Cerberus
Unblooded
|--|Default
Posts: 46
|
Post by Cerberus on Oct 30, 2009 20:35:50 GMT -5
As confirmed via lazy-ass procrastinator Cerberus, I'm taking over for proctor-duty for you two guys. Sue me.
|
|
|
Post by E-Stalin [Orthrus] on Oct 31, 2009 11:52:19 GMT -5
*Strokes beard*
All right, upon review of the original copied post made by Lazy-ass Procrastinator Cerberus, I've that there are some things that need explaining.
So listen up Mr. Psycho and ADHD Demon:
You both are in a grid-map, divided into squares, as I'm sure you're well aware of by now. You each have precisely one move per turn. You can gain extra moves from certain abilities. That move can be used to do precisely one thing per turn. It can be used to move from one square to another. It can be used to attack. It can be used to do a mis. action such as rigging a room to blow. It can be used to search.
It cannot be used to do more than precisely one thing in a turn. You cannot make a move that simultaneously dodging something, picking something up, and searching something.
You can make a move that results in two separate results. For example, some Rambo rip-off shoots a bow at you. You can make one move such as, roll into another room, doging the arrow. This one move was pretty much 'enter another room', but by doing it you simultaneously moved to a new square and dodged an attack.
This is were Cerberus and I disagreed in the past. He considers 'Running and shooting' to be one action with two separate results involved. I do not. Running is an action. Shooting is an action. Doing them at the same time is still two actions. Therefore, you must perform one single move, and one single action.
Distance is measured in squares. At default, you can only attack your opponent if he is on the same square as you. The exception to this is if you have proper weaponry and/or abilities. If you start the game with a sniper-rifle, than you'll automatically be able to fire one move away. If you have Uber-Clint Eastwood marksmanship ability, you'll be able to shoot pistols and whatnot over a move away.
Upgrading weapons does not upgrade marksmanship or handling, but the weapon itself. This means that upgrading weaponry only results in increased firepower, accuracy of the weapon itself, and range. You can be clever here, and have several effects from it nonetheless.
----
So, Mr. Psycho. On turn one you used a move to enter the Western Armory. You are now in The Western Armory. You are not in the hallway leading to it, you are not in the doorway, you are not in Sergei's bathroom reading his stash of pornography. You are specifically, inside the west armory. Therefore any action on Turn 2 is applicable inside the West Armory. This action can for example be; pick up an RPG-29, or blow it to hell, or tend to your wounds (If you had any that is). It does not mean all 3 at once. Therefore on Turn 2, you are able of doing only one move. To do more would require Turn 3, or an ability that grants you an extra turn occasionally, kind of like Twitch and Cerberus did. Note that limitations for these abilities directly result from how much freedom it gives you with that move. Twitch has a 10 turn recharge (at level 1) because he has an extra 'overall' move. Sergei had a 0 turn recharge, because it was (level 4) a 'double-attack' move, which did not grant the ability to do anything else but attack a second time if the primary turns action was to attack.
So....*cough wheeze*....
Mr. ADHD Demon, your Twitchy Little Rabid Rodents are at the moment, Level 1. I'll grant Hell-Arrow the ability to be used one move away. You'll gain further range as Level Increases.
------------
Now that Comrade Stalin the Technic Nazi has royally screwed you all over, you may continue with Turn 3; assuming Turn 2 never happened. SOVIET RUSSIA DAMN IT.
Turn 2 Ends Here
Due to the fact that Mr. Psycho is now sitting in a reinforced steel and concrete room, Mr. ADHD Demon's attack misses. And oh yes, for future reference, note that you and your Rabid Rodents are separate entities. In short, they have a move, and you have a move. So what are you doing sitting on your ass while the Rodents do all the work? Come on, start killing the guy. Chop chop!
Mr. Psycho has now just become an even more dangerous psycho. While Comrade Proctor is still trying to figure out exactly what's wrong with his mind, he's running around with a high explosive capable of blowing a hole through more than a meter of rolled armored steel plate. I wonder how this guy would have done at Columbine....
Both Subjects Remain At 100 Health. Looks like Turn 4 Might end up being the one with the Big Booms. I'll be waiting.
Turn 3 Begins Now
|
|
|
Post by Blade Knight on Oct 31, 2009 19:19:41 GMT -5
Thank you for being so patient with us Mr. Comrade Stalin the Technic Nazi, that explanation should clear things up. Aseigan and I are very exited about this game, so we want to do it right.
Please note that I cut the “Rig Western Armory to blow sky high” part of my last post and pasted it here in turn 3, in accordance with your clarified "1 move, 1 action" policy.
--------------------
PARIAH - TURN 3: Fire in the hole, part II
Well, I can’t very well just stand here gawking. I knew an opportunity when I saw one, and time was short. Now, I’m no explosive expert, but I figured I could make things work out. First, I rushed over to the south wall, scooped up as much stuff as I could carry in my arms, and took the whole load to the center of the room, where I scattered it around (gently). I also placed a few of the charges on each wall. Then, I darted to the north wall where I pushed a couple random barrels into the center of the room as well. Returning again to the north wall for a barrel of gas, I popped one open and rolled it around the room to give it all a quick coating. There. Now all the explosives in the room were connected. All I needed was to start the chain reaction of explosives, and this place was history.
But… how the hell do I get all this to explode without me in it? I wouldn’t want to waste my only RPG shot on anything other than that freaky pyro thing. I needed to set up some kind of delayed initial explosion. Wait… weren’t there timers on some of those pipe bombs? After checking the south wall again, my observation was confirmed. Perfect…
I grabbed the biggest timed pipe bomb I could find and placed it in the center of all the mess. The timer looked like one of those stove-top dial alarms. I cranked it to my desired setting, and the timer started ticking.
Well, that should do it. And they say I’m crazy? Little does the public realize just how cunning we psychopaths can be. Of course, if this didn’t work, it wouldn’t make me look too cunning, now would it?
MOVE SUMMARY: Rig Western Armory to blow sky high immediately AFTER turn 4’s conclusion
|
|
|
Post by Aseigan Cetanu on Oct 31, 2009 19:56:33 GMT -5
Twitch grumbles. He forgot that things don't go straight through walls on Earth. He then begins to shake and shudder, laughing crazily. His body begins to blur. He spins like Taz from the Looney Tunes, and then with a whir, begins zipping around with screeching laughter in the immediate area. Twitch begins to Twitch.
Meanwhile, each of the Squirrels also began to Twitch. Their movements, however, were far less comical. Each shrieked with primeval pain, a bloodcurdling sound, and began shaking in a blur of demonic hyperactivity. Their wings would flap and flutter, and their eyes would blink and then stare for long moments, then blink in a flutter, completely erratically. They screamed and screeched, twitching in place.
Now, the demon and the squirrels began to run in circles around each other, apparently forgetting the threat. Until, of course, they heard the ticking time-bomb. ------------------------------------------------------ Move Summary: Twitch- Activate 'Twitch.' Hellsquirrels- Activate 'Twitch.'
|
|
|
Post by E-Stalin [Orthrus] on Nov 3, 2009 1:05:47 GMT -5
Blah. I apologize for the delay, expect an update tomorrow. Was busy doing absolutely nothing today.
|
|
|
Post by E-Stalin [Orthrus] on Nov 4, 2009 21:50:01 GMT -5
Turn 3 Ends Here
So....both players are still alive and well. The explosives are ticking steadily to boom...the proctor is still bored....such a simple update, why the hell didn't I do this sooner?
Turn 4 Begins now
|
|
|
Post by Aseigan Cetanu on Nov 4, 2009 23:29:57 GMT -5
Twitch giggles happily at the thought of the bomb going off in there. "Oooh, hehhehehe, haha, heheheh... HA!" he cackled into the night. The squirrels mimic him, but what comes out is more akin to the squaking of crows feasting on the corpse of a dog that crossed the street too slowly and was flattened by an eighteen-wheeled semi. The demon then pulls his arms back, puts a leg in the air, and pauses for a moment. He looks ridiculously like a cartoon character. Then he's off.
Twitch zips out of the middle hallway with supernatural speed, rushing northward. He arrived at a large, metal door. He tips his head to the side, raps once on it... and then breathes the fires that burn the flesh of those burning in eternal damnation on the door, trying to melt through it. Each of the Hellsquirrels loose a Hellfire arrow to supplement his assault on the thick, metal door, as he tries to get in.
Between gouts he manages to shout, "Hey! Hi! Who's in there! Hey! Hi! Yo! Dude, hey, open up! C'moooooon! You know you wanna! C'mooooooooooooon!"
The demon dances about, sending Hellfire streaking across the door to Sergei's chamber, as his Twitch begins to slowly die down to normal. ------------------------------------------------------------- Move Summary: Twitch action 1: Move 1 square north. Twitch action 2: Burn through door
Hellsquirrels action 1: Move 1 square north. Hellsquirrels action 2: Burn through door.
'Twitch' would end this round.
|
|
|
Post by Blade Knight on Nov 5, 2009 11:31:47 GMT -5
Turn 3 Ends Here
So....both players are still alive and well. The explosives are ticking steadily to boom...the proctor is still bored....such a simple update, why the hell didn't I do this sooner?
Turn 4 Begins now Because like myself, Cerberus, and the rest of the world, you are a lazy-ass procrastinator. And hey, what's the range for the RPG? I assume it's same-square like most weapons, but it never hurts to hope! ------ PARIAH – TURN 04: Countdown to battleThere! Finally done! Now I can get my ass out of here and complete my mission. Leaving the armory behind (I shut the door behind me, maybe It’ll keep some of the blast from spewing out into the hall), I dashed away, sprinting back to the intersection where the two hallways crossed, RPG-29 cradled in my arms and my poncho flapping around me. Funny… I could have sworn that whatever tried to blast me not a few moments ago was somewhere around here. Now there was nothing here but crispy-looking scorch marks on the floor. Hmm… Interesting. I approached to take a closer look, but I had only taken about a step into the intersection when sudden bright flashes from the north wing flared up. I stopped mid-stride and immediately bounced back behind the cover of the corner. With my back against the wall, I peered around the corner at what was going on over there. The corridor was long and dark. I squinted at what looked to me like a midget and… what the hell… squirrels?... were belching abnormal-looking fire at the reinforced door at the end of the passage. “Huh,” I grunted to myself. “Good luck with that...” Before I got too absorbed in watching the pyrotechnics, I had the presence of mind to remember I had set up a display of my own. Just to be safe, I swung around the corner just to be out of the way in case any shrapnel came flying my way. I hunkered down, covered my ears, and enjoyed the giddiness that was rising in my gut at the thought of the thrilling detonation. Three… Two… One… MOVE SUMMARY: Exit armory and move to center square
|
|
|
Post by E-Stalin [Orthrus] on Nov 7, 2009 23:47:41 GMT -5
Turn 4 Ends Here
1. The Western Armory explodes in a warm, cozy hurricane of fire, smoke, toxic fumes, and beautiful, sexually arousing flame. Mr. Psycho gets a purchase point, to be used in purchasing new weaponry or abilities, or upgrading current ones.
2. ADHD Demon succeeds in making the door do exactly what the door is designed to do. Explode. The first layer of Kontakt-5 ERA promptly detonates, and blows away a 200kg wolfram square door out into your face. The remaining layers and armor remain firmly in place.
You take +3 damage and a burn, which will last for 2 turns at a damage rate of +1 per turn unless treated.
Turn 5 Begins Now. Mr. Psycho: 100 ADHD Demon: 97
|
|
|
Post by Aseigan Cetanu on Nov 8, 2009 1:20:26 GMT -5
Twitch giggles to himself. "Yaaaaaaaaay!" he squeals in a childish voice, dancing in place. Then, he noticed Sir Psycho behind him. The short little demon turns around, waving at Mr. Psycho, and as he does this, the Hellsquirrels begin to let out maniac shrieks. Their maws glow with a burning Hellfire, and arrows of this flame spark outward, their length scintillating with the black and red flames, dark sparks sizzling from their shafts and feathers, trails of choking smoke marking their trail. Arrows plunge from the night at him, stabbing with precision and awful power deep into him. As the Hellsquirrels unleashed their volley, Twitch would rush forward, skipping along towards his foe.
The midget demon would whistle to himself a jolly tune as he moved in a side-winder pattern, rocking from side to side and skipping up and down through the armory. His eyes would remain horribly focused on his quarry as he ambled along, his pet's fiendish munitions sailing past him to burn and hinder wherever they struck.
Twitch's eyes, however, did not match this playful demeanor. Focused like the eyes of a howling, lone wolf, driven to madness from too many nights seperated from the pack and too many escaped quarries, they seemed to hunger for this foe. Even in the way he moved this was shown; his steps were quick and light, the skipping allowing him to move erratically as well as serving the purpose of lightening his dark spirit. Twitch would stare into his foe's eyes, and his foe would see the dark emptiness of a demon, ready to fight his prey. -------------------------------------------------------- Move Summary- Twitch- Move to Center Square Hellsquirrels- Fire Hellfire Arrows at Mr. Psycho
|
|
|
Post by Blade Knight on Nov 8, 2009 15:53:23 GMT -5
Purchase point received from blowing western armory to hell.
Combat high special move purchased.
Combat High (level 1) - The rush of combat sends subject into a brief frenzy where pain is ignored and all physical abilities are heightened. Grants increased chances of avoiding attacks, reducing damage taken, and allows for one extra move for the turn. Recharge time 10 turns.
Pariah profile updated to include purchase.
-------------
PARIAH - TURN 05: Three explosions for the price of one
I could feel the entire structure quake as the fruit of my labor rocked the base. It was really a whole lot of explosions in rapid succession, but it seamed like one great big one. The reverberations shook the very walls, and I felt like I took a blow to the chest from the very shockwave of the detonation. The flash around the corner I took shelter behind was tremendous enough that I could see it through my closed eyes. I opened them after the initial explosion to see a gout of flame blast down the hall, sending the metal door bouncing away, followed by a spray of debris. Not a bad way to start a fight - heralded by fire and destruction.
My cryptid quarry in the north wing made a slightly less spectacular display, but one no less entertaining. It had somehow managed to invoke the activation of the explosive reactive armor shielding the door to the Kommander’s quarters. Curious… Usually that kind of defense was used for tank armor. I made a mental note to myself not to take this base at face value.
Beneath my mask, my lips twisted into a grin, as usually happens when the action begins. Things were starting to get very interesting. So far, this mission has seen a Chinese fire drill of pyrotechnic mayhem. And as I looked back to the northern hall, I could tell it was only the beginning.
My little fun must have attracted the attention of comrade chupacabra and its squad of death squirrels, because before I knew it, the mysterious midget was skipping (wait… skipping?) right at me and the mutant rodents were beginning to belch more fire at me. I rose to my feet as the barrage came at me, a giddiness inside me frothing up wildly. My hands shook slightly with intensity as a feral, demented expression came to my eyes.
This was it! Time to fight!
The excitement flooded my body to such a degree that I felt as if I lost all conscious control. I moved automatically, bursting into sudden action.
The fire arrows came blasting my way. I snatched the RPG by its pistol grip with my right hand as I launched into a dive-roll away from the wall, where an arrow-shaped lance of fire exploded behind me. Hitting the ground with my left shoulder, I twisted my feet to the floor and sprang up running.
I took only a few quick steps forward, then ducked and spun in a circle, lifting my legs into an expert butterfly kick. More arrows streaked by - over, above, behind me - as I flew between them all. When my feet touched the ground, I just let my momentum spin me to the floor, where I lay on my back and let a fiery projectile fly right above my face.
I quickly barrel-rolled sideways, hugging the RPG launcher to prevent damage to it, and more missiles exploded next to me as I rolled away from them. When I was clear, I saw yet another headed directly at me. I pulled my knees to my chest and rolled backwards onto my neck, then kicked out hard and pushed off the ground with my head and free hand. My body sprang up off the ground, and the arrow blew under my head off into the hallway behind me.
I landed my kip-up in a crouching position, bringing the RPG-29 VAMPIR launcher down onto my shoulder with both hands, aimed directly at the skipping figure that just came so willingly right to me. From this distance, I got my first good look at the creature that was my target. The black scaly skin, the curving horns, the otherworldly orange glowing eyes… It was that moment that I realized what I was truly up against.
“Heh… The GRU has it wrong for once,” I muttered. “You aren’t a chupacabra, are you?”
Without waiting for a response, I lifted the front of the launcher. With my sights on the ceiling above the frolicking demon, I squeezed the trigger and let the PG-29V High-Explosive Anti-Tank projectile round fly.
MOVE SUMMARY: Free-run through fire-arrow barrage and bring hallway crashing down on Twitch while under influence of combat high. (Activate special move Combat High. Move 1: Dodge fire arrows. Move 2: Fire RPG-29 at ceiling above Twitch.)
|
|