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> He went in that creepy house., they always do man, they always do.
cristomeyers
post Mar 13 2007, 03:23 PM
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hehehe...

"When all else fails, use fire."
-Legend of Zelda 2

Little did Nintendo realize they were training a new generation of pyros and demolitionists.
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PBTHHHHT
post Mar 13 2007, 05:36 PM
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QUOTE (cristomeyers)
hehehe...

"When all else fails, use fire."
-Legend of Zelda 2

Little did Nintendo realize they were training a new generation of pyros and demolitionists.

Yes, we gotta thank Zelda for the use of fire for everything.
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cristomeyers
post Mar 13 2007, 06:03 PM
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Hehehehe...

Do you think Sims feel pain?
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Kagetenshi
post Mar 13 2007, 06:40 PM
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Do clams?

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Straight Razor
post Mar 14 2007, 12:19 AM
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50. Not allowed to use thermodynamic science to asphyxiate the orcs' cave instead of exploring it first.

i did that one...
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Thane36425
post Mar 14 2007, 06:49 PM
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QUOTE (hyzmarca)
First rule of Shadowrunning: No matter how tempting the loot may be, never do something that would probably get a trideo character killed. This includes wearing a red uniform on your first mission with a group of experienced vets, letting your defeated foe have one last request, gloating, expositioning, employing elaborate automated deathtraps, and exploring creepy houses.

Unless the red shirt is the only one who brought a gun.
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Thane36425
post Mar 14 2007, 06:56 PM
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QUOTE (Snow_Fox)
Ever notice the world seems studded with creepy houses for heros to enter-Scooby Doo, Abott and Costello, bad slasher flicks.

Have you ever run into one of these? if so what were the conditions?

I've been in plenty. As other people have stated, there are many of them in rural areas and often these are older houses. Many of them are still very attractive places, so I used to take pictures inside and out. Had a couple of odd things happen, too. The most frightening thing was worrying about falling through the floor or having the place fall down with you in it. Some places were so bad I didn't bother to enter, save maybe a step through the door to get an interior shot, but with some even that wasn't possible.

Only rarely was there worry about running into people. I was in one old place and found a room with the walls plastered with porno from magazines and some Poloroids and 35mm pics. Just about anything you could think of was somewhere on that wall, even some really nasty stuff. Most worrisome was the jumbo sized tub of Vaseline in the middle of the floor, mostly empty. Now that place was the creepiest place I'd ever been in.
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bibliophile20
post Mar 14 2007, 08:05 PM
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QUOTE (Thane36425)
Only rarely was there worry about running into people. I was in one old place and found a room with the walls plastered with porno from magazines and some Poloroids and 35mm pics. Just about anything you could think of was somewhere on that wall, even some really nasty stuff. Most worrisome was the jumbo sized tub of Vaseline in the middle of the floor, mostly empty. Now that place was the creepiest place I'd ever been in.

You're right... that... is... disturbing.

So, judging by your post, I'm guessing you're a photographer or a film maker of some sort?
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Thane36425
post Mar 14 2007, 08:34 PM
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QUOTE (bibliophile20)

You're right... that... is... disturbing.

So, judging by your post, I'm guessing you're a photographer or a film maker of some sort?

Not really, nothing professional anyway. I had been thinking about publishing a book with the pictures and some history about the houses but never finished the project.
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hyzmarca
post Mar 14 2007, 08:43 PM
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QUOTE (Thane36425)
QUOTE (hyzmarca @ Mar 12 2007, 03:18 AM)
First rule of Shadowrunning: No matter how tempting the loot may be, never do something that would probably get a trideo character killed. This includes wearing a red uniform on your first mission with a group of experienced vets, letting your defeated foe have one last request, gloating, expositioning, employing elaborate automated deathtraps,  and exploring creepy houses.

Unless the red shirt is the only one who brought a gun.

Yeah. That doesn't work well, either. Bringing a gun and wearing a red shirt together simply guarantees that you will draw it at the wrong time or on the wrong person. I do remember this one episode in which Ensign Ricky or whomever was accompanying Kirk, Spock and McCoy on a diplomatic mission to a privative planet. He saw a Klingon, draw his weapon, and one of the natives threw a razor-edged discus through his chest.

The best way to exploring old houses is to use hoverdrones and miniblimps. If you don't have any of those, you can tie a rope to the guy no one likes and make him go in, promising to drag him out if something tries to eat him.
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Thane36425
post Mar 14 2007, 08:58 PM
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QUOTE (hyzmarca)

Yeah. That doesn't work well, either. Bringing a gun and wearing a red shirt together simply guarantees that you will draw it at the wrong time or on the wrong person. I do remember this one episode in which Ensign Ricky or whomever was accompanying Kirk, Spock and McCoy on a diplomatic mission to a privative planet. He saw a Klingon, draw his weapon, and one of the natives threw a razor-edged discus through his chest.

The best way to exploring old houses is to use hoverdrones and miniblimps. If you don't have any of those, you can tie a rope to the guy no one likes and make him go in, promising to drag him out if something tries to eat him.

Actually that was a reference to a Robot Chicken episode.

Astral projection is another good way to explore an old house. This is especially good if the mage is an initiate and can jump to the metaplanes as a means of quick escape.
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Moon-Hawk
post Mar 14 2007, 09:00 PM
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QUOTE (Thane36425)
Astral projection is another good way to explore an old house. This is especially good if the mage is an initiate and can jump to the metaplanes as a means of quick escape.

Not too launch into a tangent, but I thought astrally projecting magicians had to go straight from their bodies to the metaplanes, and that spirits were the only ones who could go there from astral space.
Am I just making stuff up again, or is this old-edition, or what?
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Herald of Verjig...
post Mar 14 2007, 09:03 PM
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That's for metaplanar questing (I think, I vaguely remember something like that), not regular astral projection. Regular astral projection is hopping out of your meat for a few hours and zipping around looking at the shadow of the physical world and the astral states. Metaplanar questing is only available to initiates and makes spell research much easier.
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Moon-Hawk
post Mar 14 2007, 09:08 PM
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I get the feeling I'm not making myself clear.
I understand how regular astral projection works. I understand what metaplanar questing is.
My assertation was that an initiate who is already astrally projecting can not then travel to the metaplanes without stopping off at his meatbod first. But I'm not sure my assertation was correct.
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Thane36425
post Mar 14 2007, 09:17 PM
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QUOTE (Moon-Hawk)
I get the feeling I'm not making myself clear.
I understand how regular astral projection works. I understand what metaplanar questing is.
My assertation was that an initiate who is already astrally projecting can not then travel to the metaplanes without stopping off at his meatbod first. But I'm not sure my assertation was correct.

The rules seem to assume that the mage is deliberately deciding to go on a quest from the outset, meaning they ste from their bodies straight into the metaplanes. However, I don't recall seeing anything about a mage not being able to jump to the planes while projecting.
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Moon-Hawk
post Mar 14 2007, 09:23 PM
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Hmmm, interesting. I had it in my head that the projecting initiate could not escape to the metaplanes, but like I said originally, I may be pulling that from old editions or making it up completely.
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nezumi
post Mar 14 2007, 09:34 PM
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QUOTE (Thane36425)
QUOTE (Moon-Hawk @ Mar 14 2007, 04:08 PM)
I get the feeling I'm not making myself clear.
I understand how regular astral projection works.  I understand what metaplanar questing is.
My assertation was that an initiate who is already astrally projecting can not then travel to the metaplanes without stopping off at his meatbod first.  But I'm not sure my assertation was correct.

The rules seem to assume that the mage is deliberately deciding to go on a quest from the outset, meaning they ste from their bodies straight into the metaplanes. However, I don't recall seeing anything about a mage not being able to jump to the planes while projecting.

I believe the rules specify you cannot go to the metaplanes without going on a 'quest' for something. You can't just go on a metaplanar jaunt for fun.
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Thane36425
post Mar 14 2007, 09:37 PM
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QUOTE (nezumi)

I believe the rules specify you cannot go to the metaplanes without going on a 'quest' for something. You can't just go on a metaplanar jaunt for fun.

You're right, but the rules also had a mechanic for rolling for a random difficulty, which seemed to contradict that. However, a mage could always have a quest idea in mind to use if they needed to escape to the metaplanes, something simple so they wouldn't be tide up too long doing the quest.
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nezumi
post Mar 14 2007, 09:57 PM
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QUOTE (Thane36425)
QUOTE (nezumi @ Mar 14 2007, 04:34 PM)

I believe the rules specify you cannot go to the metaplanes without going on a 'quest' for something.  You can't just go on a metaplanar jaunt for fun.

You're right, but the rules also had a mechanic for rolling for a random difficulty, which seemed to contradict that. However, a mage could always have a quest idea in mind to use if they needed to escape to the metaplanes, something simple so they wouldn't be tide up too long doing the quest.

Right, in which case they'd need to return to their body, since you can only go to the metaplanes by leaving your meatbod.
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hyzmarca
post Mar 14 2007, 10:14 PM
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If there is something so dangerous there that you need to immediately escape from it, the best course of action is for the magician to attack himself in astral combat, choosing to do stun damage, essentially punching himself in the face until he is knocked unconscious. Once unconscious, the magician will instantly return to his meat body. Stunbolting oneself in the foot also works, but there would be visibility penalties due to the fact that you can't see all of yourself.
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Herald of Verjig...
post Mar 14 2007, 10:26 PM
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QUOTE (hyzmarca)
Stunbolting oneself in the foot also works, but there would be visibility penalties due to the fact that you can't see all of yourself.

You could just use an unresisted 1D stuntouch. 1 karma to learn, instant astral retreat, and no visibility questions.
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nezumi
post Mar 15 2007, 12:53 PM
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I have argued that since "touch" or "self" are more restrictive than LOS, they can work in place of LOS. In other words, you get no penalties for casting increased reflexes on yourself in the dark, nor for casting 'compel truth' or stunbolt. I suppose that's a house-rule, but it makes sense to me.

On the other hand, knocking yourself unconscious as a safe retreat from astral exploration doesn't make so much sense.
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