of weapon jamming. Can unjam two weapons at the same time during combat. (Temporary) Crippled: Has trouble moving. Inventory: 5/10 Basic Time Traveler Tool Kit EID A bunch of papers Cigarette case thingy (9/10 tubes) 15 scrap parts
James Sander (Miggles)
See if the dog is hostile; if it attacks me, shoot it. If it doesn't, pet it.
You take a quick look at the approaching dog. It’s insane speed and bared teeth point to a deadly demeanor. You quickly draw and shoot your pistol. (Rolled a 6) Your bullets take the thing in the side, but it keeps going and tackles you. (Rolled a 10) Grappling with the thing, you manage to strike it directly in its recent would. It is down, mortally wounded. You could try to nurse it back to health, or leave it to die.
Year of origin: 1905 Planet of origin: Earth Physical description: A tall, handsome, bearded man with brown hair and eyes. His stubbly beard extends from his short hair. His attire comprises of tall boots, jean slacks, a sturdy leather belt a hard-worn white shirt with red suspenders, a leather vest and ammunition belt, a thin, slightly ripped red poncho, and a wide brimmed, dark reddish-brown hat. Essentially, a cowboy in his prime, out of his time. Mental description: James Sander is a complex man. Though he is a master with a gun, he avoids conflict despite his rugged appearance. A man of honor and pride, but also a hint of control, he will only fight if he needs to or if the other party insists. (In the case of a duel, for instance.) Or, of course, if he is angry, which is not as unoften as you might think. Not overly social, or socially outcast either, he is a dignified and recognizable character, but he keeps to himself, typically only talking to those that talk to him or about him. Respected amongst his townsfolk, who, like he, are residents one of the very few "cowboy" towns left. He spends much of his time in the saloon, as any self-respecting vigilante does. He is thought of as an ominous figure by his fellow townspeople, and very few people know much about him. He is often seemingly too muddled in his own issues to pay attention to others and will space out while by himself. Combat role: Badass Cowboy Weapons: Jacobs Choot ‘em Up 6-shot (Fire Rate Up: consumes 2 bullets per shot) (4/6 shots) The Lone Ranger (8/8 bullets) Ol' Faithful Hit Points: 5/10 Active abilities: Steady aim: Able to not only shoot quite accurately, but also very quickly in a bullet time fashion. Passive abilities: Weapons Expert: +1 weapons slot, 25% discount on future weapon slots. Tough skin: -10% damage from projectiles Inventory: (3/10) Basic Time Traveler Tool Kit Letters/Map 5 scrap parts
Thyr "The Minotaur" Solyph (maart3n)
Take axe and start hacking a way through the wall at the dead end.
(Rolled a 9) Your axe rebounds from all of the metal walls. As it happens, one of them knocks off a tarp covering a map of the area. The hallway that you are on is marked: Construction Ongoing. The boots seem to be only minutes away. Hurry up and do something!
Year of origin: 2314 Planet of origin: Talos IX Physical description:As his nickname suggests he resembles the Minotaur of Greek mythology, tall and beastlike with two horns growing from the side off their heads. However, he is not spectacularly large or muscular for his kind, being just over two meters tall and weighing a meager 150 kilograms. He dresses in casual business wear or a brown leather coat. Mental description:Talosians are usually known as primitive brutes with a tendency to go berserk at the slightest provocation. This is where Thyr makes up for his rather unimpressive size, with intellect and cunning. Using his (for human standards) impressive body and tact to intimidate or lie his way out of any situation he quickly established himself as an excellent hired gun. Combat role: Brute Weapons: VX-9600 “Matador” Short-Range Shrapnel Cannon (1/2 shells) The Eviscerator Hit Points: 8/10 Active abilities: Execute: horribly murders an enemy, instantly lowering the morale of those around. Passive abilities: Intimidating figure: +1 to “political interaction". Inventory: (1/10) Basic Time Traveler Tool Kit
Lani Mon (Foa)
Charge up for a strong stab for one of the beasties
Sadly, you are a bit winded from using Combolt to charge to the trench, and you cannot charge up a stab. However, you do make your weapon ready. The beasties will arrive any second now. (Suggested action: lay in wait)
Year of origin: 2288/2888 Planet of origin: Earth [Noitu Love 2] Physical description: A wiry, blue-clad Peace Keeper. She has distinctly dull eyes, and sports orange-blonde wavy hair down to her shoulders. Mental description: She, in general, is lackluster, and often speaks in rambling sentences, or plaintive questions. In short she gets queasy easily from anemia, and takes the passive position often times. Underneath it she seems potent. Combat role: Sleeper Brakeman Weapons: Eurythma Multi-Chain Thorn Active abilities: Combolt: More or less Pulse Abilities. [Ballistic Charging/Projectiles] Passive abilities: Steady Feat: +1 to Mobility/Coarse Dexterity Inventory: (2/10) Basic Time Traveler Tool Kit A bunch of papers
Benford Barnes (Nonsequitorian)
Uh keep going until I find a room I can get into. It makes no sense to build a hallway with a dead end.
Nope. When Thyr checks the walls, this area is stated to be under construction. No-where to run. The boots seem to be only minutes away. Hurry up and do something!
Year of origin: 1901 Planet of origin: Earth Physical description: Relatively fit, wearing wealthy aristocrat’s clothes. Trained in many forms of combat. Mental description: He likes deceiving people to get what he wants. It could be said that he has more trouble telling the truth than he does telling a lie, and most of the time the lie is more convincing. You may be his best friend and not even know his real name. Combat role: Double Agent Weapons: The Debutante (11/12 bullets) Sir's Rifle Active abilities: Sucker Punch: With his training of combat styles and generally being shady, his sucker punch is something to be feared. It leaves his opponent open to attacks. Passive abilities: Slippery tongue: Coaxing, persuading, and deceiving are +1 due to his people skills. Inventory: (6/10) Basic Time Traveler Tool Kit EID Case of Catalysts A bunch of papers E-Book 2 cigarettes
Robert Reeves (caekdaemon)
Drop the robot fellow, get ready for the enemy attack.
You ready yourself for the attack. (Suggested action: lay in wait)
Year of origin: 1916 Planet of origin: Earth Physical description: A British soldier, fresh from the trenches of World War One. He is pretty large for a human, with ash blond hair and blue eyes. He wears the standard WW1 uniform and carries the standard, extremely heavy, backpack. He stands and walks as someone who is relieved to be out of the trenches. Mental description: Robert has the average thinking processes of a human being. He thinks of home and if he will ever see them again. He thinks of the war, and if he would survive it. He wonders if the war was even worth fighting. All that death over an arch-duke and a byzantine weave of alliances. He's generally fast on his feet. To have survived this long, he'd have to be. Combat role: Defender Weapons: Lee-Enfield Rifle (9/10 bullets) Webley Mk VI Revolver (5/6 bullets) Active Abilities: Dig-In: Robert digs into the ground a small trench. This provides excellent cover against enemy forces, but some weapons might render the trench irrelevant. Passive Abilities: Lucky: To have survived this long, you've got to be lucky. +1 to rolls randomly. Knows Too Much, and Yet Nothing At All: Unknown beneficial future plot effect. Carrying a large object: you cannot attack until you put it down. Inventory: (4/10) Basic Time Traveler Tool Kit EID E-Book A bunch of papers
Thu Apr 18, 2013 1:36 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Infinity: An Open-World RtD Adventure
Autobullet the remaining drone. If it goes down, take a moment to reload all of my weaponry.
Thu Apr 18, 2013 1:43 am
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4557
Re: Infinity: An Open-World RtD Adventure
"Damn mangy mutt.." > Attempt to save the dog and befriend it.
> Fast Charge, Low Capacity my ass, can't help being hungry, move the energy chain weapon to belt, and hope that a 4-foot bayonet spear is a serviceable pike. ".. What is even going on, Cat"
Thu Apr 18, 2013 5:02 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Infinity: An Open-World RtD Adventure
"maybe we should just, you know, go to another time." leaving this decision to benford, if we don't switch times just go on a killing spree.
Thu Apr 18, 2013 11:34 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Infinity: An Open-World RtD Adventure
Quote:
In addition, each character has the ability to time travel.
I think we do.
Travel back in time to 1941.
Thu Apr 18, 2013 7:47 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Infinity: An Open-World RtD Adventure
Exactly, and that danger will probably be an advantage if anybody chases us back there.
Thu Apr 18, 2013 9:13 pm
BearsofInsanity
Joined: Wed Jan 30, 2013 4:25 am Posts: 141
Re: Infinity: An Open-World RtD Adventure
A little discourse on when you can time travel:
First, you must have a clear date and location in mind. Temporal coordinates are good for this.
Second, you must not be in active combat. It takes severe mental concentration to initiate time travel, and that is nearly impossible to achieve in the heat of a battle.
You can take skills to alleviate the second and escape during battle. You will have to take three focus skills upon leveling, which improve skill at searching (level 1), using the same weapon multiple times (level 2), and then gives you the escape during battle function.
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