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Messages - star2wars3

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751
Roll To Dodge / Re: Roll to Magic: Turn 129 The last trick
« on: November 16, 2015, 07:57:49 pm »
Skelliborn
Action:
create up to 4 essences until 1 collapses
If the Gambler starts running run in the same direction.

752
Roll To Dodge / Re: Roll to Magic: Turn 129 The last trick
« on: November 16, 2015, 03:09:14 pm »
((I just figured out a system I call S.A.F.E: System for Applying Flexible Enchants. More on that onces I create the prototype in game.))

753
Roll To Dodge / Re: Roll to Magic: Turn 129 The last trick
« on: November 16, 2015, 06:25:12 am »
"By your own claim, he owes you seven shards, James. I have no qualms about you taking those, as I was planning to give them to you anyway. The other three, however, I lay claim to for killing him. They may prove useful while I see to the fortress."

((This sets a horrible precedent if your character hasn't actually been near enough to the fields or portal to see anything, star2wars3. I assumed people knew the general layout of the duck like on the map, but knowing specifics about anything in an area without finding out IC about it through some manner is meta-gaming.  Still, seems like the others are fine with it.))

"This expedition intrigues me. However, my foremost concern is the fortress for the moment. If anyone planning to go would be willing to wait until I see to my affairs here, I will accompany you. I do wonder what became of that area, since I never did go back after I ran into those squids."

((Actually I have been pm-ing with a character who knows of the portal.))

754
Forum Games and Roleplaying / Re: Resistence: The Awakening
« on: November 16, 2015, 06:10:32 am »
I just realized I forgot to update.

755
Roll To Dodge / Re: Roll to Magic: Turn 129 The last trick
« on: November 16, 2015, 05:55:37 am »
((Did anyone else notice that DG said that the weird metal thing was already programmed to do its task?))

756
Roll To Dodge / Re: Roll to Magic: Turn 129 The last trick
« on: November 15, 2015, 07:15:24 pm »
I don't think anyone else will bw that foolish anymore. So now lets get back to business. I'd like to create an expedition to deal with the eldritch portal thing to the southwest. I have a blade which should be able to stop the portal as portals are a type of vortex but I don't have the firepower to stand up against eldritch magic alone. Also, since the eldritch portal is a portal leaking how high level magic, there is a chance of finding some high level loot, the chances of getting good loot and being in danger increase the closer you get to the portal and probably skyrocket on the other side. So, who wants to join me?

((Not sure how my character would know about the portal but lets just say it was something on the lines of sensing dark magic or some effect of the blade or something like that. If not, then either I assumed incorrectly that the map is public knowledge or I apologize for metagaming. ))

757
Forum Games and Roleplaying / Re: Resistence: The Awakening
« on: November 12, 2015, 06:26:28 am »
I think I'm going to make the update schedule every Sunday.

758
Roll To Dodge / Re: Roll to Magic: Turn 128 Who you're gonna call?
« on: November 11, 2015, 09:01:49 pm »
Skelliborn

Action:
Spend all essences to assist the gamblers spell. This includes the choas essences.
If the gambler starts running keep run in the same direction at the same speed.(Still doing the body gaurd thing)

759
Roll To Dodge / Re: Roll to Magic: Turn 127 Beat that, Vader.
« on: November 11, 2015, 08:53:21 pm »
((As for affinity. I think we may want to redo essences a bit to make it more worthwhile. My preposition:

1) Make essences only store POT, not CMP.
2) Give bonuses to spell CMP & LUCK for stronger affinity.
3) Make chaotic essences more powerful, yet roll LUCK for each chaos essence used.
+) Some LUCK-changing events might be interesting.

This will change the game, making it much more useful to gather shards and spending them on self-empowerment, though it will make POT stat semi-obsolete - just like now. It is not really useful while you have essences on hands. Perhaps, we should think of something else for it (instead of 12 shards/+1 POT)? on second thought, POT stat influences essence crafting and, as such, speed of restocking. Seems fine.

Reason for preposition: as of now, mages simply stockpile essences and cast without a chance of failure (chaos essences excluded). Not enough danger here, in my opinion. And no incentive to gather shards.))

This seems like a great idea. If anyone has anything against it, speak now, or don't complain when I implement it.
against

760
Roll To Dodge / Re: Roll to Magic: Turn 127 Beat that, Vader.
« on: November 10, 2015, 09:00:41 pm »
Skelliborn
"And now that that's all squared away, time to go kick some necromancer's ass.

Hurry over to the group of mages outside the chamber and act as a body guard to the Gambler. Craft 3 essences and go wherever the Gambler goes.

Gambler you may not need my help but as we're dealing with a hidden enemy, it would be foolish to journey alone. And I swear by my honor that if either of us kill the necromancer, the shards are yours. Besides, even luck has limits and on the off chance that you die there will be no one left to argue with over magic theology. I simply can't take that chance.

761
Roll To Dodge / Re: Roll to Magic: Turn 127 Beat that, Vader.
« on: November 09, 2015, 04:34:51 pm »
You skipped my turn DG. I pmned it but since u missed it here's a summary of what it was:


Skelliborn
Action:
Skelliborn enchants Vortex bane so that only magic which Skelliborn allows can effect Vortex Bane.
Mod -1 specific


762
Forum Games and Roleplaying / Re: Resistence: The Awakening
« on: November 08, 2015, 06:11:41 pm »
Turn 4: The Awakening
Rtd: [5]
Luck: [1]
Rtd: [1]
Rtd(Luck): [6]
Kleinritter successfully avoids taking the coffee as he knows how legendary Khraine's cooking skills are. Instead Kleinritter makes plans for an upcoming bloodbath while politely talking with Khraine.

Khraine is a bit perturbed that no one will ever try any of his home brews but says nothing. Instead, Khraine takes a sip of his own coffee and despite the horrendous taste that comes from over-microwaved coffee, Khraine drank it all just to show that it was safe for consumption. Upon completing this task, Khraine decided to concentrate a radiocative magic burst for future usage in spells. Unfortunately, the burst collapsed into another cup of Khraines nuclear coffees, something which Khraine once again consumed just to show that it was edible.

An officer rushes into the room an reports, "Sir, an alien lifeform has emerged from the meteor."

Rtd: [3]
Schneider decides to continue his plan for rebellion and comes up with a new plan, to rid the Black Sun of all Alcohol. Unforunately, Schneider's spell fails to effect any alcohol. But the good news is, the gaurds haven't noticed Schneider's ploy yet.

Rtd: [3]
Npc Water Girl: [3]
Npc Ice Boy: [1]
Npc Unison [6]
Dutariik begins a fiersome combo attack on the Ice/Water wizard pair. Unfortunately for him, the duo match him blow fDutariikor blow and the combination of their magic knocks all 3 wizards back into the surrounding buildings, Dutariikdazing all 3.
{-1 to all roles next turn for all 3 wizards}
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Doppler Gingere: As any well traveled martian might tell you, the Universe is a big place. And Doppler Gingere was by no means, new to interstellar travel. Unfortunately, he had run out of fuel in his space ship and landed on the nearby restricted world,  Humaranus (Known by the natives as Earth).

Rtd:[1]
Upon crashing it took several days to route enough power to the ship in order to get the doors open. Once this was accomplished, Gingere exited the vessel and realized that within the chaos of the crash, his chat color, red, had gone missing and been replaced by blue. Unfortunately, Gingere had other matters on his hand as a group of hostile natives began demanding his surrender.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Tim: a fine fellow who would seem to disappear sometimes, Tim found that some of the best solutions to his troubles came from what was not.

Rtd: [1]
While in his home in the city surrounding Black Sun, Tim decided to start storing up power for later but unfortunately for him, his very first concentrated burst collapsed into a small wormhole which luckily for Tim, quickly fizzled out. Tim decided to take a break after that.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Zatherus: Once, the most feared men in the world, Zatherus had slept for a millennia until even time forgot him. That is until now...

Rtd: [5]
Rtd: [6]
When magic awoke, the soul of Zatherus also awoke. Unfortunately after a millennia locked away, Zatherus's physical form had diminished past the point where necromancy could bring it back. And so Zatherus travelled to where else but a graveyard near a new city eclipsed by the source of the new magic power, the meteorite. Zatherus quickly found a new host, an undertaker at the meteorite and began regaining power using, as is most fit, the strength of the dead and dieing.

763
typing up the next turn now.

764
Could I join?
Of course. And feel free to choose a starting action and location for your character within reason. (Must be within either the city or black sun)

765
((Gm, I'm confused according to the turn the acid is now aethereal and jase casted a healing spell on everyone but according to the char sheet I haven't been healed. Also is my blade needs to be updated to include the new enchant. Thank you for your consideration of this and since I'm doing the late night post thing, Good Night!))

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