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How Many Hunters Does It Take To Change a Lightbulb?

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Leliel Posted: 21 Oct 2009 8:35 PM
Aigis Kai Doru: ...We have lightbulb relics? Since when?

Ascending Ones: *Sniff*. There. Night vision.

Cherion Group: Who needs lightbulbs when you can have..BEYOND-EYES! Not only will you see what's in front of you, you will perfect vision forever on! (Product may cause visions into terrifying alternate realities, visibility to ghosts, insomnia, and skin irritation. Beyond-Eyes should not be implanted by pregnant women or women who may become pregnant, unless they feel up to the task of raising psychics. Offer not valid in Nebraska or Boston, and in the latter case, you should probably stay far away if you value your life. Restrictions apply, results may vary.)

Lucifuge: I command you, infernal powers of electric light...

Task Force VALKYRIE: Wait-I thought that thing was supposed to last two years! Remind me to be as annoying to HQ as possible.

Null Mysteriis: Why should I? It cuts into my research time, and I'm sure there's nothing in the room that can possibly hurt-Funny, I just felt a warm draft. As I was sayi-

The Union: Hey guys, I found the switch!

So, this is a thread for a big list of lightbulb jokes involving hunters and hunter-related things.
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Knights of ST-George: "whips himself with a rusty chain" come on Belial, just want to make a sandwish "Whips himself with a rusty chain again" Pretty please...
Can Truth be perceived or are our minds closed to it forever by our mortal failings? It is impossible to know, but the quest never ends and perhaps someday a flicker of these things will be perceived... 
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VASCU: "This lightbulb is under arrest on suspicion of depriving Federal agents of light, obstructing an ongoing case, and pissing off the D. Ops. It has the right to remain silent. If it chooses to waive this right, anything it says or thinks can and will be used against it in a court of law. It has the right to speak to an attorney, and to have an attorney present during any questioning. In the exceedingly unlikely circumstance that the large manufacturing concern backing it cannot afford a lawyer, one will be provided for it at government expense.

"Changing the lightbulb? That's what prison's for. It can think about what it's done, and come back fixed."
Stew "Vigil" Wilson
Freelancer of Fortune
Æternal Legends — The Roleplaying Game of Fantasy Heroes in the Modern World!
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Any Hunter- Sure, they say the light-bulbs aren't watching you, but thats just what they want you to believe man! How can we be sure!!! I'll tell you how! Firepower baby!!! I execute 1 lightbulb out of every box just to show the others I mean business, then I wrap each bulb in electrical tape and tinfoil just to be sure.
Timmy, using the doll, show the court where the angel touched you.
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DigitalRaven:
VASCU: "This lightbulb is under arrest on suspicion of depriving Federal agents of light, obstructing an ongoing case, and pissing off the D. Ops. It has the right to remain silent. If it chooses to waive this right, anything it says or thinks can and will be usedagainst it in a court of law. It has the right to speak to an attorney,and to have an attorney present during any questioning. In the exceedingly unlikely circumstance that the large manufacturing concern backing it cannot afford alawyer, one will be provided for it at government expense.

"Changing the lightbulb? That's what prison's for. It can think about what it's done, and come back fixed."
Stew, this has made my day (or early morning [you lose track of time when you don't sleep for a few days{thanks Irn Bru}])
"Death is Weakness leaving the body"
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Loyalists of Thule: Two. One who blackmails the other to change the ligthbulb.
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How many Ashwood Abbey members does it take to screw in a lightbub?
2, but they have to make a Mage make them really small

How many Ashwood Abbey members does it take to screw in a lightbulb?
1, Ashwood Abbey will screw anything

How many Null Mysteriis does it take to change a lightbulb
20, 1 to change the bulb, and the rest to tell them how they're doing it wrong!

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Hunt Club: Two. One to screw in the lightbulb, the other to hold down the person it's being screwed into.
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How many hunters does it take to change a light bulb?

Promethean Brotherhood:  1, but he has to have stolen a mage's powers to accomplish the task!
Malleus Malleficarum:  The light bulb can not be changed by a hunter, but God's action through mother church may bring it to change, if it confesses its past sins seeking absolution, repents, and atones.
The Long Night:  Light bulb?  My grandpappy donated that lightbulb to this church when he helped found it 40 years ago!  There is no way you are changing that light bulb.
Cainite Heresy:  Where is Cain?

"For God so loved the world, that He gave His only begotten Son, that whoever believes in Him shall not perish, but have eternal life." -Jesus (John 3:16, NASB)
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Barret Commission: Who the HELL is in the Lighting Department? I told those DoD morons to change that thing months ago! Heads are going to roll as soon as I send a stern email to the Secretary. He might even put ME in charge of Lighting. We'll see who slacks off when I am the one in charge.

*mumbling to self as I walk towards my office* Sure, we might as well roll out a damn carpet for the vampires...
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Task Force: Valkyrie: new light bulb? sure, we got a state of the art light bulb that will never runs out! just wait here for 20 years while we cut through the red tape. and by the way, due to budget cuts, we are going to have to cut back so here's box of squirt guns instead of ammo.
"Deductive reasoning has nothing to do with logic. In fact, deductive reasoning is illogical. Go define logic and come back to the discussion an educated man"

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Leliel:
Hunt Club: Two. One to screw in the lightbulb, the other to hold down the person it's being screwed into.


Is that a Tactic?

Light Bulb Insertion
Prerequisites:  All:  Strength 2, Brawl 2.  One: Strength 3, Crafts 3 or Crafts 2 with a specialty in Screwing or Lightbulbs (primary actor).  One: Brawl 3 or Brawl 2 with a specialty in Grappling (Secondary Actor).
Requires: 2, more than 4 provides a one die penalty to all actors for each hunter in addition to the fourth.
Dice Pool:  Primary:  Strength + Crafts.  Secondary:  Strength + Brawl
Action: Extended, target 5 successes, Primary Actor may make one roll per turn, but the tactic fails if any of the primary actor's rolls fail.  If while these rolls are made a round passes in which the primary actor does not make a roll to perform the tactic or the monster is at any time no longer grappled then the tactic automatically fails.
Description:  To even attempt this tactic, secondary actors must already be grappling the target.  At this point, the primary actor inserts the light bulb into the only socket available, the target's eye socket.
Organizations:  Ashwood Abbey has been known to provide lighting for soirees with bulbs inserted into creatures that naturally produce electric current.  The Hunt Club has a long standing tradition of inserting light bulbs first, and then providing the current themselves...
Potential Modifiers:  Bulb is not new (-1 to primary actor), bulb is hot from recent use (-1 to primary actor, stacks with "not new"), bulb is environmentally friendly (+1 to primary actor), monster has more than 2 eyes (+1 to all actors).
Roll results:
Dramatic Failure:  The bulb shatters, dealing one point of bashing damage to the primary actor as minor cuts affect his hand.  The bulb can not be used for this tactic again.
Failure:  The bulb is not successfully inserted into the monster's eye, though the hunters may try again with the normal tactical fatigue penalty of -3.
Success:  The primary actor manages to achieve 5 successes.  The monster receives one point of aggravated damage to its eye.  It gains the One Eye flaw.  If electric current is run through it or if it produces significant current on its own then the lightbulb lights up, giving it a -3 to all perception and attack dice pools and allowing others to attack it ignoring up to three dice of penalties for darkness or concealment.  The bulb may be removed as an Instant action, dealing an additional 1L, or as an extended Dexterity + Crafts or Medicine roll with each roll representing 1 minute and no additional damage dealt, with a target of three successes.  The bulb has Durability and Size (and therefore Structure) each equal to 1.
Exceptional Success:  The primary actor manages on his final roll to achieve at least 5 more successes than were necessary to succeed in the tactic.  In addition to the effects listed under success, someone in the cell gets a bright idea, represented by the addition of 1 Practical Experience for the cell.
To Purchase: 14 Practical Experience, 11 for Ashwood Abbey, 9 for The Hunt Club.
"For God so loved the world, that He gave His only begotten Son, that whoever believes in Him shall not perish, but have eternal life." -Jesus (John 3:16, NASB)
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