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Author Topic: Space Station 13: Urist McStation  (Read 2119140 times)

scrdest

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Re: Space Station 13: Urist McStation
« Reply #19425 on: October 12, 2014, 04:07:14 pm »

Either or! MURDER MYSTERY ON A LARGE OLD-EARTHY TRANSPORTATION MACHINE

And if we reskin the xenomorph larva, we can hold a mockbuster round.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #19426 on: October 12, 2014, 04:39:24 pm »

Its too wide...

For a Train in SS13 it's not. You are wrong in my eyes.

Either or! MURDER MYSTERY ON A LARGE OLD-EARTHY TRANSPORTATION MACHINE
If I host it, it's going to be 1915-1925
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Isdar

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Re: Space Station 13: Urist McStation
« Reply #19427 on: October 12, 2014, 04:44:01 pm »

Trying to break into the vault and steal money warrants 10 minutes in the brig and bedbuckling. Man, Security has gotten brutal since last time I played on the server.  :P
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #19428 on: October 12, 2014, 04:52:35 pm »

Its too wide...

For a Train in SS13 it's not. You are wrong in my eyes.

Either or! MURDER MYSTERY ON A LARGE OLD-EARTHY TRANSPORTATION MACHINE
If I host it, it's going to be 1915-1925

Oh, that gave me an idea how to resolve it being an event.

Admin-spawnable time machine! Or something like an Animus.

And make the year 1928. For... reasons, OK?
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #19429 on: October 12, 2014, 04:54:58 pm »

Trying to break into the vault and steal money warrants 10 minutes in the brig and bedbuckling. Man, Security has gotten brutal since last time I played on the server.  :P
The bedbuckle was from a /TG/ crossover. Sorry about it.
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #19430 on: October 12, 2014, 05:01:59 pm »

Wh... why? What? Who thought that was a good idea?
So we can have xenomorphs in maid suits?

goddamnit, bay

Dunno about you, but the ability to take the organs out of xenomorphs and transplant them into humans to give them abilities is pretty good to me.

Trying to break into the vault and steal money warrants 10 minutes in the brig and bedbuckling. Man, Security has gotten brutal since last time I played on the server.  :P

Bedbuckle pls go.
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hops

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Re: Space Station 13: Urist McStation
« Reply #19431 on: October 12, 2014, 05:10:59 pm »

honksnip
five nights at space station 13
You'd be lucky if you survive 5 hours at Space Station 13.
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #19432 on: October 12, 2014, 05:12:49 pm »

honksnip
five nights at space station 13
You'd be lucky if you survive 5 hours at Space Station 13.

/tg/ ran a fn@ss13 round apparently. I heard it ended well.

They didn't say if it was SS13 well or actual well.
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GENERATION 18: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Blucifer: Whenever I talk to you it's like talking to flufflepuff and a temmie mixed together with cuddles.

hops

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Re: Space Station 13: Urist McStation
« Reply #19433 on: October 12, 2014, 05:15:58 pm »

I'll bet that normal traitor rounds are more lethal than FN@SS13.

At least Freddie and co. don't release Lord Singuloth once they finished their goal.
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KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #19434 on: October 12, 2014, 05:58:01 pm »

They also don't...

-Explode a supermatter.
-Burn down Security.
-Yoink the nuke-disk.
-Impersonate the Captain.
-Essentially become James Goddamn Bond.

Tators, motherfucker.
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hops

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Re: Space Station 13: Urist McStation
« Reply #19435 on: October 12, 2014, 07:58:16 pm »

Five Nights at Space Station 13 event where there's killer animatronics and the traitors have objective to steal them, anyone?

Gotta emag them all!
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Re: Space Station 13: Urist McStation
« Reply #19436 on: October 12, 2014, 08:28:59 pm »

Five Nights at SS13 where the AI plays as itself, in the role of the guard from FNAF. The other players are various creatures that spawn in one large area and have to make their way into the AI's chamber with the stipulations of 1. not senselessly killing each other for once and 2. they are (coded to be) unable to move when the AI tracks/looks at them with a camera.
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Darvi

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Re: Space Station 13: Urist McStation
« Reply #19437 on: October 12, 2014, 08:31:37 pm »

Five Nights at SS13 where the AI plays as itself, in the role of the guard from FNAF. The other players are various creatures that spawn in one large area and have to make their way into the AI's chamber with the stipulations of 1. not senselessly killing each other for once and 2. they are (coded to be) unable to move when the AI tracks/looks at them with a camera.
Except for one, who doesn't move at all, unless he feels like he's not getting enough attention.
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SOLDIER First

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Re: Space Station 13: Urist McStation
« Reply #19438 on: October 12, 2014, 08:33:20 pm »

Of course, he can move while on camera.
And the one who comes when the power inevitably runs out...
...wish someone could have set up the solars, hmm?
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Darvi

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Re: Space Station 13: Urist McStation
« Reply #19439 on: October 12, 2014, 08:35:06 pm »

And then of course the one who appears when you stare at the clown for too long...
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