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Author Topic: Einsteinian Roulette: OOC and NEW PLAYER INFO  (Read 2353192 times)

Twinwolf

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25470 on: December 14, 2015, 07:32:24 pm »

M23 succeeded with no casualties beyond one person going inactive and another basically committing suicide with an amp without overloading.
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Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
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Grunhill

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25471 on: December 14, 2015, 07:37:31 pm »

Just finished the changes... waiting to see if everything is ok with the new sheet...
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>Probably. They're bad news. Very good at hiding and very good at killing. Then again, no one is better at killing then the HMRC.

"Steve, they're trying to talk to us. We need an orbital bombardment NOW!"

spazyak

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25472 on: December 14, 2015, 07:58:58 pm »

Well! Your baby blops troopers succeeded greatly in the face of amp-death. So that's good. Now we're house hunting for a new universe.
maybe the new universe will be like the one ending in the yawhg. Everything's just the same (- alien god) except everyone has slightly smaller eyes.
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GENERATION 31:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.
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Ozarck

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25473 on: December 14, 2015, 08:34:08 pm »

M23 succeeded with no casualties beyond one person going inactive and another basically committing suicide with an amp without overloading.
not exactly. She used a special ability and got sucked into another reality. No amps were used.

Kedly

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25474 on: December 14, 2015, 09:20:11 pm »

A new universe might actually be a good place for a research base, who says we have to set up just one universe base? If we make sure it is safe first, we definitely should allocate some security forces and residents to set up
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((No.  ER Lasers are tickle generators, and dispense hugs, loves, and puppies.))
The fedora guy has potentially lethal amounts of swag :v

Twinwolf

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25475 on: December 14, 2015, 09:28:31 pm »

I did ask what the target number was. This prompted PW to say as many as we can, which led to this;
((ER: Metaphorically jizzing all over the multiverse.))
Which led to the current thread title of M26.
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Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

piecewise

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25476 on: December 14, 2015, 09:48:27 pm »

Just finished the changes... waiting to see if everything is ok with the new sheet...
Giving up on Renen?

Unholy_Pariah

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25477 on: December 14, 2015, 09:49:06 pm »

Just finished the changes... waiting to see if everything is ok with the new sheet...
Giving up on Renen?
respec I think?
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

renegadelobster

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25478 on: December 14, 2015, 10:01:36 pm »

Looks like he's respec'd with the new system, and is getting ready to re-join
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Well, it only hates Linux for now. If we could condition it to hate computer viruses, than hooray! Free, brutal virus protection! Unless you have Linux!

Aigre Excalibur

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25479 on: December 15, 2015, 05:02:23 am »

Exams were so much fun. Please sir, may I have some more?

AccountingisloveaccountingislifeAccountingisloveaccountingislifeAccountingisloveaccountingislifeAccountingisloveaccountingislifeAccountingisloveaccountingislifeAccountingisloveaccountingislifeAccountingisloveaccountingislife
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

AoshimaMichio

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25480 on: December 15, 2015, 05:37:47 am »

Ozarck is the drone master, hoarding all jobs for himself.

Anyway, you should start exploring diagonals as well instead of simply cardinal directions. Like +5,-20,+8.
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I told you to test with colors! But nooo, you just had to go clone mega-Satan or whatever.
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Grunhill

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25481 on: December 15, 2015, 06:11:36 am »

Not giving up on Renen. Just reorganizing the points in the new system.

Renen is my precious.... (Gollum feelings)
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>Probably. They're bad news. Very good at hiding and very good at killing. Then again, no one is better at killing then the HMRC.

"Steve, they're trying to talk to us. We need an orbital bombardment NOW!"

piecewise

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25482 on: December 15, 2015, 03:20:35 pm »

Yo, wiki gnomes



UNCON
Name: Matter Saver
Cost: 4
Description: Machine that allows matter to be saved into cartridges. These cartridges come in various sizes, depending on price. When "loading" the matter it can be given various different properties, such as velocity. The matter that is saved is pulled into the cartridge and resides there until loaded. This can be done with living creatures, including players, but there might be side effects. Loading can be done selectively as well, loading only part of the matter in the cartridge rather then the entire thing.
Ammo: The cartridges are priced by the area they cover. 1 cubic foot is 1 token. 2 cubic feet is 2 tokens and so on. Cartridges can be reused indefinitely. 

Name: 5 second reset
Cost: 4
Description: A small wrist pad like machine which, when activated, reverts you and everything you're carrying to the state you were in 5 seconds ago. Has interesting effects. If you fire a bullet and then revert, the damage from the bullet will still exist, but the bullet will be back in your gun instead of in the target. Over use in a short period can cause instability of copied material, resulting in injury, stat loss or worse.
Ammo: 1 for 3 single use batteries.

Name: Ghost Blade
Cost: 5
Description: A sword, or more realistically a sharpened rod. The blade can become selectively incorporeal anywhere along the length, allowing it to bypass armor or physical objects with proper usage. The downside is that the edge and point of the blade are totally normal and the damage it does relies on the force the user can exert.
Ammo: Recharging internal system. Can run out of power if used many times in short period, but for the most part is infinite. The longer the blade is kept incorporeal, and the great the length of the incorporeal section,  the greater the drain.

Name: White Hot Club
Cost: 4
Description: This is an oversized, bat shaped club that maintains a temperature of 5700 degrees Fahrenheit, roughly the temp of white hot Tungsten. As a result it not only glows extremely bright but is throwing off a constant haze of steam and a warped aura of super heated air. While the handle is thermally insulated, it's recommended not to activate this thing without a space suit unless you wanna get a hell of a tan.
Ammo: A power pack that is attached to the club via a cord running from the backpack mounting into the handle of the weapon. Careful not to catch the cord on anything.










Name: Solid Light Matter Generator
Cost: 10
Description: Allows the creation of Solid light in different forms, allowing the
user to create objects. These objects can be complex, ie something like a wind up watch, and the
matter can take on different material properties, but it cannot mimic electrical or chemical systems,
like electronics or the gunpowder in a gun. The positive side about solid light materials is that, once
generated, they will remain so long as the user wants them to and stays within a certain distance; it
doesn’t require effort to maintain them. The downside is that they are fairly mundane in their
properties; you won’t get monoatomically sharp blades or indestructible armor. But you can pull
shit out of thin air like a wizard. Requires a brain implant and a strong mind to function.
Ammo: No ammo, however it does require exposure to light in the 600-700 nanometer wavelength.

 EXO

Name: Haebi Limb
Cost: 8
Description: The bodywarping power of the fleshhorror and the Haebi condensed down into a single limb. Can be applied to any limb, but each purchase only gets you a single limb. The flesh warping is somewhat limited by the amount of organic material it can get hold of, but it could be fed with any living or dead tissue, so feel free to use the corpses of our allies to empower yourself.
Ammo: None; Genetic enhancement.

Name: Id Manifester
Cost: 8
Description: A device that manifests a personification of the user’s subconscious. This
manifestation varies by user, however those with greater exo skill and greater Mind  numbers will
have more powerful manifestations. The details of exactly how this device functions are hazy and
the manifestations have shown a degree of cognition and self awareness, and they have shown a
propensity for attacking or attempting to overpower their creator if that creator lacks the will to
control them. Specifically, the manifestations are the extensions of the desire of the user, unrestrained by rationale and reason. If the creator wishes someone was dead, the manifestation will attempt to kill that person unless the creator restrains it. Those that lack the capacity to adequately restrain the manifestation will be viewed as a hindrence by that manifestation and it may attack them as well.  Created via data gathered during midbrain implantation of MMI and “God
Computer” prototype 112.
Ammo: None, Implant.

Name: Haber's Impant
Cost: 4
Description: A small metallic sphere and associated gold wire mesh which encloses much of
the brain. The implant grants the subject a mild connection to anomalous matter arrangements and
superuniversal geometries. The connection doesn’t manifest consciously, but rather subconsciously;
it grants the user a form of 6th sense, a powerful form of intuition regarding magical/supernatural
forces. It doesn’t tell them directly what's going on, but rather grants them a gut feeling of sorts.
Useless for deciphering fine details, but very useful for getting the bigger picture. The user can,
however, become an unwitting conduit for these forces, as the implant makes them more vulnerable
to such things.
Ammo: NA




Name: Universal Limb Collector
Cost: 6
Description: Four implants at the hips and shoulders. These implants, a form of
adaptive flesh, allows the subject to remove their limbs and replace them with just about anything
else. The implant will spread, partially or fully, onto the new object and seek to make it into as
functional a limb as possible. The implants lack the strength to break down robust things, so
shoving a statue’s arm in there won’t let you break it into upper and lower arms and use it like that,
but if you were to stick a rifle there, it would be able to let you fire it. Works with organic matter
too. Uses organic computing materials from the anomalous planetoid.
Ammo: NA

Name: Extraphysical Cutting Aura
Cost: 5
Description: A metallic organ that is implanted in the abdomen, amongst the intestines. It fuses with surrounding tissue and appears to leach nutrients from the blood and partially digested food. It appears to grow over time and may have harmful effects in the long run. Allows the subject to produce a thin, silvery aura on any part of their skin, which resembles a sort of heat haze or shimmering mirage. This aura allows the subject to cut, piece, puncture, slice, tear and rip with force akin to that of a blade, drill or even laser using nothing but their bare skin. The range of the aura is so low, however, that the subject has to make physical contact with the surface for it to work, and it won’t work through clothing or any other covering. It also only works with natural human skin and won’t work through prosthetics.
Ammo: None

Name: White Mask
Cost: 10
Description: A smooth, featureless white mask that absorbs the consciousness of the first living
thing is is placed on. From that point on the consciousness lives within the mask and anything
which the mask is placed upon becomes the vessel and body of this consciousness. Larger and more
powerful bodies require greater Exo rolls and exertions of will to inhabit, but once they have been
completely controlled, no more rolls will be needed. The mask need only remain physically in
contact with the body to control it. Damage to the bodies will not damage the consciousness,
however, breaking the mask will kill the mind within. Created via data gathered from the “Glow
Worm Gun” and video of an enemy combatant.
Ammo: None

Name: Toxic Symbiote
Cost: 4
Description: A maggot like creature that takes the place of the entire left arm. Has two
functional modes: Attached and detached. When it is attached it functions just the same as a normal
arm, with mandibles acting as fingers. When detached it functions as an NPC of sorts, following the
verbal commands of the “user”. In either form, it produces horribly fatal toxins on command.
Toxins the user is immune to.
Ammo: NA








Name: Demigod Touch
Cost: 6
Description: A modification that can only be performed on humans. The user’s hands and
forearms become a translucent and incorporeal blue matter. These limbs lose the ability to directly
interact with matter, ie picking things up, however they gain a more subtle interaction. They can
manipulate the chemistry of living things or the electronics of machines via force of will and Exo
rolls. Stick your hands in someone’s head and control their mind, use it to heal wounds or interface
with machines or change matter from one thing to another. The downside however, is that in
addition to losing direct interaction, the user’s body must remain almost totally human otherwise.
There are a few minor modifications that are compatible, but the majority of other modifications
will disrupt this one. Created via the god computer, doom arms and the cultist mission.
Ammo: NA

Name: Empathic Gland
Cost: 2
Description: An implanted gland which allows the user to sense the feelings, health and
general state of organic creatures. Works on most creatures but those that are VASTLY different will
often be...problematic. Someone dying in close proximity to you will also be unpleasant.
Ammo: NA

CON

Name: Brainworm Gun
Cost: 9
Description: A conventional weapon which uses the “control” aspect of the glow worm gun.
The gun- which is single shot and fairly expensive to use- infects things shot with it with microbots
that quickly take control of it. These controlled beings follow the commands given via the weapon,
and only one being may be controlled with one weapon at a time. This version of the weapon
prevents the degradation which the original was prone to. TEAM KILL HAZARD: Once shot, the infection spreads through the target extremely fast, destroying the original mind or control system. Shooting teammates with this weapon is perma-death unless you have an extremely good and very fast surgeon on hand.
Ammo: Single shot “Maggot” cartridge is 2 tokens.

Name: Weevil Gun
Cost: 6
Description: A conventional weapon which uses the “Degeneration” aspect of the glow worm gun.
This gun infects the target with microbots which rapidly burrow and eat their way through the
target. Though they are limited in lifespan and hence can only eat through so much matter, they are
still dangerously effective and more then able to eat through several feet or hundreds of pounds of
material.
Ammo: 1 Shot Cartridge for 1 token.










Name: Auto-Target System
Cost: 9
Description: A system designed to work in tandem with standard ARM conventional
weapons. The system automatically analyzes targets and gives information about potential
weaknesses, attacks, general structural info, and firing solutions. It can store data from any targets
analyzed so it need only analyze any particular kind of enemy once. The downside, however, is that
analyzing an enemy requires one turn worth of pure observation. Firing solutions can make a shot
an almost sure thing but they are touchy, and work best when neither the target or shooter are
moving, or are maintaining the same speed, direction and type of movement. The analysis program
may fail when confronted with things too far outside the bound of understood parameters.
Ammo: NA

Name: Solid Light Protection Field
Cost: 6
Description: Not everyone is able to handle a full solid light generator, so this is
an automated system designed for use by our more Conventional Meatheads. It uses a sensor
package to monitor the world around it and project a solid light barrier to block anything coming at
it at high speed. And by high speed I mean anything more then a friendly softball lob. It's a bit
wonky sometimes and isn't as powerful as the “Force field” tech, but its ability to reform and its
compact size make it invaluable for stopping conventional weapons. It won't stop a heavy gauss
round, but it will slow it down a hell of a lot, and it will stop a guass round cold, and is particularly
good against directed energy. The major downside, however, is that it tends not to play nice with
many forms of “Space magic” and high speed movements can cause it to activate. Having it on
while you dart around with your mk III might end up with your bullets hitting the “inside” of the
shield wall. And obviously, you can't shoot out while it's on.
Ammo: No ammo, however it does require exposure to light in the 600-700 nanometer wavelength.

Name:Containment Gun
Cost: 6
Description: Another solid light projector, this one designed to do one thing: Project a thick
sphere of solid light. The usage is quite simple, the gun projects an invisible light beam (Technically
ultraviolet in wavelength but off the normal spectrum) and whatever the light beam strikes is then
used as the center of the sphere. The sphere's diameter can be modified via a dial on the gun,
making a larger or smaller containment field, and once the field is up, it will remain up, allowing
the sphere to be moved around and the contents moved with it. The guns are also “Smart” enough
to be used in combination with each other: if a containment gun is fired at the established field of
another gun, the fields will combine, doubling in thickness. Fire another and it will quadruple. Solid
light is, of course, not indestructible, and enough physical force could smash the fields, but the
thickness of even a single one of these fields renders it as sturdy as several feet of steel.
Ammo:No ammo, however it does require exposure to light in the 600-700 nanometer wavelength.












Name: Arranger
Cost: 2
Description: The major problem many conventional users face is their inability to deal with threats
that laugh off a good old fashioned high speed metal slug to the face. The Arranger is an attempt to
give Conventional soldiers access to the reality defying “space magic” that other more specialized
units use. The Arranger itself is a simple and quite cheap weapon, which resembles a handgun with
an oversized and elongated barrel. The gun itself isn't the interesting thing however, it's the bullet
that matters. The bullets are large bronze colored cylinders that contain highly specific
arrangements of matter. When activated, these arrangements are shifted slightly, producing a “Space
magic” effect that is projected out
Ammo: Varieties and Price details Pending. See your local armory.

MISC

Name: Pocket Dimension
Cost: 15
Description: A system created using data gathered from mission two and the late Morul's
void suit. Allows for the creation of artificial pocket dimensions. The actual machine which allows
for this is quite large, far too large to carry anywhere, but the dimension's spacial location can be
varied, so while the machine itself sits safely on the ship, the dimension can be called to the user via
a handheld interface. The dimension itself is of limited size, about a cubic mile, but its qualities and
contents can be changed to fit the user's desires. The “Entrace/exit” of the dimension is much
smaller than the dimension itself and seems to coexist with the “main” dimension, so that it does
not “displace” material it appears on top of or within. Highly experimental and a great deal is
undocumented and will require user experimentation.
Ammo: NA

Name: Mewing Fleshmass
Cost: 7
Description: An ball of flesh about the size of two fists. It's makeup is nearly identical to
human flesh, with small bundles of organ and neural tissue in a coating of fat, skin and muscle.
Unlike humans however, it can be cut in half and each half, given food, will grow back into their
full form. Makes a variety of noises to identify various sensations and inputs, from pain to radiation
exposure to attempted mind control. A helpful analog for human testing and more telling than a
simple metal pole. Named for their “normal” mewing sound.
Ammo: NA

Name: Attractive Bauble
Cost: 2
Description: A small golden marble. Grabs the attention of whoever sees it, to the point that
they forget about whatever they're doing in order to stare at or try to obtain it. Mind rolls can be
used to ignore the bauble, but it will otherwise effect friend and foe alike, including the user. A
useful distraction but potentially dangerous.
Ammo: NA

Why is this formatting fucked up help

Ozarck

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25483 on: December 15, 2015, 03:25:09 pm »

Ozarck is the drone master, hoarding all jobs for himself.

Anyway, you should start exploring diagonals as well instead of simply cardinal directions. Like +5,-20,+8.
I'm happy to share :(

Don't worry though, I think more activities are immanent.

Edit: also, exploring the diagonals was part of my initial plan, for completeness, anyway, but syv wanted to establish a baseline regarding the coordinate system, to see if universes clumped according to their properties, so I ran with it. As for the specific numbers, I'm still trying to be consistent, and to keep the numbers small for the sake of sanity and record keeping. If someone else wants to schedule time as project overseer while Dester sleeps, they are free to test whichever universi they want,
« Last Edit: December 15, 2015, 03:30:08 pm by Ozarck »
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TheBiggerFish

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #25484 on: December 15, 2015, 03:32:31 pm »

@piecewise:
With the Solid Light stuff, is there perhaps a middle ground between 'brain implant' and 'containment gun/shield thing'?

... Hmmmh.

TO TINKER!!!!
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