Dismiss this notice
Hey, guest! Welcome to Trouble Cube! Stay a while and chat with us!


[Mafia] The Aurora Project - [END]
I think I'll take a fruit juice.
Murdergames Characters
Frankie * Dr. Ruby Ramirez * Solanacae Bakersby * Sam BlackSelen(ium) * Reina Schultz * Dr. Francine "Frankie" Frankenstein * Lotta Schadenfreude

Need a bigger bookshelf? Join me in The Library.
"I'll have the juice. By the way..."

> Are there anything to eat here?
“So! Time for our first assignment!"

"Lemme put down the baseline on how these tasks work. You make use of whatever is in this place, and do what you can with it to do the job. Once you've done it, me and my Pianist buddy here will check on what you did to do the job, calculate the score, and see who gets to sleep in the cabin attic!”

“So…”

“Another chopper's coming to this place to bring in some supplies for to help constructing the telecoms tower, and for fulfilling basic needs. Of course, given the environment of our workplace, we're gonna need to help them get the cargo over here safely.”

1. Set up a way to signal the helicopter to land on the helipad.
2. Help guide the helicopter to the helipad.
3. Find a way to quickly but safely unload all the helicopter's cargo.
4. Find a secure place to store the cargo for future use.

“The one who does it best gets to stay on the previously-off-limits cabin attic! Sounds nice, right?”


(OOC: the attic will also protect the winner from any Traitor attacks. You have ~72 hours to complete the tasks.)
Very interesting...first person to consume solid objects through liquid methods.


quote list
W H O T U R N E D O N T H E L I G H T S

E N D L E S S  F U N

ENTITY SUCCUMBED; INVALID

She's got three murders under her belt, views are gonna be skewed

"Oh, and try not to do something dumb. We don't want to encourage risky behavior."
Russell exits the cabin, sipping on some Artificial Orange Juice. He hears the helicopter talk, looking towards the host and then the cabin exit.

He might as well give this whole helicopter thing a try, and he already has an idea on what to do.
Russell steps out of the cabin, pulling out both his knife and bat, casting [Anger] to set the blade and the bat on fire for warmth.

It's hard to see through the snow, but the ignited knife makes for a nice improvised torch. He soon arrives at the helipad, deciding to enact his plan.

Set up a way to signal the helicopter to land on the helipad.
I mean, both the burning knife and bat's already making plenty of smoke. He just lifts both of them up into the sky, letting the smoke rise up to the sky to signal the helicopter.



Help guide the helicopter to the helipad.
And hey, they're both sticks. Sort of. One is a stick that's more intended for hitting balls rather than skulls while the other is a blade stuck to a short stick, but they're still sticks. And they're glowing, so maybe the pilot can see Russell waving the on-fire bat and knife around, signaling them to get closer (or atleast, what Russell thinks he is signaling.)



Find a way to quickly but safely unload all the helicopter's cargo.
Once the helicopter lands, Russell realizes that 1. he is somehow able to conceal a bat, a knife, and lord knows what else in his inventory- I mean pockets, before he got here, it can't be too far of a stretch to assume that Russell can:
1. take all the contents of the cargo and put it in his pocket
2. carry the box to the secure place
3. place all the contents he put in his pocket back into the box.
It would be easier to carry the boxes themselves in his pocket, but alas.



Find a secure place to store the cargo for future use.
Russell flips open the cabin map. The storage isn't an option, BUT...
... hm. Well, the hosts did mention that anyone who performs the best job out of the 12 of them gets to stay in the attic. Maybe if he can just ask the hosts to place the boxes in the attic? It probably wont work, but it's best to ask anyways.
Russell also happened to spy the armory and the uplink station on his way to the helipad. If kindly asking the hosts to allow the use of the attic is a no-go, he could just place them inside. Both seem fairly secured, so...

it is me. awe921, the greatest face in all of koridai
Voi hears the assignment, and yells back. Alright, dipshit! I've got this!

1. Set up a way to signal the helicopter to land on the helipad.

Have you dumbasses really never heard of lights before.

Seems to be a dronepad already. Nowhere near as well signaled as the ones back in the city, however. Voi's plan: Search through storage, if that asshole's going to give them the damn key. Otherwise, check the power station. Find some way to obtain lighting. Preferably red and yellow lighting; those were the ones that were most used for signaling any sort of flying taxis to their spots. Highly visible in the hazy parts of the lower levels of the city, and where the towers started to meet the clouds.
Surround the helipad with alternating red and yellow lights, marking it obviously for the incoming helicopter. When the lights are all ready, then it means everyone's all clear to meet the copter.

2. Help guide the helicopter to the helipad.

Don't you idiots have a comm or something?! Just-great. This would be so much easier if everything was just all connected. Some kinda transmission tower, at least?

Okay. There has to be some form of transmission, right? They have some way of doing so; it's the reason that all of them were here in the first place. Attempt to find some sort of way to communicate with the helicopter's on-board computer systems from the uplink station, using the telecom devices. The bosses were rich enough to have their own personal vehicles instead of some rent-a-ride from a corp, she noted to herself.
Anyways, once you got a connection, use that to guide the helicopter to your coordinates. If the helicopter can't recognize some simple patterns of lights, though? That's on them. Not Voi's problem. That wasn't in her programming.

3. Find a way to quickly but safely unload all the helicopter's cargo.

Hands, dumbass. We all have them.

Unload whatever's there with your hands. She's had experience carrying random shit for idle rich kids who didn't want to mess their hands up with anything vaguely heavy. Not wanting to deal with anything that destroyed their perfect lives..
Nope. That's fucking tangental. Unload the crates off the helicopter by carrying them off. Use a ramp if necessary. If you people don't have a ramp that's not her fault.

4. Find a secure place to store the cargo for future use.

...Of course you people are that fucking dense. Do I have to help another person to use the damn bathroom as well?!

There...there's a fucking storage room. Just put the cargo in there. This shouldn't be that novel of an idea, you know? That should just be taken for granted. What the fuck.
but if i'm never your hero
i can never let you down

Ruby's Plan
1. Set up a way to signal the helicopter to land on the helipad.

Ruby looks for some very strong, bright battery-powered lanterns with an ability to make them blink and change the timing. She sets them out in a line leading to the helipad, the blink rate making it look like the lights are heading TOWARD the helipad. If she can't find those... a few well-contained bonfires in a line will have to do, she supposes.

Also get on the radio to contact the helicopter as it's coming in to tell them what to look for and guide them if you can.

2. Help guide the helicopter to the helipad.

Ruby looks for some snap light-up glow sticks that you might use on Halloween or Fourth of July or, more likely here, in a power outage. She lines the helipad with glow sticks and takes two of them to signal to the helicopter like those people on the tarmac at airports directing airplanes. If she can't find any of that, again, a couple fires at the edges of the helipad and a couple hand-held torches, hopefully the british electric kind but if she really is out of luck setting a stick on fire will have to do, will have to work.

3. Find a way to quickly but safely unload all the helicopter's cargo.

Yeah, you're going to need to pre-build a ramp up to the height of the door to the helicopter with some nails, a saw, and some lumber (...I guess you'll have to cut down a tree if there's no lumber available), and find a few dollys, you know, the ones that don't take up much space, you can put a few boxes on and tilt up that have wheels? Wheel all the cargo off quickly with the ramp and dollies. ...No dolly? I guess you're going to have to build a platform with wheels.

4. Find a secure place to store the cargo for future use.

Call Ruby boring, but… she's going to go with the storage area in the main cabin. That way they won't have to go outside to access critical supplies if there's awful weather. If there's not enough room there, how about the hut near the lake?

Murdergames Characters
Frankie * Dr. Ruby Ramirez * Solanacae Bakersby * Sam BlackSelen(ium) * Reina Schultz * Dr. Francine "Frankie" Frankenstein * Lotta Schadenfreude

Need a bigger bookshelf? Join me in The Library.
"Time to put my skills to good use!"
1. Set up a way to signal the helicopter to land on the helipad.

Lights are easy to see in the dark. Nintendo will look for lights in the cabin and put them around the helipad for the helicopter to see.

2. Help guide the helicopter to the helipad.

Find a glowstick or something glowing. When the helicopter comes, Nintendo could use them to guide it!

3. Find a way to safely but quickly unload a helicopter's cargo.

Find a forklift, wagon, or something with wheels to easily carry the cargo. As well as a ramp to unload the things.

4. Find e secure way to unload the cargo for future use

Obviously, put them in the storage room!
"All right, I have prepared my proposal." Holly puts her parka back on and heads out.

Holly's Plan
1. Set up a way to signal the helicopter to land on the helipad.

Holly is going to find some flares. Where's she going to find these? Well, she'll check everywhere that's not locked. She will set them up to light a path to the helipad.

2. Help guide the helicopter to the helipad.

Can she find any flashlights, torches, glow sticks, toy lightsabers, anything that'll light up and can be held by hand? And maybe some kind of ear protection, since, well, loud helicopter incoming and she wants to protect her hearing? Great. She'll do this, and motion to the helipad to help the chopper land.

3. Find a way to quickly but safely unload all the helicopter's cargo.

If there is some kind of a wheeled cart that is used for transporting things between buildings, she'll borrow it. She will carefully and meticulously unload the cargo from the copter by hand and place it in the cart, which she should then be able to push around the compound.

4. Find a secure place to store the cargo for future use.

The storage is locked, right? She's not going to bother trying to get it open. Instead, well, there's some space in the Armory, which is... likely to be secure given its typical contents. She will wheel the cart up there and find a place to tuck it away safely.

Stupid doomed timeline...
1. Set up a way to signal the helicopter to land on the helipad. - ”We'll send out a signal, like the bat signal, to make the helicopter come.”
2. Help guide the helicopter to the helipad. “We just move the signal around, until it's on the helipad.”
3. Find a way to quickly but safely unload all the helicopter's cargo. “Simple…we just all help to unload the helipad.”
4. Find a secure place to store the cargo for future use. “Hmmm…What if we hid it in the bathroom? Nobody would find that out. The toilet wouldn't be good…we could hide it in the shower, but then nobody would shower….Y'know what, just give them to me, I'm trustworthy, right?” she tries to smile.
Bow's Plan
1. Set up a way to signal the helicopter to land on the helipad.

> "Visibility is key here, especially in harsh winter conditions like these. I wil search in the armory the power station, and then the hut near the helipad for a bunch of those lanterns, some flares, and an industrial-grade lighter. If I'm unable to find lanterns, then I might try finding some torches instead. Once the supplies are obtained, use a series of well-timed Quick Attacks to clear off snow from the helipad in order to ensure maximum visibility. After that, I will surround the perimeter of the helipad with some bright lanterns! That should make it clear the helipad is you know, for landing helicopters!"

2. Help guide the helicopter to the helipad.

> "Here comes the fun part. First, using the lighter and flares, I will create a trail of sparkly sparks leading to the helipad to give the helicopter pilot a general path to follow. With each ribbon snugly wrapped around a handheld lantern (or a torch/glowstick, if I run out of lanterns), I will then Moonblast on a nearby twig to (hopefully) draw the attention of the pilot. From there, I will simply guide the helicopter across the path of sparkly sparks using the handheld lanterns/torches/glowsticks/whatever, just like they do at the airport."


3. Find a way to quickly but safely unload all the helicopter's cargo.

> "Now comes the hard part. I have feelers that I can use to carry some light loads, but I don't have hands. Hmmmm... Do we have any of those dollies they use for carrying cargo? If we do, then good! If we don't, then I might build a platform on wheels with wood planks and nails. Also, a ramp would make things simpler, especially considering that I don't have hands. I'll try finding a sheet of plywood or metal (eugh) to fulfill that purpose."

4. Find a secure place to store the cargo for future use.

> "According to my trusty map, there's a bunker near the armory? Huh. If that isn't locked, then that'll be the perfect place to store the cargo since it's close to a bunch of weapons, which might deter any possible intruders. If the bunker is locked, then I'll just store the cargo in the armory itself, as that's the next best option."

(10-31-2021, 15:38:00 PM)awe921 Wrote: Russell exits the cabin, sipping on some Artificial Orange Juice. He hears the helicopter talk, looking towards the host and then the cabin exit.

He might as well give this whole helicopter thing a try, and he already has an idea on what to do.
Russell steps out of the cabin, pulling out both his knife and bat, casting [Anger] to set the blade and the bat on fire for warmth.

It's hard to see through the snow, but the ignited knife makes for a nice improvised torch. He soon arrives at the helipad, deciding to enact his plan.

Set up a way to signal the helicopter to land on the helipad.
I mean, both the burning knife and bat's already making plenty of smoke. He just lifts both of them up into the sky, letting the smoke rise up to the sky to signal the helicopter.



Help guide the helicopter to the helipad.
And hey, they're both sticks. Sort of. One is a stick that's more intended for hitting balls rather than skulls while the other is a blade stuck to a short stick, but they're still sticks. And they're glowing, so maybe the pilot can see Russell waving the on-fire bat and knife around, signaling them to get closer (or atleast, what Russell thinks he is signaling.)



Find a way to quickly but safely unload all the helicopter's cargo.
Once the helicopter lands, Russell realizes that 1. he is somehow able to conceal a bat, a knife, and lord knows what else in his inventory- I mean pockets, before he got here, it can't be too far of a stretch to assume that Russell can:
1. take all the contents of the cargo and put it in his pocket
2. carry the box to the secure place
3. place all the contents he put in his pocket back into the box.
It would be easier to carry the boxes themselves in his pocket, but alas.



Find a secure place to store the cargo for future use.
Russell flips open the cabin map. The storage isn't an option, BUT...
... hm. Well, the hosts did mention that anyone who performs the best job out of the 12 of them gets to stay in the attic. Maybe if he can just ask the hosts to place the boxes in the attic? It probably wont work, but it's best to ask anyways.
Russell also happened to spy the armory and the uplink station on his way to the helipad. If kindly asking the hosts to allow the use of the attic is a no-go, he could just place them inside. Both seem fairly secured, so...


Russell yields a 7, 2, 10, and 9, totalling in an initial score of 28 points.

The chopper guy can see the smoking signal Russell made...

Buuuuuuut they don't see the glowing objects, and subsequently doesn't know on where exactly to land due to poor signals, resulting in the chopper accidentally landing on the side of the helipad, just barely avoiding a crash.

His attempt to stuff so much cargo in such small spaces proves to be catastrophic, as the cargo inside bursts out of his pockets and spill all around him, though thankfully he's already where he wants to store the cargo themselves, allowing him to just put them back in the boxes without worrying too much about distance.

Unfortunately, putting stuff into the attic isn't allowed, but by then all the cargo had already been neatly stored in the uplink station and the armory.

For the signaling method (+1), the signaling attempt (+1), the sheer audacity of storing so much cargo into your pockets (-2), and for trying to get to the off-limits attic, you daft buddy (-1), Russell's final score is 27 points.
Very interesting...first person to consume solid objects through liquid methods.


quote list
W H O T U R N E D O N T H E L I G H T S

E N D L E S S  F U N

ENTITY SUCCUMBED; INVALID

She's got three murders under her belt, views are gonna be skewed

(10-31-2021, 15:42:06 PM)MadameButterflyKnife Wrote: Voi hears the assignment, and yells back. Alright, dipshit! I've got this!

1. Set up a way to signal the helicopter to land on the helipad.

Have you dumbasses really never heard of lights before.

Seems to be a dronepad already. Nowhere near as well signaled as the ones back in the city, however. Voi's plan: Search through storage, if that asshole's going to give them the damn key. Otherwise, check the power station. Find some way to obtain lighting. Preferably red and yellow lighting; those were the ones that were most used for signaling any sort of flying taxis to their spots. Highly visible in the hazy parts of the lower levels of the city, and where the towers started to meet the clouds.
Surround the helipad with alternating red and yellow lights, marking it obviously for the incoming helicopter. When the lights are all ready, then it means everyone's all clear to meet the copter.

2. Help guide the helicopter to the helipad.

Don't you idiots have a comm or something?! Just-great. This would be so much easier if everything was just all connected. Some kinda transmission tower, at least?

Okay. There has to be some form of transmission, right? They have some way of doing so; it's the reason that all of them were here in the first place. Attempt to find some sort of way to communicate with the helicopter's on-board computer systems from the uplink station, using the telecom devices. The bosses were rich enough to have their own personal vehicles instead of some rent-a-ride from a corp, she noted to herself.
Anyways, once you got a connection, use that to guide the helicopter to your coordinates. If the helicopter can't recognize some simple patterns of lights, though? That's on them. Not Voi's problem. That wasn't in her programming.

3. Find a way to quickly but safely unload all the helicopter's cargo.

Hands, dumbass. We all have them.

Unload whatever's there with your hands. She's had experience carrying random shit for idle rich kids who didn't want to mess their hands up with anything vaguely heavy. Not wanting to deal with anything that destroyed their perfect lives..
Nope. That's fucking tangental. Unload the crates off the helicopter by carrying them off. Use a ramp if necessary. If you people don't have a ramp that's not her fault.

4. Find a secure place to store the cargo for future use.

...Of course you people are that fucking dense. Do I have to help another person to use the damn bathroom as well?!

There...there's a fucking storage room. Just put the cargo in there. This shouldn't be that novel of an idea, you know? That should just be taken for granted. What the fuck.

Voi rolls 4, 1, 7, and 5, and initially scores a measly 17 points... Let's hope her methods can save her luck!

Although Voi fails to find both colors, she manages to find a sparse assembly of red lights, enough to make a rough circle.

Not only are we the ones building the signal tower, the snow manages to block out radio! The helicopter takes an agonizing amount of time through the wind and snow to find the landing pad, which was already hard to see from the lack of lights.

Voi at least unloads the cargo reasonably fast. It's even easier with the ramp that helicopter has!

...Nope, the storage room is still locked, it seems. Carrying some cargo keeps you from breaking it down, too... You relegate to just leaving the supplies in the meeting room, for now.

Your straightforward thinking for signaling and unloading deserve a +2 and +1 respectively, but using radio in the harsh weather and the room previously known to be locked leave a 0 on your points, so Voi ends up with a final score of 20 points.

(I hope I'm doing this right!)
(10-31-2021, 15:46:24 PM)PointMaid Wrote:
Ruby's Plan
1. Set up a way to signal the helicopter to land on the helipad.

Ruby looks for some very strong, bright battery-powered lanterns with an ability to make them blink and change the timing. She sets them out in a line leading to the helipad, the blink rate making it look like the lights are heading TOWARD the helipad. If she can't find those... a few well-contained bonfires in a line will have to do, she supposes.

Also get on the radio to contact the helicopter as it's coming in to tell them what to look for and guide them if you can.

2. Help guide the helicopter to the helipad.

Ruby looks for some snap light-up glow sticks that you might use on Halloween or Fourth of July or, more likely here, in a power outage. She lines the helipad with glow sticks and takes two of them to signal to the helicopter like those people on the tarmac at airports directing airplanes. If she can't find any of that, again, a couple fires at the edges of the helipad and a couple hand-held torches, hopefully the british electric kind but if she really is out of luck setting a stick on fire will have to do, will have to work.

3. Find a way to quickly but safely unload all the helicopter's cargo.

Yeah, you're going to need to pre-build a ramp up to the height of the door to the helicopter with some nails, a saw, and some lumber (...I guess you'll have to cut down a tree if there's no lumber available), and find a few dollys, you know, the ones that don't take up much space, you can put a few boxes on and tilt up that have wheels? Wheel all the cargo off quickly with the ramp and dollies. ...No dolly? I guess you're going to have to build a platform with wheels.

4. Find a secure place to store the cargo for future use.

Call Ruby boring, but… she's going to go with the storage area in the main cabin. That way they won't have to go outside to access critical supplies if there's awful weather. If there's not enough room there, how about the hut near the lake?


Ruby gets a 7, 2, 10, and 6! That's an initial score of... 25 points!

Ruby manages to find her sought-after lights, and places them in a strip, blinking towards the helipad. It's somewhat slow, but it should do the trick for a prospect landing helicopter.

She manages to find... one dead glowstick. The torch also refuses to light, but once it does, the pilot begins their descent.

Ruby's craftsmanship is excellent! So much so that the ramp's smoothed surface and the carts combine to make runaway cargo!

Same as Voi before her, the storage room's key is still missing. More for the meeting room, I suppose.

For a light display that's intuitive to follow (+2), something already well-established (+1), a smart way to avoid heavy lifting (+2), and the same blunder of the storage room (0), Ruby easily attains... 30 points! Very nice.
(10-31-2021, 16:01:00 PM)Oggy123 Wrote: "Time to put my skills to good use!"
1. Set up a way to signal the helicopter to land on the helipad.

Lights are easy to see in the dark. Nintendo will look for lights in the cabin and put them around the helipad for the helicopter to see.

2. Help guide the helicopter to the helipad.

Find a glowstick or something glowing. When the helicopter comes, Nintendo could use them to guide it!

3. Find a way to safely but quickly unload a helicopter's cargo.

Find a forklift, wagon, or something with wheels to easily carry the cargo. As well as a ramp to unload the things.

4. Find e secure way to unload the cargo for future use

Obviously, put them in the storage room!

Nintendo yields a 2, 7, 5, and 6. That's an initial score of 20 points.

Aaaand he barely manages to find one bright light! It's a lamp. A ton of extension cords later, the ball of photon-emitting filament vacuum is by the helipad.

Nintendo effectively waves the helicopter down The pilot wavers for a sec before finally descending, because of the unorthodox helipad signaling, but it works.

There's a wagon, at least, but Nintendo does some heavy lifting to lower it down on the wagon.

And next on the conga line of disappointment! Nintendo meets the group in the meeting room, cargo left by the still-locked room.

Altogether, some indistinct lights (0), following standard (+1), using a wagon, (+1), and dropping the load off (0) earn a complete score of 22 points.
(10-31-2021, 16:03:03 PM)Kennifer Wrote: "All right, I have prepared my proposal." Holly puts her parka back on and heads out.

Holly's Plan
1. Set up a way to signal the helicopter to land on the helipad.

Holly is going to find some flares. Where's she going to find these? Well, she'll check everywhere that's not locked. She will set them up to light a path to the helipad.

2. Help guide the helicopter to the helipad.

Can she find any flashlights, torches, glow sticks, toy lightsabers, anything that'll light up and can be held by hand? And maybe some kind of ear protection, since, well, loud helicopter incoming and she wants to protect her hearing? Great. She'll do this, and motion to the helipad to help the chopper land.

3. Find a way to quickly but safely unload all the helicopter's cargo.

If there is some kind of a wheeled cart that is used for transporting things between buildings, she'll borrow it. She will carefully and meticulously unload the cargo from the copter by hand and place it in the cart, which she should then be able to push around the compound.

4. Find a secure place to store the cargo for future use.

The storage is locked, right? She's not going to bother trying to get it open. Instead, well, there's some space in the Armory, which is... likely to be secure given its typical contents. She will wheel the cart up there and find a place to tuck it away safely.


Holly rolls 10, 1, 2, and 10, totaling an initial score of 23 points! Talk about a mood swing.

Flares, flares, flares. Holly lights so many up, only singing herself a little. The ground gets wet, and the storm seemingly turns grey, and the pilot has to squint to reach the pad.

Anything she does find gets drowned out by the smoke, and the helicopter ends up landing aside from the pad due to the smoke, accompanied by a chorus of expletives.

The cargo slides onto the cart, which then swivels away! One Yackety Sax cutscene later, Holly regains control.

Time to tuck it away! Holly succeeds in the tucking, but manages to wake up, or rather knock around, everything else. Time to clean up.

As for her intent, a great choice of signal (+2), an uncreative use of the standard (+1), the cart's accessibility (+1), and FINALLY another PLACE (+1), Holly gets 27 points.
(10-31-2021, 16:06:42 PM)Dookie Wrote: 1. Set up a way to signal the helicopter to land on the helipad. - ”We'll send out a signal, like the bat signal, to make the helicopter come.”
2. Help guide the helicopter to the helipad. “We just move the signal around, until it's on the helipad.”
3. Find a way to quickly but safely unload all the helicopter's cargo. “Simple…we just all help to unload the helipad.”
4. Find a secure place to store the cargo for future use. “Hmmm…What if we hid it in the bathroom? Nobody would find that out. The toilet wouldn't be good…we could hide it in the shower, but then nobody would shower….Y'know what, just give them to me, I'm trustworthy, right?” she tries to smile.

June gets 1, 6, 5, and 4, which adds up to just 16 points. Darn!

A spotlight? Not a horrible idea, if it weren't for the absence of any! A flashlight will suffice, I guess.

The flashlight does reach the pilot, though annoying them a bit, and the helicopter lands safely.

The pilot decides to help out, seeing as "we all" only included June for a bit. With the power of friendship and teamwork, the cargo sits off the copter.

Yeah, no... well, it's in the bathroom, now. It won't be long before they get wet or something, just sitting by the sinks like that. One or two go in June's side of her room, obtrusive and ugly.

That whimsical option wasn't too bad (+1), though a bit hard to follow (-1). Befriending (or earning the pity of) the pilot was a nice touch (+1), but those places aren't the most secure (-1). A rather sub-average total score of 16 points it is, for June, then!
(10-31-2021, 16:29:45 PM)Goose Wrote:
Bow's Plan
1. Set up a way to signal the helicopter to land on the helipad.

> "Visibility is key here, especially in harsh winter conditions like these. I wil search in the armory the power station, and then the hut near the helipad for a bunch of those lanterns, some flares, and an industrial-grade lighter. If I'm unable to find lanterns, then I might try finding some torches instead. Once the supplies are obtained, use a series of well-timed Quick Attacks to clear off snow from the helipad in order to ensure maximum visibility. After that, I will surround the perimeter of the helipad with some bright lanterns! That should make it clear the helipad is you know, for landing helicopters!"

2. Help guide the helicopter to the helipad.

> "Here comes the fun part. First, using the lighter and flares, I will create a trail of sparkly sparks leading to the helipad to give the helicopter pilot a general path to follow. With each ribbon snugly wrapped around a handheld lantern (or a torch/glowstick, if I run out of lanterns), I will then Moonblast on a nearby twig to (hopefully) draw the attention of the pilot. From there, I will simply guide the helicopter across the path of sparkly sparks using the handheld lanterns/torches/glowsticks/whatever, just like they do at the airport."


3. Find a way to quickly but safely unload all the helicopter's cargo.

> "Now comes the hard part. I have feelers that I can use to carry some light loads, but I don't have hands. Hmmmm... Do we have any of those dollies they use for carrying cargo? If we do, then good! If we don't, then I might build a platform on wheels with wood planks and nails. Also, a ramp would make things simpler, especially considering that I don't have hands. I'll try finding a sheet of plywood or metal (eugh) to fulfill that purpose."

4. Find a secure place to store the cargo for future use.

> "According to my trusty map, there's a bunker near the armory? Huh. If that isn't locked, then that'll be the perfect place to store the cargo since it's close to a bunch of weapons, which might deter any possible intruders. If the bunker is locked, then I'll just store the cargo in the armory itself, as that's the next best option."


Bow rolls 3, 2, 3, and another 3, which add up to just 11 points initially.

All the flares mysteriously disappeared (who did this!?) and any lighters seem to be out. A few lanterns work, but the Sylveon's attempts at clearing the snow does nothing but spray it everywhere it already was.

Already, she had no flares or anything left, so it's time to decimate the tree's offshoots. Yeah, that twig stood no chance! Go, Bow! Unfortunately, the Moonblast stood isolated from your low-light lanterns, and the helicopter nearly crashes into the tree.

Bow took a while to find a single dolly earlier, and barely managed to steer it back to safety, not to mention the entire load being precariously stacked on it!

Now, I'm not too sure myself on whether the bunker is locked or not, but it doesn't really matter when Bow can't enter it without losing the cargo. Into the Armory, then! She doggedly leaves it by the door. I hope nobody wanted the weapons without a good push!

With great consideration and adapatbility, signalling (+3), using that move along with the missed supplies (+2), the same ramp-and-dolly idea (+2), and using those secure places that aren't the locked storage closet (+1) gets Bow a final score of 19 points, which although is below average, is better than 11.
Reisen's Plan
1:Set up a mirror system that allows her to fire lasers into the sky safefully in order to create a beacon for the helicopter.
2:Use your wave manipulation powers to send radio waves in order to communicate with the helicopter via radio signals.
3: "... Where are the dollies?" Find and grab a dollie, and then try to create a pulley system in order to hoist the cargo boxes out of the helicopter and into the dolly to transport the boxes.
4: Put it in the Armory. It has room to spare, after all...

I don't understand any of this... I'm in a world of complete insanity...
(10-31-2021, 23:47:12 PM)Despair's Archon of Memes Wrote:
Reisen's Plan
1:Set up a mirror system that allows her to fire lasers into the sky safefully in order to create a beacon for the helicopter.
2:Use your wave manipulation powers to send radio waves in order to communicate with the helicopter via radio signals.
3: "... Where are the dollies?" Find and grab a dollie, and then try to create a pulley system in order to hoist the cargo boxes out of the helicopter and into the dolly to transport the boxes.
4: Put it in the Armory. It has room to spare, after all...


Reisen rolls 8, 10, 8, and 5, initially yielding 31 points!

The beacon made makes a signal as clear as day for the chopper guy, giving them a good indicator on where to land.

...well fuck. You just subjected mind control upon the chopper guy and now you're forced to manually mind control them to get the chopper to the helipad.

Wow! The dollie and pulley system she employs is pretty effective!

...and whilst a bit slow on getting the dollies to the armory, resulting in you slightly rushing on placing the boxes, the cargo as a whole got there safely!

For a creative way to send a signal (+1), and a neat way of communicating (+1), a pretty efficient way of transporting cargo (+2), and following what's intended (+1), Reisen's final score is 36 points!
Very interesting...first person to consume solid objects through liquid methods.


quote list
W H O T U R N E D O N T H E L I G H T S

E N D L E S S  F U N

ENTITY SUCCUMBED; INVALID

She's got three murders under her belt, views are gonna be skewed

1. Set up a way to signal the helicopter to land on the helipad.

F I R E. Start a fire to show the helicopter where to land!

2. Help guide the helicopter to the helipad.

F I R E, again. Get some flammable materials to create a path for the fire, to lead it near the helipad!


3. Find a way to quickly but safely unload all the helicopter's cargo.
Build some kind of platform/ramp to put them on,
then find some big boxes and attach wheels to them to easily move them around

4. Find a secure place to store the cargo for future use.

Weapons room? Yeah, weapons room sounds good
Glitchy Bootleg Lasers
(11-01-2021, 02:18:04 AM)Zanreo Wrote: 1. Set up a way to signal the helicopter to land on the helipad.

F I R E. Start a fire to show the helicopter where to land!

2. Help guide the helicopter to the helipad.

F I R E, again. Get some flammable materials to create a path for the fire, to lead it near the helipad!

3. Find a way to quickly but safely unload all the helicopter's cargo.
Build some kind of platform/ramp to put them on,
then find some big boxes and attach wheels to them to easily move them around

4. Find a secure place to store the cargo for future use.

Weapons room? Yeah, weapons room sounds good

KMIY rolls a 1, 4, 7, and 2, nailing a measly 14 points.

Ohhhhhhhhhhhh god, the fucking fire has a hard time properly lighting up due to the cold enviroment.

With what measly flame you got, you try to make the path to the helipad, which barely does the job as the chopper just manages to land on the helipad.

Surprisingly the method to transport the cargo did a pretty decent job at it!

Buuuuuuuut the amount of time wasted trying to haul the cargo to the armory proves to be so exhausting that the boxes aren't really that well organised, plus none of the wheels have been removed.

However, a neat way to signal (+1), a creative way of using that signal (+2), a cool variation on the ramp-and-dolly idea (+2) and putting the cargo where it can be stored (+1), KMIY's final score is...20 points!
Very interesting...first person to consume solid objects through liquid methods.


quote list
W H O T U R N E D O N T H E L I G H T S

E N D L E S S  F U N

ENTITY SUCCUMBED; INVALID

She's got three murders under her belt, views are gonna be skewed

Whilst the challenge is happening and Heeko is doing some stuff...

The sound of a gunshot rings out, as Nikei Yomiuri suddenly drops dead.

"Wh- HOLY CRAP! IS THERE A MEDIC AROUND HERE!?"

Outside, someone can be heard speaking in a mocking tone into the inside of the cabin.

"Well well well, look what we got here! Can't believe lil' Heeko brought a complete slacker for the job! What shit judgement you got!"

"..."

"...Damn Traitors!"

Heeko quickly pulls out his taser, and runs out of the cabin...only to find that whoever said that seems to be nowhere to be found.

But just as he heads back to the cabin, he catches a brief glimpse of a blue-haired woman escaping the cabin, and...oh dear, Nikei's got a hole in his chest AND his heart is literally missing, likely ripped out.

He gets a phone call soon after, and tells the ones in the cabin.

"Crap...Well fellas, seems like there's some dastardly Traitors decided to uh...hitch a ride to here in order to sabotage this Project. Wish we could figure out how to get rid of them here...Welp, at least we got a new worker here who came by in another chopper...say hello to Sherry Jeréz!"
Very interesting...first person to consume solid objects through liquid methods.


quote list
W H O T U R N E D O N T H E L I G H T S

E N D L E S S  F U N

ENTITY SUCCUMBED; INVALID

She's got three murders under her belt, views are gonna be skewed

[Speaking of the new person who just got here by chopper!

A tall, gangly Hispanic woman with reddish-brown/blonde hair tied back in a ponytail and dusty brown bandages over her right eye is standing outside the cabin, staring through the doorway right at Nikei's corpse with an absolutely horrified expression. She briefly looks over her shoulder, looking to see if the helicopter that brought her here is still there so that she could hitch a ride back... but alas, it left a while ago. So she turns around, defeated, and says in an exasperated, slightly-fearing-for-her-life tone:]


"Esto fue un error."
— IT WAS LIKE A TIME BOMB SET INTO MOTION —
Ruby just kinda... stares at all this chaos and the introduction of Sherry. She seems to do an introduction on autopilot.

Ms. Jerez?

...Dr. Ruby Ramirez.
Murdergames Characters
Frankie * Dr. Ruby Ramirez * Solanacae Bakersby * Sam BlackSelen(ium) * Reina Schultz * Dr. Francine "Frankie" Frankenstein * Lotta Schadenfreude

Need a bigger bookshelf? Join me in The Library.


Forum Jump:


Users browsing this thread: 2 Guest(s)