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Messages - FallacyofUrist

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11821
Roll To Dodge / Re: Roll to Survive the Game Master's Whimsy
« on: May 09, 2015, 07:19:19 am »
... I just realized that the Burning Night happens to be wearing chainmail. So... maybe I should kill him from shock- nah that would be unfair.

11822
Forum Games and Roleplaying / Re: Adapt Ft. Adragis029
« on: May 09, 2015, 07:15:53 am »
Activate superhuman memory powers! Remembers first OP- the card is green, its effect is stealth, and it smells like minty freshness.

11823
Roll To Dodge / Re: Roll to Survive the Game Master's Whimsy
« on: May 08, 2015, 06:02:37 pm »
That was King Dedede and Kirby. King Dedede and Blitz are another thing entirely.

11824
Roll To Dodge / Re: Roll to Survive the Game Master's Whimsy
« on: May 08, 2015, 05:57:50 pm »
A hammer crashes against the fabric of reality! The reality is shattered! A portal opens, and King Dedede steps out! Blitz is filled with dread as he recalls King Dedede's abilities.

King Dedede:

Level Three Hammer Monarch
Blast Smash+: Hits target foe with a special hammer attack that deals +2 extra damage, and gives the target -2 to dodge in the turn after being hit.
Hammer Powers+: +2 to damage with large hammers, +1 to hit with large hammers.
Cocky Against Kirby: -2 against all Kirby archetypes and whatnot, including Blitz.
Inventory: Royal Robes, Royal Warhammer.

11825
Ah- I- We don't know. Maybe it had something to do with all the magic energy and physical damage going around during our boss fight against the heroes?

11826
Roll To Dodge / Re: Roll to Survive the Game Master's Whimsy
« on: May 08, 2015, 05:49:13 pm »
and...

Turn 12: Oh, That Guy.

INIT_FOR_BATTLE
(Lahaco: 59)
(Johnny Nahmates: 62)
(The Burning Night: 77)
(Jase Bladeheart: 68)
(Sir Notspyxeno: 53)
(Blitz: 18)
(Alexis: 27)
(Clyde Johanson: 14)
(Chief Inquisitor: 42)
(Inquisitor 1: 80)
(Inquisitor 2: Dead by shock.)

The first inquisitor, shocked, moves at the little pink blob. (1 vs. 6+2) The spear strikes the ceiling, somehow.

(2) Yeah, the Burning Night is not getting up.

Jase turns to the Chief Inquisitor, as the one he was fighting is now dead- correct me if I'm wrong, and charges. (1) AGGHHH the mead- it's in my eyes! And he has a stomach ache. (4) He proceeds to attack anyway, at only a small penalty. (2+2-1=3 vs. 1-1) and... (3+2=5vs.6-1) The inquisitor parries with his spear. Barely.

Johnny Nahmates charges in! (2) The alcohol must be affecting him, as he falls on his head. Wait, he didn't drink anything. (5) That never happened. Ah well.

Lahaco promptly attempts self aid. (1... you probably wish you had your coin now.) BTZZZTTZZ=true. Now unconscious-or the robot equivalent. (6) His automated systems automatically absorb the javelin's energy and patch up the hole. Dangit. (1) The gain of energy from the javelin is minimal.

Sir Notspyxeno decides to go along with the game. (3) A shard of frost launches from his hand, (1vs.2-1) bouncing off the Chief Inquisitor's spear.

(5) "... well then." The Chief Inquisitor stands up, turns to Sir Notspyxeno, and attacks. (3-1=2vs.2) That barely missed. Sir Notspyxeno is getting antsy.

Alexis decides enough is enough. (2) He steps on a shard of glass from his staff. "... ow."

Blitz hics, moving towards the first normal Inquisitor. (6+2=8vs.5) Under normal circumstances that would have been enough. Sorry, not today. (6-2+1vs.5) Nevermind, it is enough-barely.

(No longer drunk)

Clyde (2) stays in a stupor.

((Dangit Blitz, now I've got to read about King Dedede. Incoming mini-epilogue.))

11827

Magical transformations are impressive and all, but are sort of predictable, and lets not forget all the time wasted, not just on transformation sequences, but frills are prone to catching, you need to adapt to new footwear, and sometimes there are physical changes to adapt to, such as spontaneous loss of eye pupils, changes in height or age, and spontaneous growth of wings or similar. Such a thing is a clearly a trap as is Proxxy's chest. Combat bonuses, while dull, are always useful, but stop and think for a moment on the utility of transforming into the vision of a favourable shipping match. Not only is this useful for sowing confusion by masking one's identity and therefore abilities, it also has some potential for infiltration, and just stop and thing for a moment of the potential revelations that could come from such a thing, it should allow one to determine the presence or absence of a favourable shipping correlation. Such a thing's value truly is difficult to overestimate.

Sorry dude, you're fighting the Rule of Cool.

11828
(20+3- there's nothing I can do against this, really.) Ha. That should have been ours a long time ago, but now it's mine- ours.

11829
Print to visor: "Proxxy, it is time to learn to be wary of traps.
 A trap is very much like a computer program, traps cause specific things to happen in specific circumstances. Traps are, generally, designed to cause harm.
So assume that traps take the form of {if subject is enemy, cause harm}.
This means that the trap needs a method of determining an enemy, and a method of causing harm to that enemy. Traps are, like programs, very rigid in their operation. They cannot simply `cause harm` they need to be more specific, for example `rapidly extend jagged spike from floor` and they cannot simply know who is an enemy or where someone is, the trap needs to be designed to trigger due to activity which is consistent with an enemy being in a position to be harmed by the trap.
{if <action that an enemy would perform> occurs then engage <mechanism that is harmful to someone performing that action>}
An example might be {if door opens then trigger <spikes that extend into the space near the door>}
This is a Dungeon, its enemies are people who seek out and slay or take monsters and loot. So one should be wary of traps in locations associated with these activities. Because enemies are seeking these things they will travel, so traps are common in places that the enemy is likely to travel, such as doorways, narrow passages, or the furthest point from something threatening. Enemies are also going to pursue monsters, so monsters can often be rigged to explode when slain or dwell within a trap that they, for whatever reason, are not going to trigger themselves, such as a hovering monster dwelling above a trapped floor. So be wary of traps in the vicinity of monsters whose function is notably different to your own. And finally, any activity that would result in acquiring loot, such as opening a treasure chest, is probably a trap.

Avoiding traps is much like triggering bugs in programs, simply fail to function in accordance with the designer's predictions. If everyone who raids a dungeon is walking on the floor, then try squirming across the floor like a caterpillar or walking on the roof. If, as in this instance, there is an obvious treasure chest to open, do not rush in to open it like a greedy looter, do not stand still, staring at it, like a paranoid looter, instead, nonchalantly approach that lonely octa-diamond tile with a cross through it in the far corner of the room and court it into submission. It is extremely rare for trap designers to anticipate this approach."

+1 to doing this after Ardent Circuit scan.

11830
Roll To Dodge / Re: RTD horrors - game 3 running, waitlist open
« on: May 08, 2015, 05:12:23 pm »
Puff Puff- go to carp's cult, spread the joy.

((ha ha ha enjoy the power swap.))

11831
Funfact: I helped ffs generate this room.

The process was addicting.

WE'RE DOOMED!!!

Maybe.

11832
That's probably what's in the chest. But hey, it's ffs we're dealing with here, it could just as easily be a Soul Binding or a Quantum Doom Laser Canon In D.

11833
Let me remind everybody that we are playing as the weakest Sibling, and that thing is rigged nine ways from Grim Tuesday.

11834
Roll To Dodge / Re: Roll to Magic: Turn 80 Darwin awards
« on: May 08, 2015, 03:51:10 pm »
((None could possibly do that, but that's not his affinity.))

11835
Forum Games and Roleplaying / Re: [ISG] - Crashed.
« on: May 08, 2015, 02:57:16 pm »
> Well that can't be good... channel fire into the crowbar, bash vine enemy head thing.

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