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Author Topic: Einsteinian Roulette (Original Thread: Rules, Armory, Misson archive 1-11)  (Read 3972458 times)

Radio Controlled

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16860 on: November 12, 2013, 06:10:06 pm »

(RC, you have control of Jim for now. Sorry, but I really lost track of what was going on and I have no idea how to contribute.)

((Are you sure? And in that case, what kind of risks can I take? Cause I really don't feel comfortable with taking over characters if there is a substantial chance of said characters dying. If I gave you a sketch of the situation, do you think you could pick up the game again?))


Jim action in case he really doesn't want control back: lead aforementioned people down into the hole. Be very careful, go slow.
« Last Edit: November 12, 2013, 06:34:57 pm by Radio Controlled »
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SeriousConcentrate

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16861 on: November 12, 2013, 07:10:16 pm »

(If he dies, he dies; nature of the game. Don't worry about it.)
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PyroDesu

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16862 on: November 12, 2013, 09:34:11 pm »

Steve, the amp specialist's life-support wheelchair - is it dependent on a habitable atmosphere to function properly? Even if it's outfitted with onboard oxygen supplies or recycling and an automatic switch to start using them, which I would think it would be, how long can they last?

((Instead of horrific chemicals, we dump in sulfur hexaflouride. Heavier-than-air gas that will kill him by inert gas asphyxiation. Or perhaps carbon dioxide, which we can put in as a solid, and is an anesthetic, and at extremely high concentrations, a narcotic and a poison.

It doesn't really matter how long any supplies or recyclers of his lasts. Though the longer the do, the longer we have to keep watch before he's gone. At least once he's out, it'll be done in minutes, with no collateral damage from the gas, and it will be easy to vent afterwards.))
« Last Edit: November 12, 2013, 09:41:53 pm by PyroDesu »
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kisame12794

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16863 on: November 12, 2013, 10:02:23 pm »

((Hrmm. I think it was sulfur hexaflouride that made your voice deeper? It was sulfur something. Still, whatever it was functioned like the opposite of helium, instead of squeaky chipmunk, you got a deep baritone.
Edit: Yes, it is indeed sulphur hexaflouride that makes your voice deeper.))
« Last Edit: November 12, 2013, 10:08:03 pm by kisame12794 »
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PyroDesu

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16864 on: November 12, 2013, 10:10:06 pm »

((Hrmm. I think it was sulfur hexaflouride that made your voice deeper? It was sulfur something. Still, whatever it was functioned like the opposite of helium, instead of squeaky chipmunk, you got a deep baritone.))

((That's correct. And like helium, it will kill you quite painlessly (you don't really notice inert gas asphyxiation, unlike with suffocation from carbon dioxide, inert gasses simply replace the oxygen in your bloodstream and are undetectable by normal human senses) in a few minutes, though you'll only be awake for about 40 seconds.))
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Pyro is probably some experimental government R&D AI.

GreatWyrmGold

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16865 on: November 12, 2013, 10:36:54 pm »

((I am slightly disturbed by how easily this, or surprisingly much of other text from Bay12, could be placed into a conversation amongst serial killers and not be out-of-context.))
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Execute/Dumbo.exe

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16866 on: November 12, 2013, 10:40:14 pm »

((I am slightly disturbed by how easily this, or surprisingly much of other text from Bay12, could be placed into a conversation amongst serial killers and not be out-of-context.))
Phfff, I'm sure there's a serial killer forums somewhere, and I don't think it would sound like this.

At least I hope it doesn't.
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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16867 on: November 12, 2013, 10:42:04 pm »

((I am slightly disturbed by how easily this, or surprisingly much of other text from Bay12, could be placed into a conversation amongst serial killers and not be out-of-context.))
Phfff, I'm sure there's a serial killer forums somewhere, and I don't think it would sound like this.

At least I hope it doesn't.
((Actually, you'd be surprised. it really isn't all that different. a bit less RP and all, but it's not that different from Bay12, no.))
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16868 on: November 12, 2013, 10:44:19 pm »

((What? Just because RC and me are planning to go Tyranid on the UWM doesn't mean we're bad people.))
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Unholy_Pariah

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16869 on: November 12, 2013, 10:49:47 pm »

Follow miyamoto's lead, if he dies nothing... learn to juggle.
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16870 on: November 12, 2013, 11:12:24 pm »

Follow miyamoto's lead, if he dies nothing... learn to juggle.


(([Dex:1-1]  You practice juggling live grenades.))
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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16871 on: November 12, 2013, 11:22:10 pm »

((I am slightly disturbed by how easily this, or surprisingly much of other text from Bay12, could be placed into a conversation amongst serial killers and not be out-of-context.))
Phfff, I'm sure there's a serial killer forums somewhere, and I don't think it would sound like this.

At least I hope it doesn't.
((No, but it wouldn't sound odd there.))
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Unholy_Pariah

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16872 on: November 13, 2013, 12:52:38 am »

Follow miyamoto's lead, if he dies nothing... learn to juggle.


(([Dex:1-1]  You practice juggling live grenades.))
((I have +1 Dex and no grenades, try again.))
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Prosperus

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16873 on: November 13, 2013, 04:34:00 am »

Lukas gets excited again, seeing an opportunity for an "eventful" journey through hostile terrain.

"Yes, finally. Let's go then!"

Follow Miyamoto and hope for something to kill on the way.
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piecewise

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Re: Einsteinian Roulette:Mission 11: Amp specialist Hunters
« Reply #16874 on: November 13, 2013, 11:50:24 am »

"Right, you guys, there's nobody in the tunnel, and the tunnel leads to the hall of the mountain king, as in some sort of underground area of the base. Guess we're going to have to chase this fella all around the place in that case."

Inform, await instruction. How deep does the tunnel go, anyway?
Pretty deep, from what you can tell. Couple stories at  least.

"Good job Stacy, well done. That's exactly what we needed to know.

Now, I'd say Jim, Simus, Mesk, Stacy and Anton go down this hole, while the rest of us take a route more... convenient for the larger among us and try to cut of his escape. Sound ok for you guys? Or you prefer the option Steve gave of dumping crap in there until he dissolves or something?


Steve, any ways for the bigger among us to get down there? And how many different tunnels or exits are there from that particular location? And have there been any sensor anomalies in that general direction?

Oh, and if we take your proposal of locking him in and drowning him n nasty chemicals, what would stop him from simply heatblasting his way through the nearest blast door? I mean, we already saw what that guy did to heavy doors, so what makes you think you could keep him confined in there?

Still, would you lock that place down for us? That would help."



Talk to Steve, ask and stuff. If team agrees with plan, take rest of squad down to where we need to be.


((By the way, I think we'll have to have Faith return to the Sword and be braindead sentry. It's a shame, but I'm not risking another person's character if I can help it. All in favor?))

>You could cut your way in. Thats a thing to do. As per locking him in, I don't expect to be able to hold him, but the doors have sensors so I can tell if they're closed or not. Him blasting one would at least give us a good idea where he is. Also, already done.


"Considering that you can't bury the guy in rubble and expect him to die, you probably can't drown him either. So hunting it will have to be, I would suggest!"

Once somebody goes first, descend into the deep tunnels below. Should be great fun.
(RC, you have control of Jim for now. Sorry, but I really lost track of what was going on and I have no idea how to contribute.)

((Are you sure? And in that case, what kind of risks can I take? Cause I really don't feel comfortable with taking over characters if there is a substantial chance of said characters dying. If I gave you a sketch of the situation, do you think you could pick up the game again?))


Jim action in case he really doesn't want control back: lead aforementioned people down into the hole. Be very careful, go slow.
Follow miyamoto's lead, if he dies nothing... learn to juggle.
Jim Carries everyone who will fit and who isn't semi-catatonic down into the depths of the hole, digging his fingers straight into the stone to do so. They end up at the bottom of the hole, standing in a shaft of light, looking out at what amounts to almost total darkness; the bare outlines and forms of the room they tunneled into showing in the dim light let in through the roof.

Lukas gets excited again, seeing an opportunity for an "eventful" journey through hostile terrain.

"Yes, finally. Let's go then!"

Follow Miyamoto and hope for something to kill on the way.
You stay with Miyamoto, because you're too big to go down with Jim.

"I've been thinking I should go on a diet. You know, lose a few tons."


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