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Messages - Alev

Pages: 1 ... 120 121 [122] 123 124 ... 139
1816
Try to open the door with the crowbar.

1817
Roll To Dodge / Re: Dimensions: A Reboot
« on: July 14, 2014, 01:35:52 pm »
Fly around. Try to possess the god.

1818
Roll To Dodge / Re: Who, are you!?:NOW WITH A POLL YOU LURKERS.
« on: July 14, 2014, 12:16:25 pm »
Wonder why I looked up if human meat is kosher. Kill heretics more.

1819
Roll To Dodge / Re: People in Caves Rolling To Do Things
« on: July 14, 2014, 12:21:58 am »
A murderer of murderer murderers enters.

1820
"Hey. Vex, is it? I'm guessing you haven't found anything yet... Hopepfully that smell isn't his body...Go along with Vex, exploring the area.

1821
Forum Games and Roleplaying / Re: Adventures in SPAAAACE [ISG]
« on: July 13, 2014, 11:55:10 pm »
Also, I need appearances (including clothing/etc) for the crew members so I can make some actual sprites.

1822
Roll To Dodge / Re: Psycho-Maniacs on the loose! -Murderers Needed!
« on: July 13, 2014, 11:04:08 pm »
Listen, go in the direction of any bad sounds I hear. Else, see which direction the arrow came from and go in that direction, asking anyone encountered about who they saw.

1823
Roll To Dodge / Re: Who, are you!?:Freedum addition
« on: July 13, 2014, 11:01:48 pm »
Crush the Androids with all of my billions of iPhones. Remove any Google-related apps from the store.

1824
Forum Games and Roleplaying / Re: Adventures in SPAAAACE [ISG]
« on: July 13, 2014, 10:54:50 pm »
You decide to wake up Elliot, so you walk back to the sleeping chambers. "Wake up!" you say as you tap on his pod. A few seconds later, the glass door slides open and he opens his eyes. He says, "Good morning," to which you respond that it is technically early afternoon. You clamber down the ladder and out from the shadow of the ship, with Elliot following you. There is a store to your left, a bar to your right, the hangar door behind you, and rental sleeping quarters in front of you. What do you do?

Spoiler: Ship Supplies (click to show/hide)
((Feel free to post multiple successive actions per turn, and this will probably be it for today.))

1825
Roll To Dodge / Re: Roll to Level Up
« on: July 13, 2014, 09:34:29 pm »
My status only shows the $50 I found, but I also checked and had $50. Fix plox.

When police arrive, do chokey thing and summon a burrito golem to help.

1827
Forum Games and Roleplaying / Re: Adventures in SPAAAACE [ISG]
« on: July 13, 2014, 08:21:45 pm »
You need an action, as well. Edit: I will wait an hour, so 8:00 my time.

1828
I will be magical Science teacher who is a lazy asshole. "It's MAGIC,  you little sh--s. The whole f---ing point is that you don't need science. Class over. Get out."

1829
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: July 13, 2014, 07:41:25 pm »
Are you sure it wasn't boogeymen ? they're using the same ñ symbol as undead, and they're very fast too.
As far as I know, bogeymen are the only night creature that uses the ñ symbol; other kinds use differently-colored Ñs.
Personally, I think zombies should be limited to a jog at the most; when not in dead pursuit, they should be Strolling.
Zombies aren't cross-country sprinters.
These zombies are more capable than most you would see in our real-life media. They have the dexterity to handle weapons, climb trees, and open doors, for one. A zombie human already "sprints" only a little faster than a living human can run. They're a credible threat, even when out of a necromancer's reach, unlike 34. Although my supposed warriors not immediately breaking and running at the sight of five zombies would be nice.
Good point.
Thankfully, attack speed is no longer directly related with movement speed, so a swift punch to their foot will, most likely, prevent them from sprinting (they'll still crawl at max speed, though).
In fact, punch EVERY enemy in the feet. Or stab. Or bash. Or slice.
Basically, feet are the best target. Especially with heavily-armed foes - hitting them in the foot will probably cause it to "explode in gore", which causes collapse from pain almost all the time.
It's how unarmed adventurers can curb-stomp entire camps.
I do legs. They are a bigger target.

1830
I spawned with a copper spear as an elf in a forest retreat once, so I think something's changed about equipment gen--wasn't even a spearman either, he was a peasant with two ups in wrestling and no other combat skills (I was roleplaying a pickpocket elven immigrant to a human city).
Spear is the default backup weapom, as far as I can tell.

Pages: 1 ... 120 121 [122] 123 124 ... 139