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Author Topic: Boss Rush RtD - MSPA Intermission. (T27/Psyche)  (Read 70201 times)

Vlynndar

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Re: Boss Rush RtD. Turn 23 - The Naked Heaven Fox?!
« Reply #375 on: November 24, 2009, 04:09:39 pm »

Good luck, Errol.
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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.
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Errol

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Re: Boss Rush RtD. Turn 23 - The Naked Heaven Fox?!
« Reply #376 on: November 25, 2009, 07:32:25 am »

It wasn't Latin, it was maths.

;_;
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Vlynndar

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Re: Boss Rush RtD. Turn 23 - The Naked Heaven Fox?!
« Reply #377 on: November 25, 2009, 04:33:13 pm »

... Oh no.

How did it go? ...Or is it in terms of what could be salvaged?
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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 23 - The Naked Heaven Fox?!
« Reply #378 on: November 26, 2009, 07:36:21 am »

B, I say. Going into major stuff unprepared is my normal modus operandi.  :P
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Errol

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Re: Boss Rush RtD. Turn 24 - Earth in a pot
« Reply #379 on: November 28, 2009, 01:28:08 pm »

PLEASE, ALL WATCHERS, LURKERS AND SIMILAR SIMULACRUMS. This RtD seems to have an exceptionally high amount of views, and I ask thee, why?

Q: How over-the-top and Touhou-referential will it go?
A: WHO KNOWS?

I'm trying to get a surprise guest in here... hehe

zchris13 - FLEE FOR MY LIFE

(2) The only option when spotting a steampunk skelephant is to RUN FOR YOUR LIFE. Unfortunately for you, the skelephant is faster.

tehstefan - I shoot both the moles, as they've shown to be mah enemies! Resort to sword chucks if attacked directly.

(1) Unfortunately for you, you shoot the first shot into orbit and the second one in your foot. This leads the moles to think that you are, actually threatening.

Jack_Bread - Smile and nod while preparing knives for COMBAT.

(5) You put on your best slasher smile, whip out your knives, remove any rests of fabric from them, do your best spinny trick and STRIKE A MENACING POSE.

Eagle - Telekinectically burninate remaining cans. Have soldiers wipe up any that survive. Then use power of Banjo to heal wounded soldiers, and loot the bodies.

Robby gains nickname "Righty"
Tommy gains nickname "Lefty"
Johnny gains nickname "Ol' One Eye"


(6) Psh! Why burninate when you can ATOMIZE? You summon a TELEKINETIC SUN, maintain the pressure for some seconds, and detonate it. (6) (5) By a miracle, all of your soldiers survive, and are not harmed, save for the light irradiation. Unfortunately, the can knights seem to be heat immune, even though the can soldiers were atomized.

You think you can remember this technique... if it didn't drain that much, it would be alright...
Struck by a fey mood, you take your cape, color it pitch black (with ash!), paint a few white dots on it (with white ash!) and declare it your CAPE FULL OF STARS. Never has a more badass cape even existed! (In your humble opinion, anyways.)

You then declare all of this to be Banjo's doing. All of your men, and the two cans, convert.

Dies-Horribly - I'll set the walkie-talkie to sleeper and say hi. Also, SAVE THE KEYBOARD.

If I know about his existence, I'll tell my army not to attack him. Unless they are attacked by, say, solar beams.

And play Vindows Vista to my right. Vampires have no reflection. So they won't be fooled by tricks with mirrors.

Logicgism!


(2) The walkie-talkie appears to be JAMMED by JAM-FLAVORED SHAVING CREAM! How the jam-flavoring got there, don't ask.

Condemned to isolation, you place the card. (5) A hideous tome summoning steampunk vampire Bill Gates knockoffs appears somewhere on the right side of the field.

Be most cautious. These do only distinguish between living and unliving, though they won't stray far from the tome (usually)

You then draw your obligatory two cards.

(1) UristMcArglebargle
(4) Homing ToonyTunnelLaserCraft3000

You save up your investigate for the next turn, to investigate twice.

Barkeep - Prepare for combat due to lack of options.

(5) He readies his cane, and takes out a smallish object, just in case.

Medic - Collect self, ready self for combat.

(5) She gets back to srs mode and says with perfect calmness: "I am... ah, screw that. All you need to know is that I'm good enough with a bow to shoot down the moon." With that line, the small room you are in dissolves into nothing as you get transported on a slab of rock orbiting earth.

Thankfully, you are ADVENTURERS!. You can breathe in space.

Squad Grunts - Wipe as being told.

(3) They take the best decision - leaving the work to the boss.

Squad Guards - Find sarge!

(4) They discern their sarge, finally. They recognized his particular style of magic.

Squad Nobby - If it ain't overkill it ain't worth it.

(2) He looks at the *Hell's Tomakak*, and tries to scribble notes, but can't find his notebook. His movements become increasingly hectic.

Can Ambushers - Call for reinforcements, and a translator.

(4) They escape. They will probably call the artillery.

??? - t#4

The shaving cream appears to be altered a little.

Dog - Do as masters do.

(5) A conspicious belly growling can be heard.

Rabid Moles - Resume argument.

(2) They are rather caught up in the argument whose their life insurance will cover this.

Steampunk Skelephant - ATTACK

(3) zchris barely dodges the furious abomination to nature.

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)

Army of Eight

Grunt Squad

Spoiler (click to show/hide)

Guard Squad

Spoiler (click to show/hide)

Nobby Squad
Spoiler (click to show/hide)

In No-Formation

AMBUSHERS
Can Knight 1, 2

Running for the hills, and calling in reinforcements.

Rabid Mole 1, 3

Rabidly arguing.

Steampunk Skelephant

Seriously.
« Last Edit: November 28, 2009, 01:34:48 pm by Errol »
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ToonyMan

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Re: Boss Rush RtD. Turn 24 - Earth in a pot
« Reply #380 on: November 28, 2009, 03:54:48 pm »

Activate (4) Homing ToonyTunnelLaserCraft3000!
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Vlynndar

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Re: Boss Rush RtD. Turn 24 - Earth in a pot
« Reply #381 on: November 28, 2009, 05:44:09 pm »

Hey! That's my card! But do it anyway. In the left slot. But examine it first, and Urist McArgleBargle.

And lather face with tasty cream.
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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.

Jack_Bread

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Re: Boss Rush RtD. Turn 24 - Earth in a pot
« Reply #382 on: November 28, 2009, 06:20:22 pm »

USE MAH KNIVES AS NEEDLES AND FIX UP HER CLOTHING COMBATTATLY.

tehstefan

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Re: Boss Rush RtD. Turn 24 - Earth in a pot
« Reply #383 on: November 28, 2009, 08:45:06 pm »

Shoot them again! Naows!
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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.

Eagle

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Re: Boss Rush RtD. Turn 24 - Earth in a pot
« Reply #384 on: November 28, 2009, 11:48:35 pm »

Heal up the soldiers with the power of Banjo. Then advance down the path, cautious of any more ambushes/artillery strikes.

ROW ROW FIGHT THE POWAH

zchris13

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Re: Boss Rush RtD. Turn 24 - Earth in a pot
« Reply #385 on: November 29, 2009, 08:08:33 pm »

Activate (4) Homing ToonyTunnelLaserCraft3000!
THAT'S WHAT I WAS THINKING!!!

Also, Do this.
Boss


Elder New Age Retro Hippy - AREA ATTACK!

(5) He casts Mass Entangle! Roll to avoid!

EDIT: ERROL IS ONLINE?!?!

ROOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLLLLLLLLLLLLS

EDIT2: I bet we don't have everybody or something dumb and I look like an idiot don't I.
« Last Edit: November 30, 2009, 03:18:47 pm by zchris13 »
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Errol

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Re: Boss Rush RtD. Turn 24 - Earth in a pot
« Reply #386 on: November 30, 2009, 04:31:00 pm »

If there's one thing I can say it's that it sure as hell won't be today, or tomorrow. (Based on GMT.) Day after tomorrow, mmh, I'll see what I can do.

The unfortunate thing is that I've got an idea for another RtD/forumgameesque spooking my head. And if I give in, shit will collapse. Big time.
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zchris13

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Re: Boss Rush RtD. Turn 24 - Earth in a pot
« Reply #387 on: November 30, 2009, 04:34:08 pm »

Don't you dare.  This is just getting interesting.
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Errol

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Re: Boss Rush RtD. Turn 24 - Earth in a pot
« Reply #388 on: November 30, 2009, 04:38:09 pm »

You do camp this thread like a vulture, don't you?

Mmh, I wonder, would it be wise to make a fixed update schedule?
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zchris13

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Re: Boss Rush RtD. Turn 24 - Earth in a pot
« Reply #389 on: November 30, 2009, 04:43:17 pm »

No.  Make a schedule, but keep it loose. But not too loose.
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