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Yes Random Events, global and local. But what chance should they have of happening?

One global event and one local event(for each player) per turn. 100%!
- 5 (27.8%)
50% chance of any given random event happening.
- 5 (27.8%)
1 in 3 chance of any given random event happening.
- 3 (16.7%)
1 in 4 chance of...
- 2 (11.1%)
1 in 6 chance of...
- 1 (5.6%)
NULL OPTION
- 2 (11.1%)

Total Members Voted: 18


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Author Topic: SCP League: Turn Twelve(6/6 Players)  (Read 13873 times)

Toaster

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Re: SCP League: Turn Twelve(5/6 Players)
« Reply #150 on: January 14, 2016, 09:30:16 am »

Spoiler: Bulwark (click to show/hide)
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

FallacyofUrist

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Re: SCP League: Turn Twelve(5/6 Players)
« Reply #151 on: January 14, 2016, 09:32:40 am »


This is mostly a PTW, but also this is the most hilarious RTD I've ever had the pleasure of reading. Bravo.
This is mostly a thank you, but also an expression of pride in my work. Thank you.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Greatness942

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Re: SCP League: Turn Twelve(5/6 Players)
« Reply #152 on: January 14, 2016, 04:26:52 pm »

Um, I'm gonna go ahead and post my Chief and his Foundation here, and in case it's confirmed Harry Baldman doesn't want the spot, I already have my things situated. In case he DOES want it, can you post my CR and Foundation in the waitlist, along with me? Thanks. Also, no idea how to put the name of the thing in the actual Spoiler tag, just the actual spoiler.

Spoiler: Jess Warner (click to show/hide)

« Last Edit: January 14, 2016, 04:37:36 pm by Greatness942 »
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Offer them each a glass of a local drink, Rwandan Flower Wine, which contains secret ingredients to help calm the drinker such as crushed amethyst, dandelion wine and just the right amount of marijuana.
I desire, for whatever reason, to create Space Louisiana.

Zormod

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Re: SCP League: Turn Twelve(5/6 Players)
« Reply #153 on: January 14, 2016, 04:31:59 pm »

Nameing a spoiler is done like this.
Code: [Select]
[spoiler=Name]Spoilered message[/spoiler]
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Greatness942

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Re: SCP League: Turn Twelve(5/6 Players)
« Reply #154 on: January 14, 2016, 04:36:07 pm »

Oh! Okay, thanks Zormod, I'll remember that for the future. Gonna edit the post to include that.
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Offer them each a glass of a local drink, Rwandan Flower Wine, which contains secret ingredients to help calm the drinker such as crushed amethyst, dandelion wine and just the right amount of marijuana.
I desire, for whatever reason, to create Space Louisiana.

FallacyofUrist

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Re: SCP League: Turn Twelve(5/6 Players)
« Reply #155 on: January 15, 2016, 11:36:00 am »

Missing Paphi.
Also, Harry Baldman will enter next turn. And I'll give him a bonus of some kind to help make up for being late to the game.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Greatness942

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Re: SCP League: Turn Twelve(5/6 Players)
« Reply #156 on: January 15, 2016, 12:05:48 pm »

Oh! Okay, that's perfectly fine. I just re-read the OP, (but none of the posts) and someone getting in after the game started AT ALL is pretty lucky. Though, in re-reading the OP, I have a question. Is there a waitlist at all, or should I start spectating from here on out?
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Offer them each a glass of a local drink, Rwandan Flower Wine, which contains secret ingredients to help calm the drinker such as crushed amethyst, dandelion wine and just the right amount of marijuana.
I desire, for whatever reason, to create Space Louisiana.

Paphi

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Re: SCP League: Turn Twelve(5/6 Players)
« Reply #157 on: January 15, 2016, 05:22:11 pm »

Spoiler: SADCom (click to show/hide)
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FallacyofUrist

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Re: SCP League: Turn Twelve(5/6 Players)
« Reply #158 on: January 15, 2016, 07:13:18 pm »

Oh! Okay, that's perfectly fine. I just re-read the OP, (but none of the posts) and someone getting in after the game started AT ALL is pretty lucky. Though, in re-reading the OP, I have a question. Is there a waitlist at all, or should I start spectating from here on out?
If a player goes missing(see Peradon), you might be able to get in if you haven't been much following the game for a while(Harry Baldman may have read a few turns, if I got his gist right, but he's nowhere near current).
If you don't mind losing out on that possibility, go ahead and spectate freely.
If you want to keep the possibility, feel free to read the turns, but only do so if the turn you're reading is... let's say more than or equal to 7 or so turns away from the most recent turn. Sound good?
~~~
Now then, I need to make some work on the turn... I probably can't finish it today(plus I'm doing work on my Looter's Delight first), but I'll get Mr. Baldman's intro in.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

FallacyofUrist

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Re: SCP League: Turn Twelve(6/6 Players)
« Reply #159 on: January 15, 2016, 07:26:47 pm »

Turn Thirteen: YAY

((Harry Baldman))((Yay))

((Zormod))
Have update.
« Last Edit: January 18, 2016, 09:45:20 am by FallacyofUrist »
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Harry Baldman

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Re: SCP League: Turn Twelve(5/6 Players)
« Reply #160 on: January 16, 2016, 02:52:58 am »

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SaberToothTiger

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Re: SCP League: Turn Twelve(6/6 Players)
« Reply #161 on: January 18, 2016, 07:56:39 am »

Bimp bamp, ples.
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I gaze into its milky depths, searching the wheat and sugar for the meanings I can never find.
It's like tea leaf divination, but with cartoon leprechauns.
There are only two sure things in life: death and taxes and lists and poor arithmetic and overlong jokes and poor memory and probably a few more things.

FallacyofUrist

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Re: SCP League: Turn Twelve(6/6 Players)
« Reply #162 on: January 18, 2016, 09:04:35 am »

Because I'm lazy... gragh...
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Dustan Hache

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Re: SCP League: Turn Twelve(6/6 Players)
« Reply #163 on: January 18, 2016, 09:37:42 am »

Pootis Updop heer.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Zormod

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Re: SCP League: Turn Twelve(6/6 Players)
« Reply #164 on: January 18, 2016, 03:07:35 pm »

Spoiler: KSP (click to show/hide)
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