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Author Topic: Boss Rush RtD - MSPA Intermission. (T27/Psyche)  (Read 70214 times)

tehstefan

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Re: Boss Rush RtD. Turn 19 - You should have seen the octo-ping-pong table...
« Reply #315 on: November 11, 2009, 05:02:18 pm »

I try and figure out whats going on with the people outside.
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I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

Errol

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Re: Boss Rush RtD. Turn 19 - You should have seen the octo-ping-pong table...
« Reply #316 on: November 12, 2009, 04:41:09 pm »

I apologize. I could have done the turn today.

Instead, I choose to doodle stuff, hunt the internet for the OST of an obscure bullet hell game (50% success, at least), and do homework.

Sorry!
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Vlynndar

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Re: Boss Rush RtD. Turn 19 - You should have seen the octo-ping-pong table...
« Reply #317 on: November 12, 2009, 04:44:26 pm »

I will forgive you if you tell me the name of the game you're looking to find the OST of.
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For that viciously bad pun, I'm gonna introduce a NPC named Vlynndar just so that I can kill him of in a cruel and unusual way.
Watermelons are pretty important.

Errol

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Re: Boss Rush RtD. Turn 19 - You should have seen the octo-ping-pong table...
« Reply #318 on: November 13, 2009, 07:26:10 am »

Seihou Shuusou Gyoku. It has both midis and wavs iirc. http://www.youtube.com/watch?v=xP1J3HM1JKM&fmt=18 This video contains both wav and midi in soundfile. I used Youtube to MP3 Converter on it, because that's the only damn thing I found.

Japanese 'sites have the whole OST - Example - but I've not found a way to dl them. The BitTorrent link is defunct. The OST encompasses all of the vids with the robo maid main char as their pics.

Anyway, going to do turn in, say, two hours.
« Last Edit: November 13, 2009, 07:31:57 am by Errol »
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Errol

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Re: Boss Rush RtD. Turn 20 - Shitload of work redefined...
« Reply #319 on: November 13, 2009, 10:39:26 am »

Here goes, turn twenty!

zchris13 - My action is, "Call me!".  To the ladies.

(1) The ladies appear to have misinterpreted your statement, as you get a rock hurled at your face. You go down.

When you briefly fade back in, you hear words. Two voices... One of the voices is... familiar... "...okay, so that is settled. I'll get this rascal here and you get the archer guy." "I'm glad we came to an agreement." "Yes, indeed. Do you have any further requests?" "Yes, the usual fare." "Good, I'll have a rabbit deliver the crate with the poisons." "Ah, that reminds me. Got any booze?" At this point, you fade back to black.

When you wake - again -, you are on a meadow. A big meadow, at the foot of a huge... mountain? No, too smooth. A giant black rock monolith? And why can you see the stars?

Actually, you feel a little... something's wrong, you can't put your finger on it... Oh, you appear to be holding a note. On it a message is scribbled, in great haste apparently. It is clearly your handwriting, although you don't recall writing it.
The message is:

ONLY YOU CAN SAVE KEYBOARD

Huh. Cryptic.

tehstefan - I try and figure out whats going on with the people outside.

(1) You approach the site. And then, your common sense blacks out, and you walk up to the building, and then you wonder why you appear to have a hole in your leg...

You are seized too, while being incredibulously ponderous.

Jack_Bread - Punch wall then follow dog.
If I can't follow the dog, follow the barkeep.

(6) You punch the wall with all of your strength.

Drill Sign 'The Drill The Who Pierces Bhava-Agra'

You have no fucking idea how that happened, but a) the shop, and the building behind it, and the tree behind that building are gone and converted to (saw)dust. Second, your finger has converted to a... rock drill.

Pumped full of adrenaline, you abduct the barkeep, and run for the apothecary. The soldiers are paralyzed in fear.

Eagle - Keep converting soldiers as we go. Once we reach the enemy army, use telekinesis to drop something heavy on them. Like a mountain. (3+1)
zchris-tan: NO. USE THE EGO, LUKE... ERM, EAGLE. (1-1)

You are slightly disoriented, suddenly, and get a small pain in the head. You're not quite sure what the cause could have been, but you narrow it down to tiny spaceships farting in your brain, the side effects of telekinesis, and your teammates being in peril. Wait, the last one is silly. If anyone is in peril around your teammates it's the insurances.

(1) You manage to disprove Banjo's godliness thanks to incredibly overconvulted reasoning. Your army is confused, and you spend the rest of the turn reorganizing -

An ambush! Curse them!

Dies-Horribly -
Also, read rules. Probably 'read rules and s-s-start', if you are going to make me roll for reading the rules.
(5)

You read the rules. They basically amount to "Draw five cards at start, and one extra every turn. Playing the cards in the slots on the table-thing activates their effects. You may maximally play one summon per turn. You may 'inspect' one card per turn to see what it does. Two rolls, better wins. Depending on what slot you play cards in, effects may differ. You win if a) the opponent is annihilated, b) the sky is paved, c) the world is flooded with magma, or d) you find your magic artifact.

You therefore draw 5+1 cards. They are:

(3) an Ass Card
(5) a 'Night Of The Steampunk Zombies' summon
(4) an 'Kitten Geysir' spell card
(6) a 'Giant Enemy Bomber' summon
(2) a 'Get out of jail free' card
(1) a 'Vindovs Vista - Dracula Edition' coupon

Barkeep - Remember cloak. Retrieve cloak.

(6) He screams "CLOOOOOOAAAK! NOOOOOO!" He then takes out his spare cloak.

Orange-Hair - Go off for mysterious reasons (likely involving a knitting club)

(6) She uses a white-hole based propelling mechanism to shoot herself in direction of... a house 5m away. She then enters. Amazingly, nothing breaks.

Red-Hair - Find razor. Use razor to mutilate self.

(5) Being insulted by a man, being fired, and centuries of getting bullied finally take their toll. She sobs, enters the next weapon store... and doesn't exit again.

Depressive Soldier - Have nice, relaxing dreams.

(1) He screams and wakes up, and goes into the nearest building. Sounds of ripping fabric can be heard.

Dog - Hiiiiiiiiiiiiide.

(1) The moment everyone notices the smell from an unprocastrinatable business affair he gets found, and brought into the Happy Fun Relaxation Chamber 3000.

Statuses

The Game.

Spoiler (click to show/hide)

Zchris13

Spoiler (click to show/hide)

Jack_Bread

Spoiler (click to show/hide)

'Scarface' tehstefan

Spoiler (click to show/hide)

Eagle

Spoiler (click to show/hide)

Dies-Horribly

Spoiler (click to show/hide)

Medic

Spoiler (click to show/hide)

Barkeep
Spoiler (click to show/hide)

Orange-Hair
Spoiler (click to show/hide)

Red-Hair
Spoiler (click to show/hide)

Depressive Soldier
Spoiler (click to show/hide)

Dog
Spoiler (click to show/hide)

Mima
Spoiler (click to show/hide)

'Rabbit' Soldier 1, 2, 3, 4

Spoiler (click to show/hide)

'Rabbit' Commander

Spoiler (click to show/hide)

AMBUSHERS
Can Soldier 1, 2, 3, 4, 5, 6
Can Knight 1, 2
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tehstefan

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Re: Boss Rush RtD. Turn 20 - Ominosity is brewing. And total randomness too.
« Reply #320 on: November 13, 2009, 11:20:21 am »

I try and figure out where the heck I am. What fun.
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Jack_Bread

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Re: Boss Rush RtD. Turn 20 - Ominosity is brewing. And total randomness too.
« Reply #321 on: November 13, 2009, 12:16:51 pm »

Cram various herbs into the barkeep's mouth.
Try to force em' down with my knife.

zchris13

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Re: Boss Rush RtD. Turn 20 - Ominosity is brewing. And total randomness too.
« Reply #322 on: November 13, 2009, 04:30:20 pm »

Inspect monolith.
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Eagle

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Re: Boss Rush RtD. Turn 20 - Ominosity is brewing. And total randomness too.
« Reply #323 on: November 13, 2009, 05:57:32 pm »

Have soldiers form a defensive square. Use telekinesis to crush can soldiers; try to capture one of the knights alive.

Vlynndar

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Re: Boss Rush RtD. Turn 20 - Ominosity is brewing. And total randomness too.
« Reply #324 on: November 14, 2009, 05:44:02 am »

Please, zchris, save the keyboard!

I shall play the 'Night Of The Steampunk Zombies' summon in the middle slot.
Inspect Kitten Geysir card (which isn't in the status) and play the Ass card (to the left of the zombie card), if it doesn't count as a summon.

Also shout "SAVE THE KEYBOARD" in the walkie talkie.
If allowed.
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For that viciously bad pun, I'm gonna introduce a NPC named Vlynndar just so that I can kill him of in a cruel and unusual way.
Watermelons are pretty important.

Errol

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Re: Boss Rush RtD. Turn 21 - Damn, it's on.
« Reply #325 on: November 14, 2009, 09:53:21 am »

Whoops. Sorry. I shall correct this, and, perhaps, even do the next turn.

As perhapsed:

zchris13 - Inspect monolith.

(6) It's a black monolith. It is perfectly smooth and extends all the way up to the stars, apparently. No, wait. It is just a thousand feet high. At the top, there seems to be something blinking.
You decide to touch it. You can feel strong magical energy pulsing through it, waiting to be channeled.
You try to converse with the rock. To your surprise, it kind of works. You are far from fluent in rock, but from what he tells you are a) the servant of the rock's master, b) a large donkey or c) obliged to find the Crystal Skull.
You ponder on it, and eventually decide that b) is the most likely.
There's a 'ploing'. You seem to have acquired donkey ears.

tehstefan - I try and figure out where the heck I am. What fun.

(2) The answer to this question eludes you. The secret of the Basement Monks' secret still, however, doesn't.
You are then stuffed into a bag, and apparently hauled around for what seems like months. Eventually, you are put down and manage to not open the bag with your tools at hand, at least not without potentially cutting yourself into ribbons.
The bag opens anyway. You appear to be in a sort of matrix.

A rabid mole appears before your eyes.

Jack_Bread - Cram various herbs into the barkeep's mouth.
Try to force em' down with my knife.

(3) You search your pockets, find some weird green stuff and smash it into the Barkeep's face. Most of it lands on the moustache or on the right eye, but some seem to have gotten through.

Eagle - Have soldiers form a defensive square. Use telekinesis to crush can soldiers; try to capture one of the knights alive.

(3) Defensive square! DEFENSIVE SQUARE! LISTEN DAMNIT!

The soldiers huddle together to achieve a defensive mess. You are in the middle of it.

You see no reason to kill your own soldiers, so you try to claw out your way, and achieve it, and you get an arm and your head out of the mess.

The cans don't appear to charge.

Dies-Horribly - I shall play the 'Night Of The Steampunk Zombies' summon in the middle slot.
Inspect Kitten Geysir card (which isn't in the status) and play the Ass card (to the left of the zombie card), if it doesn't count as a summon.

Also shout "SAVE THE KEYBOARD" in the walkie talkie.
If allowed.

(6) You search for the middle slot. There's a big red circle with a card slot in it, so you simply jam it in.
A holo-screen in front of you displays "MODUS OPERANDI SET: NIGHT OF THE STEAMPUNK ZOMBIES"
The helpful text below it states that all of your cards are going to be steampunk zombie themed now, and the normal effect of Night of the Steampunk Zombies will happen too.
The holoscreen shows a large grid. Blue dots appear all over the grid.
As you take the Kitten Geysir card and say 'Inspect' info about it flares up on the holoscreen. It states:
"Kitten Geysir: Instant spell. Spouts a large fountain of water from a 1x1 square and deals heavy damage to the inhabitant.
Spawns 1d6 kittens and 2d6 kitten corpses around the fountain each turn for the next 3 turns.
Current modus spawns 1d6 robokittens and 2d6 zombie kittens instead.
You play the ass card in a slot in the left of the red circle. The holoscreen informs you the card you just played is an infinitely activatable support card, and that it will affect your future hand cards.

After all of the hard work, you shout your line into the walkie-talkie. There appears to be no response.

Oh, you nearly forgot to draw a card. In your haste, you draw two. They are:

(6) Heavy Weapons Turtle (Summon)
(1) Longcat-flail (Equipment)

Barkeep - Realize situation he's in, and lead Jack_Bread in glorious charging motion through the door.

(2) He's too busy wiping his face and actually staying on.

Rabbit Squad - Laugh at free comedy.

(3) They peek from behind their improptu fortifications and lose some of their fear.

Can Ambushers - Imitate example of meatbags.

(3) Their defensive huddle looks too much like a square.

??? - Okay, the game is on.

There appears a blue glow from the other pedestal. The blue glow manifests itself into... something.
There appears a huge amount of weakly glowing red dots on Dies-Horriblys screen. And one normal strength violet dot.

Statuses

The Game.

Spoiler (click to show/hide)

Zchris13
Spoiler (click to show/hide)

Jack_Bread
Spoiler (click to show/hide)

'Scarface' tehstefan
Spoiler (click to show/hide)

Eagle
Spoiler (click to show/hide)

Dies-Horribly
Spoiler (click to show/hide)

Medic
Spoiler (click to show/hide)

Barkeep
Spoiler (click to show/hide)

Dog
Spoiler (click to show/hide)

Mima
Spoiler (click to show/hide)

'Rabbit' Soldier 1, 2, 3, 4
Spoiler (click to show/hide)

'Rabbit' Commander
Spoiler (click to show/hide)

Army of Eight
Soldier 1, 2, 3, 4, 5, 6, 7, 8

In Huddle formation.

AMBUSHERS
Can Soldier 1, 2, 3, 4, 5, 6
Can Knight 1, 2

In Huddlesquare formation.

Rabid Mole
Spoiler (click to show/hide)
« Last Edit: November 14, 2009, 10:58:40 am by Errol »
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zchris13

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Re: Boss Rush RtD. Turn 21 - Damn, it's on.
« Reply #326 on: November 14, 2009, 12:24:26 pm »

Equip goggles.
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Errol

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Re: Boss Rush RtD. Turn 21 - Damn, it's on.
« Reply #327 on: November 14, 2009, 01:15:20 pm »

A) That would be a free action and B) you already have them on due to GM deciding to save some time orsuch.
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zchris13

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Re: Boss Rush RtD. Turn 21 - Damn, it's on.
« Reply #328 on: November 14, 2009, 01:16:30 pm »

Unequip goggle. Equip goggles. Compare.

sprout flowers on my donkey ears.

Commune with grass and soil.
« Last Edit: November 14, 2009, 01:18:04 pm by zchris13 »
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Vlynndar

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Re: Boss Rush RtD. Turn 21 - Damn, it's on.
« Reply #329 on: November 14, 2009, 01:24:40 pm »

Play Kitten Geysir and Longcat flail, next to eachother (right of the zombie card).
Inspect Heavy Weapons Turtle.

Examine playing area?
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For that viciously bad pun, I'm gonna introduce a NPC named Vlynndar just so that I can kill him of in a cruel and unusual way.
Watermelons are pretty important.
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