Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Beirus

Pages: 1 ... 15 16 [17] 18 19 ... 394
241
Roll To Dodge / Re: Alexandria: Wizardly Dungeoneering
« on: June 17, 2018, 12:18:13 pm »
Are we hitting things already? If so, use Augmentation and go hit those skeletons with my staff. If not, see about getting information on the enemy positions from one of the Clairvoyance users and try to sneak closer or otherwise position myself to target any undead that might be controlling or commanding the other skeletons. Then use Augmentation and hit it with a stick.

242
Roll To Dodge / Re: Alexandria: Wizardly Dungeoneering
« on: June 16, 2018, 08:15:00 pm »
((Count me in if there is still space.))

Name: Harry Q. Sasquatch
Appearance: An incredibly hairy and bearded man in green robes.

Strength: +1
Dexterity: 0
Insight: +1

Augmentation

243
Roll To Dodge / Re: Survive (10/10)
« on: June 05, 2018, 07:57:48 pm »
Feed the last two deer meat to Beary Bob to increase our bond. Then meditate to replenish Spirit and Mana.

244
Roll To Dodge / Re: You are a Monster - Turn 29
« on: June 01, 2018, 04:15:39 pm »
((Aww, I fell asleep writing my action last night before the turn. Unrelated, hey Nakeen, any chance you could tell me what Brown's skills and traits do? Seems like Gray would know after spending so much time together.))

Sounds like it's time to leave. Reabsorb my pieces. If Hinrab is going on a journey again, see if we can go with him. If not, head out on our own for that magically advanced city. Don't rush there though, take time to explore the desert. Especially any places similar to those in the tales I read of humans and monsters. Also, try to absorb essence on my travels. And if getting out of the city undetected is an issue, we were blobs once. We'll just eat our way underground and burrow away from the city before we reemerge. And I'll use a 1HP blob to emerge first and check if it's safe, if necessary.

245
Roll To Dodge / Re: You are a Monster - Turn 28
« on: May 27, 2018, 02:23:36 pm »
Gray and Brown will spend their time training with the warriors they met, working on their combination attack and their mastery, or at least understanding, of their own martial arts. Also, they will visit libraries to learn about the Ashafan culture, mainly looking for a way to avoid being instantly attacked by anyone who notices what they are, like the challenge thing the Radasars do. They will also search libraries for info on magic and interesting things in the surroundings, like places Gray might find rare or unique glyphs or something to help him on his original goal of finding nice people to go live at the castle. Evenings will be spent learning magic from Hinrab, and Gray and Brown will spend any extra time trying to meditate and absorb essence from the surroundings. Or Gray could spend the time working further on his martial arts by having his split parts spar each other so he can work on perfecting his form.

246
Roll To Dodge / Re: Survive (10/10)
« on: May 24, 2018, 08:33:48 pm »
Meditate to replenish my mana and Spirit. Then practice my combat a little.

247
Roll To Dodge / Re: You are a Monster - Turn 27
« on: May 24, 2018, 07:38:50 pm »
((Aww man, missed another turn. Oh well, at least I'll make the next one))

Split off two more 1 HP parts and have them use the Staff and Solid glyphs to shape the light and shadow into a something hopefully cool I can use.

248
Roll To Dodge / Re: Survive (10/10)
« on: May 17, 2018, 03:37:13 pm »
Time to test out conjuration. First Use Mana to Spirit to get 3 Spirit. Then use Conjure Simple Objects to conjure a sword while pouring Spirit into it to see if it makes it better.

249
Roll To Dodge / Re: You are a Monster - Turn 25
« on: May 17, 2018, 02:40:30 pm »
"I think I figured it out. And I have another idea!"

Split off five 1 HP parts of me and have them form a small circle. Have each one cast a different glyph and try to combine the magic (combine light and magnify, Dark and magnify, and a balance or stability glyph if I have one to combine the Light and dark).

250
Roll To Dodge / Re: You are a Monster - Turn 21
« on: May 12, 2018, 10:33:32 am »
((Is glyph magic always going to be a full body thing? That might make it hard to use while fighting. Oh, or can I do it with small parts too and shoot glyph bullets at someone?))
((Edit: It's an action now))

"It feels really good. But I think I'm less cohesive. I have more energy now! And I think I could feel the magic flowing through me. I think I have an idea! If the glyph provides the intent and shape for the spell, maybe I can provide my own intent without the glyph if I channel it through me."

Time to test new stuff. Recreate that feeling as the magic flowed through me. Shape the spell as it passes through me and direct it to make a small ball of light at the tip of my finger. Make sure to point my finger away from everyone, just to be safe. Hopefully it'll be easier since I have the Light element in my body.
Missed me

251
Roll To Dodge / Re: You are a Monster - Turn 21
« on: May 08, 2018, 12:28:09 am »
((Is glyph magic always going to be a full body thing? That might make it hard to use while fighting. Oh, or can I do it with small parts too and shoot glyph bullets at someone?))
((Edit: It's an action now))

"It feels really good. But I think I'm less cohesive. I have more energy now! And I think I could feel the magic flowing through me. I think I have an idea! If the glyph provides the intent and shape for the spell, maybe I can provide my own intent without the glyph if I channel it through me."

Time to test new stuff. Recreate that feeling as the magic flowed through me. Shape the spell as it passes through me and direct it to make a small ball of light at the tip of my finger. Make sure to point my finger away from everyone, just to be safe. Hopefully it'll be easier since I have the Light element in my body.


252
Roll To Dodge / Re: Survive (10/10)
« on: May 07, 2018, 09:31:41 pm »
+1 Tailoring
Try to make those Spirit Power infused gloves. And probably eat again if I can find some food.

253
Roll To Dodge / Re: Survive (10/10)
« on: April 30, 2018, 05:05:19 pm »
Eat some more food to restore hunger, then work on tailoring with my pelts. Try to imbue the clothing with Spirit Power. Make a pair of gloves.

254
Roll To Dodge / Re: Survive (10/10)
« on: April 25, 2018, 03:34:02 am »
+1 Spirit, since I don't think I did that earlier
Get some mangoes to eat, then see about using my Spirit Magic to heal my wound. Also, bring Beary Bob and the dragons some of the deer meat I have if they want some.

255
Roll To Dodge / Re: Survive (10/10)
« on: April 19, 2018, 10:40:41 am »
Go eat and meditate to recover mana and Spirit power Introduce self to the newbie first though. Then rest. And if I can, go practice combat with Beary Bob.

Pages: 1 ... 15 16 [17] 18 19 ... 394