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Author Topic: Things Bay12ers can no longer do in a RPG  (Read 37166 times)

Itnetlolor

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Re: Things Bay12ers can no longer do in a RPG
« Reply #120 on: August 12, 2011, 03:55:34 pm »

187. During infiltration, if it happens to be a security officer's birthday, it's not a good idea to fill a piñata with claymore mines.
 187a. Claymore pellets are not hard candy, but certainly are jaw-breakers.
« Last Edit: August 12, 2011, 03:57:52 pm by Itnetlolor »
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Taricus

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Re: Things Bay12ers can no longer do in a RPG
« Reply #121 on: August 12, 2011, 03:56:48 pm »

188. Not allowed to cheer on the deaths of your teammates. Even if it'll get you off the waiting list.
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Itnetlolor

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Re: Things Bay12ers can no longer do in a RPG
« Reply #122 on: August 12, 2011, 04:03:47 pm »

189. If I happen to come across the Big Bad's holographic projection recorder, I'm not allowed to use it for any reason.
 189a. Among the reasons why: Regardless disguise check and CHA levels, I am not allowed to impersonate the Big Bad "Talking out his ass" literally on all frequencies.
  189aa. Even if the Big Bad turns out to be a Pointy-Haired Boss, and does this every once in awhile, it's still unacceptable, and doesn't qualify as a speech/disguise success.
  189ab. Even under the extremely unlikely circumstance our butts look exactly the same... no, just, no.
 189b. I am not "The Laughing Man"
 189c. I am not "The Wizard of OZ"
 189d. Performing or broadcasting intense medical operations or autopsies on all channels is a cruel way to make the entire complex (or at least those with weak constitutions) pass out.
 189e. Broadcasting porn is a distraction for everybody.
« Last Edit: August 12, 2011, 04:39:31 pm by Itnetlolor »
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Lillipad

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Re: Things Bay12ers can no longer do in a RPG
« Reply #123 on: August 12, 2011, 04:06:49 pm »

190. It is generally considered to be in poor taste to blow up the moon or sun just because you don't want to fight one measly legion of werewolves/vampires or solar powered heroes.
191. Cereal is not meant to be used as live ammunition, no matter how high your skill with a bow or firearm is.
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Itnetlolor

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Re: Things Bay12ers can no longer do in a RPG
« Reply #124 on: August 12, 2011, 04:09:19 pm »

 191a. You shall not refer yourself as a "Cereal Killer" under any context.
192. No matter how brilliant it may seem, and regardless my engineering/explosives skill, I am not allowed to make Rubik's Cube bombs, where the only way to disarm them is to solve them.
193. I'm not allowed to deplete the Big Bad's funds or reputation by (sexually) harassing every employee in sight or on site while disguised as them; and letting their sub-ordinates sue them.

EDIT:
165a. Even if invoking the reference, they do not make super-effective weapons against anything larger than a building.
« Last Edit: August 12, 2011, 04:47:39 pm by Itnetlolor »
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Lovechild

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Re: Things Bay12ers can no longer do in a RPG
« Reply #125 on: August 12, 2011, 04:37:46 pm »

194. You may not throw your girlfriend's character to the Groke.
195. You are not Saruman's son.
196. When playing an unemployed junkie, you may not start with a katana.
197. Making a molotov cocktail is not a free action.
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Itnetlolor

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Re: Things Bay12ers can no longer do in a RPG
« Reply #126 on: August 12, 2011, 05:20:57 pm »

198. If ever assigned a squad made up of 3 women, I'm not allowed begin my mission briefings with "Good morning Angels." over the intercom.
 198a. The intern's name isn't "Bosley".
199. If ever assigned as an overseer of a space station, I'm not allowed to rename it "The Satelite of Love".
 199a. I'm not allowed to play cheesy movies; the worst I can find. *la-la-la*
  199aa. Or have any movie nights on-board for that matter.
 199b. The following are forbidden codenames to assign any machines: "Cambot", "Gypsy", "Tom Servo", "CRO-O-O-O-OW".
  199ba. Inventory management protocols regarding on-board machines are not considered "Robot Roll Calls".
« Last Edit: August 12, 2011, 05:36:53 pm by Itnetlolor »
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TherosPherae

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Re: Things Bay12ers can no longer do in a RPG
« Reply #127 on: August 12, 2011, 07:07:07 pm »

200. Shooting the red shirt right as you beam down is generally frowned upon.
200a. Especially if you follow it up with "Well, now that that's taken care of..."
201. You may not modify a plushie to contain bombs.
201a. OR a flamethrower.
202. Your mug is to be used for drinking, not as a container for gasoline.
203. You may no longer play as a half-squirrel.
204. Low-CHA half-orcs may occasionally get a bonus to distracting the guards because their ugliness drives people insane. This ability is not to be constantly abused.
205. You may not refer to 204's half-orc as "Ug-thulhu."
206. Spamming Magic Missile is not a good tactic, no matter how many modifiers you have. And by 'good,' we mean 'sanctioned by the GM.'
207. Punching frail old ladies is usually only done by evil characters. Not by your paladin.
« Last Edit: August 13, 2011, 11:25:14 am by TherosPherae »
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Aklyon

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Re: Things Bay12ers can no longer do in a RPG
« Reply #128 on: August 12, 2011, 09:18:29 pm »

single-target magic missile, or multitarget magic missile?
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Dsarker

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Re: Things Bay12ers can no longer do in a RPG
« Reply #129 on: August 12, 2011, 09:20:13 pm »

What about when the target is effectively immune to any other tactic?
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Aklyon

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Re: Things Bay12ers can no longer do in a RPG
« Reply #130 on: August 12, 2011, 09:20:53 pm »

What about when the target is effectively immune to any other tactic?
Or if they are weak to force damage?
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Darvi

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Re: Things Bay12ers can no longer do in a RPG
« Reply #131 on: August 13, 2011, 05:23:36 am »

Or if you're level 1?

Okay, that's not much of a spam really, but still.
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shadenight123

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Re: Things Bay12ers can no longer do in a RPG
« Reply #132 on: August 13, 2011, 11:15:50 am »

208) if you are a half burnt by fire Vampire of the Daeva clan, you cannot break the masquerade by going around with your face charred to the bone on an ugly year fifty-vespa
208A) You cannot go around playing boogie boogie to the police force feigning death
209) If you're a vampire, don't go out to jog in the morning.
210) if it sparkles, YOU HAVE TO KILL IT.
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“There, I did something. I clapped. I like clapping,” he said. -The Investigator And The Case Of The Missing Brain.

NoahTophatz

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Re: Things Bay12ers can no longer do in a RPG
« Reply #133 on: August 13, 2011, 11:17:27 am »

210a) well what are you waiting for kill it now
« Last Edit: August 13, 2011, 11:45:40 am by NoahTophatz »
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TherosPherae

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Re: Things Bay12ers can no longer do in a RPG
« Reply #134 on: August 13, 2011, 11:30:08 am »

211. Trying to throw a fireball into the sky and catch it is usually a very bad idea. Especially in forests.
212. If an elven dart is making you vomit radioactive goo all over the place, the last thing you want to do is light it on fire.
213. If it is trying to kill you, you should reciprocate. Not give it cookies.
214. Calling that monster diabetic as you try to forcefeed it cookies is an offense to diabetics everywhere.
215. If you character is named Uplong Dickpuncher, they are vetoed.
216. Killing the rabbits surrounding the nature fairy will, in fact, piss her off greatly.
217. You are not to attempt to shove a stick of dynamite down an NPC's throat while he is undergoing a plot-necessary heart attack.
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Being vengeance and the night could only be improved by being the ballpunching vengeful night.
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Gotham's mysteriously high mental illness rate isn't so mysterious when you find out Batman thinks subduing a guy means spiking his head into the pavement like a football.
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