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Defend ULMF! (Sign-up and OOC)


Copper

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Re: Defend ULMF! (Sign-up and OOC)

Now, now...Copper's a big girl and can make adult decisions and Siphon would just get smacked on the back of the head if he tried to tell her how to live her unlife.

Besides, nothing happened anyway, so all good.
That Grave knows about anyway...
 

cross_grave

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Re: Defend ULMF! (Sign-up and OOC)

As long as he doesn't find any fang marks on his body, Grave's not going to complain. If he does find those... I think you can guess what happens.
 

Shrike7

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Re: Defend ULMF! (Sign-up and OOC)

Copper's type of vampire can make the fang marks disappear by licking them after, so i guess that throws that right out the window ;)
 

cross_grave

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Re: Defend ULMF! (Sign-up and OOC)

So I should forget about searching for marks and skip to killing someone? Sweet.
 

Copper

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Re: Defend ULMF! (Sign-up and OOC)

Well, I mean, you can try, but I don't think we'd want to destroy more of the forum getting into a spat *grins* Besides, Copper wouldn't put the chomp on Grave without asking first, especially not knowing what he's made of...
 

cross_grave

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Re: Defend ULMF! (Sign-up and OOC)

What, you suspect that all this darkness left a mark on him?

Maybe you're right...
 

Tsuki

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Re: Defend ULMF! (Sign-up and OOC)

Well, since I has internets and stuff, I COULD be posting. But, since Tsuki was semi-written out of the current part, I won't. Besides, I don't know how consistently I can get on and such, and it'd make sense anyway for her to be not about for this next mission.
 

cross_grave

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Re: Defend ULMF! (Sign-up and OOC)

Well, there might be three people doing this mission, but they're all killers so this one's going to be quick and painful.
 

SiphonTalvesh

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Re: Defend ULMF! (Sign-up and OOC)

Four. John will be coming. And Tsuki if you want in you can be, Siphon only suggested that she be out on it because he thought the rest would do her good, but he wouldn't stop her from going even if he could.
 

Copper

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Re: Defend ULMF! (Sign-up and OOC)

Firstly, welcome back, Pumpkin. Good to see you again!

Second, what Siphon said, Tsuki. I mostly worked you out since we weren't sure about your net status. By all means, if you want to jump in, do. You'll just surprise the hell out of Copper when you show up.

Third, I think I'm going to wait on any command decisions until you guys get reports back on your sensings. Any preliminary information will be good before we storm the castle.
 

cross_grave

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Re: Defend ULMF! (Sign-up and OOC)

So, Pale's back, huh... Well, good to see ya again.
 

Copper

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Re: Defend ULMF! (Sign-up and OOC)

Something tells me that little note about the prototype exploding is going to come into play...
 

Shrike7

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Re: Defend ULMF! (Sign-up and OOC)

I'm just giggling over the fact that I've spoken to host about what he has planned, and how he decided not to warn us as much as he had originally planned :D
 

Copper

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Re: Defend ULMF! (Sign-up and OOC)

*chuckles* Not like Copper or Grave would use a gun anyway, I'm thinking. Ooooh! I forgot! She's still got that little stunner. :D Maybe Grave won't have to worry about holding back after all...
 

cross_grave

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Re: Defend ULMF! (Sign-up and OOC)

Cool. I was thinking about making minced meat.

Well, talk about shock... I wonder what's going to happen.
 
Last edited:

Host

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Re: Defend ULMF! (Sign-up and OOC)

---------------------Future--------------------

"Wait... Shrike, do you feel that? It's as if... as if the world is becoming less clear, more... fluid. As if something, some past event is being altered! What - my body is fading... No! It can't be! I DON'T WANT TO DIE!"

*Glomps Shrike for dear life*


...Looks like my plan is actually in serious jeopardy now...

...shit.

...Also, the other forum members -are- still inside the house. And the Lurkers' only chance at countering Siphon is currently used up on Copper, so the plan seems to have gone to visit me - South. Maybe the illusionists could make him run his craft into the ground... If I'm lucky, Siphon'll just buzz the place and leave... but that probably depends on what Pale does.
 

Host

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Re: Defend ULMF! (Sign-up and OOC)

Doublepost for great explanation. Ah- …this is what I get for doing things from a player perspective instead of giving all the details. :eek: I think an explanation may be in order…

First up, the grenades weren’t the cause of the illusion. The best time to use the grenades was when the members were reasonably clustered, however the grenades have a 6 second timer. If the members had been in a position where the grenade could hit all of them, six seconds after that, there was a good chance that they would have moved. Host didn’t want to risk trying to determine where the members were going to be in six seconds, because getting it wrong would loose them the element of surprise - the Lurkers may even take casualties. So instead, Host waited for them to move into a good position, and then three things happened at once – the illusion went down, the grenade was activated, and the illusionists gave each of the ULMF members a vision to distract them for the six seconds the grenade needed before exploding. That way, they couldn’t interfere and they couldn’t move away. In Pale’s case, that wasn’t done – Host had Moonbeam prime the grenade as he walked to the door, so that if you were still standing there, the grenade would go off almost as soon as passing through the door. As for what the grenade actually does…:

Lurker Tech Report:
Sensory Overload Grenade, aka SOG, aka SDG, aka Okay-Grenade:

The Sensory Overload Grenade, or SOG as it is most commonly known, is very much the embodiment of Lurker military tactics – complex, cruel, and cunning.
…Though ‘Costly’, ‘Sneaky’, ‘Excessive’ and ‘Extravagant’ could probably be added to that list. Early in its use, a Lurker soldier created a mock formula to easily explain what the SOG is – the formula goes,
(Flashbang + Sting Grenade + Stink Bomb + Knockout Gas) * 3. While not technically correct, the formula does give one a realistic understanding of an SOG’s effects.

The sensory overload grenade, as the name suggests, creates an excessive amount of stimulus to each of the five human senses – sight, hearing, touch, smell, and taste - while also subjecting the victim to potent gasses designed to render anyone breathing them in unconscious. While tests determined that the sensory overload usually knocks out the victims by itself, some more powerful or simple life forms, especially those possessing more or less than the normal number of senses, have been known to thrash around for considerable periods of time before finally succumbing. Also, some creatures with particularly high tolerance for sensory overload (usually those with far greater than human ability to sense things), as well as either a very primitive or powerful mind, have been able to actually recover from a SOG without passing out.

While the SOG is usually considered ‘cruel’, it is truthfully not as cruel as it first appears. Which, strangely, can also said to be true of Lurker tactics in general, though they do maintain some level of cruelty. The damage caused by a SOG can be attributed to two different areas – mental and sensory. The mental damage of a SOG falls into an ‘uncanny valley’ phenomenon, where most minds, up to reasonably beyond human level, will fail to store the memory of the mental pain caused by the grenade. All that is made is a moderate impact, the knowledge that there was pain, but not the memory of the feeling of the pain itself. Tests have shown that multiple separate exposures to the grenades causes this memory to become more pronounced, to the point where the subject is eventually capable of remembering the pain in its entirety – the slow increase in details, however, has shown to be far less damaging to the subjects psyche in the end than having the pain in full the first time – if damaging to their psyche at all. Similarly, incredibly powerful minds have been shown to simply reject the memory of the pain entirely, assumedly due to the damage such extreme sensations can cause to the personality of someone suffering them in full.

The pain occurs worst in those with minds beyond anything human, but still not powerful enough to simply reject the memory – they suffer it in full, which has led to the destruction of the minds of multiple subjects already. Invasive mental procedures are believed to be effective in saving the minds of the unfortunate people who fall into the ‘valley’ section of the chart, however as these procedures must be preformed while the victim is unconscious after being hit by the grenade and before they first wake up. Thusly, it is unknown if each subject's mental stability is caused by the procedures or simply because they would have been stable anyway.

The second form of lasting damage caused by the grenade is to the senses of anyone affected. In tests, one impact had very little effect, while two in a short period made a noticeable difference. With a few days to recover, a second exposure proved less damaging than the first. Daily exposure caused a quick decline in the senses of the effected party, as did weekly exposure. Recommended no more than once a month exposure to conserve the senses. Alternately, spells and other things that cure status ailments were capable of removing the damage, as long as sufficient time had not passed – generally, healing it within a week will completely reverse the damage caused to the senses. Anything beyond that and the damage seems to become permanent.

Due to the numerous – and some would say redundant - manners in which it can disable an opponent, the cost of a SOG is quite excessive, and as a result they are usually limited to 1 - 3 per Strike Team (6 Lurkers). Occasionally, Lurkers will refer to the Sensory Overload Grenades as Sensory Deprivation Grenades, as, since their senses are completely overwhelmed, the victim cannot perceive anything but the most powerful stimuli – thus giving the apparent effect of having their senses removed from them. The grenade, however, does not directly deprive the person of their senses, making this a misnomer. SOG’s are also occasionally sarcastically referred to as ‘okay-grenades’. This is a crack at the excessive nature of the grenades, as anyone hearing ‘okay-grenade’ would think ‘reasonable’, or at least ‘not bad’. In fact, the name being given is OK Grenade, short for Over-Kill Grenade.

SOG’s are most effective when combined with the Lurker combat suits. The suits have a ‘SOG’ button that turns off all relevant sensory input when pushed. A common Lurker tactic is to keep the grenade in the palm of the suit’s hand and charging the enemy, removing the chance of a thrown back grenade while doing little more than cosmetic damage to the suit. On top of that, an activated grenade is designed to go off even before the six-second timer in either of the following circumstances – if the outside layer of the grenade is pierced, or if a large force impacted the grenade. (In the case of the grenade being thrust through the door at Pale’s illusion, the Lurker’s suit’s hand is holding it in such a way as to protect it from the force.) For these reasons, a small number of Lurkers believe that the grenades are ‘cheap’ and refuse to use them.
 

Pale

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Re: Defend ULMF! (Sign-up and OOC)

Ahhhh, hell. Ok, let me edit. I figured the grenades were a backup illusion for if the trap failed. Now.. this is gonna be a little interesting.

P
 

Host

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Re: Defend ULMF! (Sign-up and OOC)

Uhhh ohhh… Either the Lurkers and Pale take out the Nemisis now, or the Lurkers capture Pale, transport everybody to their base, talk for some time, go back, and then take it out. The first is going to be difficult, the second is going to loose a large part of the forum. Rock and a hard place… I suppose Nox could stasis it, but that would mean releasing Copper… Ooh, actually, I have a solution, far fetched though it may be…

We'll see how this goes.
 

Copper

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Re: Defend ULMF! (Sign-up and OOC)

By all means, let Copper loose. *grins* You know, if there's nothing around for her to attack, you don't have to worry about her laying into the Lurkers. Yet.
 
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