Crisis at the Oasis Turn 1-3

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aoffan23
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Crisis at the Oasis Turn 1-3

Post by aoffan23 » Tue Jun 17, 2014 12:56 am

*Insert excuse here* Better late than never, I guess.
__________________________________________________________

Turn 1: Heroes

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Sir Catch heads to the north windows and waits for the mindless militia members (alliteration, always appropriate) to step into range.

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Johnny Silver tries to turn his pistols into sonic pistols, but he doesn't have any parts.

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He then tries to create a jetpack with his pistols, but he still hasn't done anything and thus still has no parts. Things aren't going well for Johnny so far.

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However, little things like not being physically capable of doing what you want aren't enough to dampen this guy's spirit. He keeps the dream alive by shooting his pistols behind him as he runs while making various dubstep noises with his mouth. Shine on, you crazy diamond. Shine on.

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Unfortunately, he goes a little overboard and a stray bullet hits the sun, putting it out and shrouding the battlefield in a veil of darkness. (My lamp fell over immediately after taking that last picture. Have you ever BrikWarred so hard you broke a lamp?)

However, the god hands were feeling unusually generous that day, and decided to restore light to the land. After all, no light means you can't watch the puny mortal minifigs slaughter each other to appease you.

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Ivan and Falcon head out the west door toward the oasis. No enemies were in range to attack, so they readied their weapons.

Turn 1: Baddies

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The group on the west flank run straight for Ivan and Falcon, swords drawn and teeth bared (well, the ones that had them printed on, anyway).

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Falcon was too far back to shoot anyone, but Ivan opened fire on the two closest enemies.

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He fails to kill the woman, but takes the head right off the man, who conveniently had a scared face ready for such a situation.

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The group to the north advances on the fort (there's no picture, but trust me they do), and Sir Catch opens fire.

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He kills the guy in the plaid shirt. Serves him right for wearing a plaid shirt.

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The group to the south all divert their attention to the man running full-tilt and making more noise than should be humanly (minifigly?) possible, as one would expect them to do.

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This puts them right where Johnny wants them, and he starts shooting his guns forward like a normal minifig would (he never stopped BWAAOOW-ing, however). Sadly, he's not a great quick-draw shooter, and he misses both shots. Poor Johnny.

Turn 2: Heroes

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Sir Catch opens fire on the only other enemy he can shoot.

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His aim is true, and he guns that cocky asshole down. Just look at the smirk on that prick. He took his douchebaggery to the grave.

Sir Catch then moves back to stay out of range of the attacker's blades.

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Ivan wades into the oasis in an effort to get closer to the chest. He also fires on the two closest baddies.

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Another smirking tool goes down.

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Falcon makes a sweet vault into the nearest market stall to take cover... from the guys with swords. He takes a page from Johnny's book and tried to create fire out of nothing, but you can probably see where that's going.


Nowhere, that's where.


Unfazed by his lack of fire conjuring abilities, he uses his bullet-conjuring abilities on the only enemy in range...

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To great effect!

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And on your left you'll see the ruins of what used to be a minifig.

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Johnny hops into the bunker and drops the bass on these motherfuckers.

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BWAHHH WUB WUB

They can't handle the drop.

Turn 2: Baddies

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The three remaining enemies by the oasis rush forward. One of them decides to play a nice game of Marco Polo with Ivan. :spoil: he actually wants to kill him.

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The guys and gals to the north continue their assault on the fort, managing to reach the windows now.

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The four remaining baddies to the south step over the bodies and head toward Johnny's Bass Bunker.

Turn 3: Heroes

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Sir Catch keeps firing away with his trusty pistols, and guns down the train engineer. He then takes a few steps back again.

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Ivan really isn't in the mood for pool games right now, so he fires two point-blank shots at the guy in the bright orange jacket standing directly in front of him... and misses both.

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He swims to the far corner of the oasis and tries to make it look like he totally meant to do that.

"Marco."

I don't think anyone's buying it.

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Falcon decides he's going to open up a shop in his new found stall, specializing in hot, lead-ridden death. Look at that, not even a minute goes by and he's already made two new customers. Business is booming for this entrepreneur!


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Johnny doesn't like how close his fans are getting to his DJ booth, so he takes the back door out of the club to get away. He shoots but doesn't do anything productive.

Turn 3: Baddies

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The attackers to the north finally breach the fort and close in on Sir Catch, who doesn't seem like he's in any mood to stop looking like a badass one-man-army any time soon.

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The aquatic asshole swims up to Ivan, baring his weapon and a sinister grin.

"Polo."

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These guys just can't get enough of Johnny's sonic swag, and swarm him for autographs.

In blood.

They're trying to kill him, is what I'm saying.

Reinforcements
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Three baddies with two swords come in from the north.

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Four more come in from the west.

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Two come in from the south.

Overview
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Points
Silverdream: 2
Alphafalcon: 3
Scratch: 3
Vami: 2


Parts Inventories
(Keep in mind that everyone got 5 parts for their first kill)
Spoiler
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Silverdream
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Alphafalcon
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Scratch
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Vami
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:protip: If you can create some heavy armour, you'll be mostly invincible for the next few turns. But you didn't hear that from me.
Neither of the chests opened this turn.

------------------------------------------------------------------------------------------------------------

Post up your orders! Crafting will be done before the next batch of turns, so keep that in mind. The exception is obviously if you want to craft something but don't have a certain part (e.g. a handle), in which case you can post what you want to craft if you get that part, and it will be crafted as soon as you get said part.

I noticed we had some misunderstandings/miscommunications before the first turn had even started, so feel free to ask question about how this works. The rules are still rough and kind of all over the place, so go ahead and ask for clarification if needed.

Maybe next turn won't take so goddamn long to post. Or maybe not.
Spoiler
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Tzan wrote:
Quantumsurfer wrote:I generally agree with Tzan
Warhead wrote:I agree with QuantumSmurfer.
I agree with Warhead.
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Vami IV
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Re: Crisis at the Oasis Turn 1-3

Post by Vami IV » Tue Jun 17, 2014 2:17 am

Use my feather to tickle anyone in range into submission/my sway.
Use the grey clip thing to make my pistol a SMG and start shredding my foes while regaining my cool.
Use the other 1x1 clip on the end of my other gun and stick the Feather in it to create the Doom Duster 9000 Mk. VI
Last edited by Vami IV on Tue Jun 17, 2014 2:32 am, edited 1 time in total.

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Silverdream
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Re: Crisis at the Oasis Turn 1-3

Post by Silverdream » Tue Jun 17, 2014 2:27 am

Put on that swag purple turban (which you said I could use as a supernatural d4 wub genie hat).

Put the disc onto a pistol, creating a megaphone.

Use the Turban's D4 to float upwards, using microwubs to levitate myself.

Yell dubstep noises into the megaphone, turning it into a blastgun and shooting those enemies in front of me from above.

Continue to wubwalk back towards the fort. Save the parts for now.
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Re: Crisis at the Oasis Turn 1-3

Post by Zupponn » Tue Jun 17, 2014 3:02 am

Image

Everyone! Impromptu dance party!
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Re: Crisis at the Oasis Turn 1-3

Post by Vami IV » Tue Jun 17, 2014 4:10 am

Zupponn wrote:Image

Everyone! Impromptu dance party!
This is now my favorite Zuppon post ever.

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Re: Crisis at the Oasis Turn 1-3

Post by Scratch » Wed Jun 18, 2014 4:08 pm

I've got shitty cabin bandwidth, so this might not post, but aw well. But from what I can tell, I'm doing pretty well. First, head up the ladder, and save both pistol shots for responce, preferably when they are climbing up, so one dying will knock the others down. Make a blast gun by attaching the half-travesty and goblet to the end of the pistol, and defend the top of the ladder, using the firing cone and knockback to keep knocking all the horde off the ladder.Stay one inch from the edge of the ladder, enough to be able to shoot down it, but enough to be able to angry-inch out of melee range before the mooks get close. Can I make armor by attaching the dome-thing to the neckbracket by the stud? if so, do that and stay on the top of the ladder, shoving those who survive the blastgun off the roof when they stop being on the ladder.

If things get too hairy, make a jetpack by using the neckbracket, half-travesty brick, and goblet, and jetpack onto the yellow roof.
The only unflawed system is Lego System.
Zupponn wrote:
Colette wrote:You're free to make your own map from scratch, however.
All you have to do is flatten his head.
Silverdream wrote:TL;DR Be like Scratch.
Captain-Camper wrote:tl;dr I'm just going to assume don't be like voin and be more like scratch.

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Re: Crisis at the Oasis Turn 1-3

Post by aoffan23 » Wed Jun 18, 2014 4:21 pm

Silver asked this in chat, and Scratch seems to think this as well, so I guess I'll state this rule now.

Once an item has been crafted, it cannot be taken apart. All parts used are taken out of the parts inventory and cannot be used to craft another item. You can, however, add parts onto an existing crafted item as many times as you'd like.

So I'm not sure that jetpack plan will work out, but that roof is soft enough that it might break your fall... might.
Spoiler
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Tzan wrote:
Quantumsurfer wrote:I generally agree with Tzan
Warhead wrote:I agree with QuantumSmurfer.
I agree with Warhead.
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Re: Crisis at the Oasis Turn 1-3

Post by Scratch » Wed Jun 18, 2014 8:55 pm

Edited orders, taking into account new information:

"Make heavy armor using the neckbracket, dish, and stud, turn one pistol into a Blastgun using the half-travesty and the goblet, attached to the end of the pistol. Fire the blastgun at the most clumped arc of fire, hopefully hitting all three, then retreat up the ladder. Once at the top, stay one inch from the edge of the ladder, enough to be able to shoot down it, but enough to be able to angry-inch out of melee range before the mooks get close. From there, shotgun the mooks getting close to the top, and if they don't die, the natural knockback should throw them off the edge. If things get too hairy, meaning something that can actually hurt me gets up, then my course of action should be to leap onto that soft felt rooftop, my armor should cushion some of the blow."
The only unflawed system is Lego System.
Zupponn wrote:
Colette wrote:You're free to make your own map from scratch, however.
All you have to do is flatten his head.
Silverdream wrote:TL;DR Be like Scratch.
Captain-Camper wrote:tl;dr I'm just going to assume don't be like voin and be more like scratch.

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Re: Crisis at the Oasis Turn 1-3

Post by alphafalcon541 » Thu Jun 19, 2014 3:17 pm

Could we ask for you to make something creative out of the bits we have? Ill send orders after you answer
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Re: Crisis at the Oasis Turn 1-3

Post by BFenix » Thu Jun 19, 2014 8:38 pm

The parts idea is really good. I'll be watching how your creations turn out in-game, guys! :P
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Re: Crisis at the Oasis Turn 1-3

Post by aoffan23 » Sat Jun 21, 2014 5:12 pm

alphafalcon541 wrote:Could we ask for you to make something creative out of the bits we have? Ill send orders after you answer
I'm going to go ahead and say no, because that kind of defeats the purpose of the game. If you really, really can't think of anything (which is crazy because the head, the vial, the 1x2 and the telescope can all upgrade your pistols on their own), then I'll make something but give it some sort of negative effect.
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Tzan wrote:
Quantumsurfer wrote:I generally agree with Tzan
Warhead wrote:I agree with QuantumSmurfer.
I agree with Warhead.
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Re: Crisis at the Oasis Turn 1-3

Post by alphafalcon541 » Sun Jun 22, 2014 4:27 pm

I wasn't asking for this turn or probably ever but my next few weeks might get busy and I though it best to make sure that I could use that in a pinch.
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Re: Crisis at the Oasis Turn 1-3

Post by alphafalcon541 » Sun Jun 22, 2014 4:31 pm

Attach the head to the front of the pistol and the telescope to the back. (Can we take stuff apart if we find a better use for the parts later?). This will create a rocket launcher of sorts that rains acid on my foes. Go for the chest in the oasis and use the stands as cover. If possible I'll kick that stand into the enemies and light it on fire with my new rocket launcher
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Re: Crisis at the Oasis Turn 1-3

Post by aoffan23 » Fri Jun 27, 2014 11:33 pm

alphafalcon541 wrote:I wasn't asking for this turn or probably ever but my next few weeks might get busy and I though it best to make sure that I could use that in a pinch.
Sorry for misunderstanding.
alphafalcon541 wrote:Can we take stuff apart if we find a better use for the parts later?
As mentioned earlier, no. Once a part is used to craft an item, it stays a part of that item. You can still add to items as much as you want, though.


Anyway, just thought I'd tell you guys that the next turn will be up tomorrow night. It was going to be tonight, but I was locked out of my house for two hours. Oops.
Spoiler
Show
Tzan wrote:
Quantumsurfer wrote:I generally agree with Tzan
Warhead wrote:I agree with QuantumSmurfer.
I agree with Warhead.
Image

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Re: Crisis at the Oasis Turn 1-3

Post by Silverdream » Sat Jun 28, 2014 12:17 am

aoffan23 wrote:Anyway, just thought I'd tell you guys that the next turn will be up tomorrow night. It was going to be tonight, but I was locked out of my house for two hours. Oops.
Awesome, I'm really looking forward to it.
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