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Author Topic: Necromancer: A prologue  (Read 8250 times)

Travisplo

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  • Lich with Bumps of grandeur! The Necromonsieur!
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Re: Necromancer: A prologue
« Reply #150 on: December 23, 2013, 09:57:36 pm »

Robots could just sense our heart beat. No, what we need to do is be clear and concise. When they come in, state "User Self has activated command 'Call Security'. Security is requested to eliminate all trespassers besides User Self. User Self has remained in entrance, a public area. Therefore, User Self has not breached facility." This equates to "Hey, robros, I called you in to get rid of all the intruders. I'm not an intruder, because I only have been in this entrance."
« Last Edit: December 23, 2013, 09:59:30 pm by Travisplo »
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Heh, I posted that as a joke. Then again, this is Bay12 and this plan is crazy enough to work...
Bump all day, bump all night, yeah this thread needs a bump alright!

Karnewarrior

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Re: Necromancer: A prologue
« Reply #151 on: December 24, 2013, 06:27:11 pm »

Robots could just sense our heart beat. No, what we need to do is be clear and concise. When they come in, state "User Self has activated command 'Call Security'. Security is requested to eliminate all trespassers besides User Self. User Self has remained in entrance, a public area. Therefore, User Self has not breached facility." This equates to "Hey, robros, I called you in to get rid of all the intruders. I'm not an intruder, because I only have been in this entrance."
You do not know that you speak the same language as the makers of the electric golems, and in fact, have some convincing evidence to the contrary. As well, electric golems do not have a history of response to spoken commands in any case. (Not that it matters much to you, but the "electric golems" are programmed to look for a genetic marker that no longer exists. If you have the genetic marker, which you do not, you would be able to command the golems, if you knew the right phrases. Which you do not.)

(Outside of that genetic marker, the electric golems sense mostly in the visible and auditory senses, slightly in the infrared giving them a +1 to spot checks, but have no sense of touch giving them a -15 to pickpocket, not that security golems would have much to steal anyway. Their weapons and armor are grafted onto their bodies.)

(They're also a level 23 encounter and your zombie is a level three. So GTFO, and be specific about /how/, because if you choose the wrong route you die and restart at the last autosave.)
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Thou art I, I art Thou.
The trust you have bestowed upon thy comrade is now reciprocated in turn.
Thou shall be blessed when calling upon personae of the Hangman Arcana.
May this tie bind thee to a brighter future!​
Ikusaba Quest! - Fistfighting space robots for the benefit of your familial bonds to Satan is passe, so you call Sherlock Holmes and ask her to pop by.

Travisplo

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Re: Necromancer: A prologue
« Reply #152 on: December 25, 2013, 03:33:51 pm »

Wait. Does our zombie have the genetic marker?
« Last Edit: December 25, 2013, 03:35:46 pm by Travisplo »
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Heh, I posted that as a joke. Then again, this is Bay12 and this plan is crazy enough to work...
Bump all day, bump all night, yeah this thread needs a bump alright!

~Neri

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Re: Necromancer: A prologue
« Reply #153 on: December 26, 2013, 01:44:50 am »

Run towards the exit.
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