Staredit Network > Forums > Null > Topic: The Killer's Game
The Killer's Game
Jul 31 2010, 4:51 am
By: Azrael
Pages: < 1 « 28 29 30 31 3287 >
 

Aug 14 2010, 12:58 am Aristocrat Post #581



Well no one will miss payne.

xD.

What happened to Ez?



None.

Aug 14 2010, 1:03 am The Starport Post #582



Still unconscious...?



None.

Aug 14 2010, 1:04 am Aristocrat Post #583



Quote from name:Tuxedo-Templar
Still unconscious...?

Need to know if someone finished him off. If not...



None.

Aug 14 2010, 1:06 am DavidJCobb Post #584



Payne, Azrael said that specificity increases one's chance of success.

Quote from DavidJCobb
Meta-conditions
If verbal communication counts as an action, then disregard all verbal communication
dictated below unless I explicitly state that it should occur even if it is an action.

Actions
Loudly and angrily indicate my intent to brutally murder payne, using verbal communication. Loudly and angrily indicate that any others nearby should cooperate with me, using verbal communication.

Observe my immediate surroundings if I can. If the room remains dark and if feeling around with my hands would not cost me an action, then observe my surroundings through touch. If I felt around with my hands earlier and touched someone that I can clearly identify as payne, then remember his location in preparation for the killing action below; else if I touched someone and can not conclusively identify as payne, then carefully move away from them. If I didn't touch someone and if I found any potential weapons that I can safely obtain, then take the most lethal one I can get.

If the room does not remain dark, then use my sense of sight to quickly locate potential weapons in the room, and take the most lethal one I can safely obtain.

If I am put in danger, then respond in the most sensible situation in order to keep myself alive. If the danger is not payne or something that payne has caused, then prefer non-lethal actions should I resort to violence. If the danger is payne, then perform the kill sequence described below as a response action.

If payne leaves the room and if I would have sufficient actions left to perform the kill sequence described below after following him, then follow him.

If payne is in the same room as me (whether I have followed him or not), then kill him in the manner described below. The basic gist of it is locate payne, attack him if I can find him, and use different methods depending on my weapon.
Find payne.
If the lights are off, then use either superior hearing or superior night-time vision to detect payne's location. In particular, listen for the sounds of his movements, voice, or breath, while noting that movement and breath sounds are not necessarily reliable. If the lights are on or I am able to clearly locate payne, then take note of his location. Either way, I should know where he is.

If I do not have a reliable indicator of payne's location, then skip all of the following actions, but remain very strongly on guard and ready to kill payne should I get the chance, else if I am in danger from payne, then avert the danger any way I can, especially if that way involves killing payne without being harmed.


I can slice with my weapon.
If my weapon is a decently-sharp object that could be used to slice but not stab, then use it to slice payne's neck or wrists. If I go for his wrists, then I should, if I can, slice "down the highway" as illustrated in this image:

If I do slice "down the highway", I should verbally state, loudly, "Down the highway!"

If my weapon is an extremely-sharp object that could be used to slice but not stab, and is capable of removing limbs, then I should either attempt to decapitate payne with it or perform one of the actions in the "decently-sharp slice-but-not-stab" case above. If I successfully decapitate payne, I should verbally state, "Shouldn'ta lost your head, nutjob!"

If my weapon is a sharp-slice-only object, and if none of the actions in the sharp-slice-only cases above can be performed, then I should kick and, if possible, use my weapon against, payne's groin. If I can only do one of those, then use whichever would be more convenient: a kick or my weapon. If sucessful, I should verbally state, "And the nutcase is destroyed!", emphasizing the word "nutcase" to highlight my pun between "nutcase" as in "insane person" and "nutcase" as in "container for a man's testes, colloquially called 'nuts'".


I can stab with my weapon.
If my weapon is an object that can be used to stab but not slice, and if it cannot cannot easily penetrate bone, then I should attempt to stab payne in the neck or heart. If I cannot stab him in those areas, I should instead attempt to stab him in an area where an injury would be painful and disabling, such as a lung or his groin.

As I stab him, I should, if I can, verbally communicate, with loudness and depraved satisfaction in my voice, "STAB STAB STAB STAB STAB STAB STAB!!"

If I stab him through the back of the neck, I should aggressively and proudly comment on how I killed him "Jack Bauer style".


I can smash with my weapon.
If my weapon is an object that can inflict blunt-force trauma, then I should attack payne with it. If he has a projectile weapon and I am not close enough to strike him with my blunt-force weapon, I should throw it at him in an attempt to wound and disarm him. If he does not have a projectile weapon but does have a melee weapon that can inflict sharp-force trauma, I should try to smash it out of his hands. If he has a blunt-force melee weapon, I should block any strikes he makes with it. Either way, I should attempt to smash him with my blunt-force weapon; prioritized list of targets on his person for such an attempt are: head, neck, groin, chest near the heart, gut, anything I can hit.

If I am able to disable but not kill payne, I should verbally announce "Finish Him!", and then use the blunt-force weapon I found to smash his head repeatedly until I hear the sounds of bone breaking and/or see copious amounts of blood. I should then announce, "Fatality!"


I am unarmed.
If I have no weapon, payne has a dangerous weapon capable of inflicting lethal or severe injury, and others are showing a willingness to help me, then I should attempt to sneak up on payne (if possible) or otherwise approach him, and try to disarm him. I should attempt to kill payne using the most reliable method from the following: snap his neck; strangle him; pound my fists or feet into his head until he seems dead; stomp on his groin repeatedly.

If I have no weapon, payne has a dangerous weapon capable of inflicting lethal or severe injury, and no one appears to be willing to help me, then I should remain defensive and not attack. I should also verbally deride the others in the room, calling them "cowards" and mocking them: "You don't even have the balls to avenge Nasus. This nutjob's been attacking and killing people for no reason, and you don't have the guts to put him down!"

If I have no weapon and payne has a non-lethal non-severely-injuring weapon, then I should attempt to kill payne using the most reliable method from the following: snap his neck; strangle him; pound my fists or feet into his head until he seems dead; stomp on his groin repeatedly.

If I have no weapon and payne is unarmed as well, then I should attempt to kill payne using the most reliable method from the following: snap his neck; strangle him; pound my fists or feet into his head until he seems dead; stomp on his groin repeatedly.

Either way, I should, if I attack, verbally communicate to payne, "YOU DUN GOOFED! WRONG TIME, WRONG PLACE, WRONG TARGET!"

If I successfully kill payne, then I should, with as much disgust and scorn in my voice as I can summon forth, say, "That's what you get for killing Nasus. Consequences will never be the same!"
Quote from DavidJCobb
Change my "follow" action to:

If payne leaves the room, and I would have sufficient actions remaining to execute the kill sequence below after following him, follow him.

If payne sprints out of the room, and I would have sufficient actions remaining to execute the kill sequence below after sprinting after him, then sprint after him.

Admit it. I pwned you, and you've done everything to justify it.



None.

Aug 14 2010, 1:12 am payne Post #585

:payne:

Lmfao, that is simply epic. You totally won, David. :P
But I want to make you lose so... THE GAME! :D

Anyways, Azrael, I had an action saying "If I am about to die, yell 'x' ", have you applied it? :)



None.

Aug 14 2010, 1:28 am The Starport Post #586



You know, I feel kinda sheepish for asking this, but has anyone bothered to use a recollection action to learn about why we're all even here in this place to begin with? What our motive for being here is? :P


Food for thought.



None.

Aug 14 2010, 2:04 am Tempz Post #587



Quote from name:Turn 10
Collapse Box

Just so you know there's not much in here...

Edit : Curious to ask what if there were blood soaked rags in the room I'm in?

Post has been edited 2 time(s), last time on Aug 14 2010, 2:17 am by Tempz.



None.

Aug 14 2010, 2:13 am The Starport Post #588



Here's a new gambit I've made for breadth-first sweeps of an area. Here's how to use it:
  1. This only does general scanning of new areas and investigations of significant objects in them. You'll need to add your own conditions to do more detailed investigations and other actions.
  2. You might consider adding conditions for possible traps, ambushes, or other situations to deal with as well.
  3. You'll need to indicate you want to "sprint" somewhere in your post if you want to allow sprinting or not, since this won't be assumed (for safety reasons).
  4. You'll need to indicate "unsafe" if you want to quickly explore, otherwise you'll use an action to peek into each new room before entering, first.
  5. Also, like before, you should make out a list of people you trust for this to work best.


Quote
Standard area sweep gambit (to be read and executed from the top down):
  1. While actions permit (read: these exploration gambits are considered low priority):
    1. If the current room is considered "explored" (in the sense that there's no major uncharted objects or features remaining)...
      1. If rooms are readily (and, as far as I can tell, safely) accessible within 1 walking movement:
        1. Set this room as my movement destination.
        2. Skip to 1-1-3.
      2. If no rooms are readily accessible within 1 walking movement:
        1. If there is a known path to the nearest fully-uncharted, known-accessible, known-safe room within 3 spaces (preferably one that isn't being explored by others, if there's a choice):
          1. Set this room as my movement destination.
          2. If I indicate sprinting is allowed, skip to 1-1-3 and substitute 'walk' for 'sprint'.
          3. Otherwise, skip to 1-1-3.
        2. Otherwise, begin following the nearest trusted person who looks like they know what they're doing. :P
      3. If actions permit, and unless I've specified to do 'unsafe' actions:
        1. Walk up to destination room, but not into it.
        2. Attempt to discreetly peek into the room.
        3. If room can be reasonably determined to be safe and is accessible, enter it.
      4. Otherwise, or just if I have indicated to do "unsafe" actions:
        1. Walk into destination room straight away.
      5. Otherwise, if I've specified to do 'unsafe' actions:
        1. Enter it without requiring a peek action.
    2. If current room is not explored, or if I've just moved to a new room that is able to be "explored" (see earlier definition), and no other movements/actions are to be indicated:
      1. If lights are out, turn them on.
      2. If lights can't be turned on, use the best illumination source available on hand, if any.
      3. If none, communicate to any trusted individuals to lend me a light, if they have any and aren't already using theirs.
      4. If they are using theirs, simply begin exploring where they are using their light, and let them know I am doing so.
      5. Otherwise, begin by noting any other people in the room while making a scan of (as much as will fit in a single action):
        1. The general topology and features of the room.
        2. Any odors or distinct sounds.
        3. The nature of the room's lighting and general ambiance.
        4. General shape and dimensions of the room.
        5. Features of the floor, ceiling, and walls (materials used, lights, texturing/color, windows, doors, etc.).
        6. How many significant objects are in it
        7. What each readily detectable object is.
      6. Next, If any bodies discovered, report them.
      7. Also, if any remaining mysteries exist about the room (blind spots or otherwise obscure parts), investigate them (if possible) without losing awareness of other individuals in the room (or especially entering the room through its obvious entrances).
      8. Repeat previous while valid and while actions permit.
      9. If the room contains any objects of significant interest (items that appear they could be vital or very useful for some relevant purpose, objects that seem highly unusual or distinct, etc.), acquire or else investigate in more detail the nature of such objects. Summarily note findings discreetly to trusted individuals nearby.
      10. Repeat previous while valid and while actions permit.
    3. Note: For these exploration actions, DO NOT REPEAT THEM FROM PREVIOUS TURNS IF THEY'VE ALREADY BEEN COVERED.
  2. For each movement made to explore, discreetly (read: as silently as possible) message to all trusted, receptive individuals nearby.
  3. On completion of room exploration, discreetly (read: same) message to all trusted, receptive individuals nearby.


Copypasta for v1:
Collapsable Box




My logic with making these is that even though 1 killer is going to get a few better ways to do things, 14 11 10? other people also do so, which makes it worthwhile.

Post has been edited 9 time(s), last time on Aug 22 2010, 11:21 pm by Tuxedo-Templar.



None.

Aug 14 2010, 2:18 am Tempz Post #589



If everyone who is alive sent Azraela this then he would kill himself =/



None.

Aug 14 2010, 2:21 am The Starport Post #590



They could just link to the post. :P

Edit: He's already getting pages-long condition+action trees, so I doubt this ought to be so bad. Plus if lots of people use it, he'll quickly get used the standardized format.


If anyone sees anything I should revise, lemme know.



None.

Aug 14 2010, 2:31 am rayNimagi Post #591



Quote from name:Tuxedo-Templar
I'm confused. Why does ray reveal this now? Didn't he agree to this, if it is indeed true?

No, I did not agree to Ezterix's deal. He wanted me to pretend that he is dead, but he is still alive. As I said before, I have him tied up and unconscious in the lobby. Anyone is welcome to come down and help guard Ezterix until we can decide what to do with him.

Also, Ezterix, whenever you wake up, sit down with your back to the wall, and I won't attack you. I have a condition set for if you try to get up. I won't reveal what it is, but you probably won't like it.



Win by luck, lose by skill.

Aug 14 2010, 5:04 am Roy Post #592

An artist's depiction of an Extended Unit Death

Unless I'm specifically concerned with dealing with a player, my PMs are impressively short. For example:
Quote
Superseding condition: If my life is in danger, flee from the scene, or defend myself if fleeing is not an option

If I remember/know where the kitchen is located, I put all actions into heading towards the kitchen.
Otherwise, go sit down on the steps of the staircase and think about the tour I had of the house.

If there are at most two other people remaining in the room, go upstairs.
Otherwise, listen carefully to sounds from other rooms.
- If I hear something worth noting to others, I mention it and encourage others in the room to listen for it as well.

If my shoes aren't tied in satisfactory condition, I retie them.





Aug 14 2010, 10:10 am Tempz Post #593



Mmmk I'm coming clean there's blood soaked rags in the room in >:O



None.

Aug 14 2010, 10:49 am The Starport Post #594



Odd. Who could have made them? Are there any other ways upstairs besides the main stair, by chance?



None.

Aug 14 2010, 11:27 am Tempz Post #595



It can be left before the game started... However your probably right tuxedo since there some locked doors up here, I'll try to estimate the time of which it was placed here or at least how old the blood is... Btw if anyone comes up here without calling out there name first I'm barricading the door.

Post has been edited 1 time(s), last time on Aug 14 2010, 11:36 am by Tempz.



None.

Aug 14 2010, 12:32 pm The Starport Post #596



I don't suppose there's any way to garner clues from these? DNA tests are probably out of the question. :P Try to keep the scene intact until I arrive, but investigate as much as you can until then.



None.

Aug 14 2010, 1:52 pm Aristocrat Post #597



Quote from name:Tuxedo-Templar
Odd. Who could have made them? Are there any other ways upstairs besides the main stair, by chance?

Unlikely, if there are any auxiliary stairs, they would have to be reached from the entrance hall and afaik that doesn't have anything upstairs.



None.

Aug 14 2010, 3:05 pm Tempz Post #598



Tuxedo Templar remember to yell to me when your about to enter or I'll probably barricade the room...

Edit : @ Artiscrat there can be some sort pull out stairs that can only be activated from upstairs

Post has been edited 2 time(s), last time on Aug 14 2010, 3:30 pm by Tempz.



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Aug 14 2010, 8:38 pm The Starport Post #599



Or a way to get upstairs from the outside...?



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Aug 14 2010, 8:45 pm Generalpie Post #600

Staredit Puckwork

Im back from Austin :P...

Holy shit! 3 murders since i was gone o.O...
I shal not reveal my current location...



None.

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