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Author Topic: Project PROMETHEUS: Supernatural Arms Race Phase 1/11  (Read 43758 times)

RAM

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Re: Project PROMETHEUS: Supernatural Arms Race Phase 1/11
« Reply #615 on: January 30, 2018, 12:47:11 am »

Could we suggest that fire trap is extremely safe, given that it activates only on stepping, a rather rare occurrence if one is remotely careful, and that once can likely step upon it through some measure of separation. It seems possible that one could roll up numerous Fire Traps on cloth and carry them in a bundle, then lay them and scatter some sand over the sigils. They could also try some reflective/temporarily-glowing spraypaint and a a template to whip up a multitude of fake F.T.s in the field...
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Stirk

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Re: Project PROMETHEUS: Supernatural Arms Race Phase 1/11
« Reply #616 on: January 30, 2018, 01:28:54 am »

You could direct them to do so, though it is likely that the enemy has access to some form of spectral sensors that may limit the viability of this tactic. Its not clear how the Spirit's observation works, for example, and even if they can't sense magic they might just watch you put them down.

In any case, the next mission is of the Panic!/Abduction type. If you are going to be laying magical mines around, I would suggest leaving strict guidelines for their use to avoid silliness.
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RAM

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Re: Project PROMETHEUS: Supernatural Arms Race Phase 1/11
« Reply #617 on: January 30, 2018, 01:38:21 am »

Well wallpaper at least, they are bound to have wall-runners and the civvies won't...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Stirk

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Re: Project PROMETHEUS: Supernatural Arms Race Phase 1/11
« Reply #618 on: February 03, 2018, 03:00:55 am »

So...Need a design. And Votes. So far there is only the Deep Freeze suggestion.
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Madman198237

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Re: Project PROMETHEUS: Supernatural Arms Race Phase 1/11
« Reply #619 on: February 04, 2018, 11:31:09 am »

Quote from: Votebox
Re-roll LAST CHRISTMAS Bugs: (1) Madman

Whatever.
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Stirk

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Re: Project PROMETHEUS: Supernatural Arms Race Phase 1/11
« Reply #620 on: February 09, 2018, 03:25:53 pm »

Quote from: Votebox
Re-roll LAST CHRISTMAS Bugs: (1) Madman

Whatever.

Anyone else want to vote >_>.
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This is my signature. There are many like it, but this one is mine.

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RAM

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Re: Project PROMETHEUS: Supernatural Arms Race Phase 1/11
« Reply #621 on: February 10, 2018, 02:23:52 am »

Quote from: Votebox
Re-roll LAST CHRISTMAS Bugs: (1) Madman
1: RAM: Re-roll Safety Margin bugs
Be careful what you wish for...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Hibou

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Re: Project PROMETHEUS: Supernatural Arms Race Phase 1/11
« Reply #622 on: February 10, 2018, 02:43:29 am »

Quote from: Votebox
Re-roll LAST CHRISTMAS Bugs: (2) Madman, Hibou
1: RAM: Re-roll Safety Margin bugs

Last Christmas, I gave you a gun; but the cost was too high, and that was no fun. This round, to save me from bugs, I'll give it something special. (Special.)
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RAM

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Re: Project PROMETHEUS: Supernatural Arms Race Phase 1/11
« Reply #623 on: February 10, 2018, 02:51:32 am »

Christmas Special
Okay, can we at least agree that we never want to have anything to do with a "christmas special"? If The Grinch steals christmas they wion't be learning the value of generosity, they will be learning the mass of lead...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Stirk

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Re: Project PROMETHEUS: Supernatural Arms Race Phase 1/11
« Reply #624 on: February 17, 2018, 02:06:04 pm »

Bugs Reroll: 3!
(If an entire design was rolled, the results would have been 3/5/9.)

I really have to be quicker on this game's updates >_>.

The project was completely successful! The grenades have lowered their volatility without reducing the damage done to enemy material. In addition, the error that often caused failed detonations has been removed entirely. The grenades are still destructive-both in the good and bad ways. Now, we should be able to recover something from targets hit by these things. Sometimes, at least.

Bugs: Reduced Volatility. Essentially a lower-tier volatility, targets killed by this weapon have a 50% chance to drop material as normal.

Phase 2 Round 11
Production Phase
110R
Current Designs:
Spoiler (click to show/hide)
Current Equipment:
Spoiler (click to show/hide)
Spoiler: Loadout (click to show/hide)
Current Enemies:
Spoiler (click to show/hide)
Current Technology:
Spoiler (click to show/hide)
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This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.
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