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Messages - star2wars3

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841
Roll To Dodge / Re: Roll to Magic: Turn 118 "Construct aditional votes"
« on: October 02, 2015, 01:57:56 pm »
"I see that the sword mage is trying his own power first Well the offer still holds should you wish. Well since someone else is making the chairs I doubt I can do much to improve the master spell. I suppose I should do something though.

Action: create 1 soul blade essences

Essence explanation
:
1. a soul blade essence can be used to give a blade the ability to seal souls inside of a blade, however the soul must be the castor's. The method by which this happens is being "killed" by said blade. At this point the blade has magic protection  that makes it as strong as admantium and as resistent to outside magical forces as mithrel.
2.Also, the blade with the greatest amount of soul blade essences crafted by a particular blade mage automatically absorbs all magic shards and essences of which the deceased mage once owned and power the blade up using said drops.
3. a blade mage soul which is sealed within a blade is treated as a living mage with the following actions:
Spoiler: Sealed Mage Actions (click to show/hide)
4. If someone uses a sword with a blade mage sealed inside of it then when they kill someone with the blade then all essences from the killed mage are transferred to the sealed mage. The shards go to the mage weilding the blade.

842
Roll To Dodge / Re: Roll to Magic: Turn 118 "Construct aditional votes"
« on: October 01, 2015, 01:52:36 pm »
"Sword mage it looks like you need some help making sharp blades.

I am Skelliborn, a blade mage and I could help. (After the massive chamber spell is complete anyway) "


Accidentally altered this post instead of creating a new one (twice actually) at first so I had to try to recreate it.

843
Roll To Dodge / Re: Roll to Magic: Turn 117 Council of killers
« on: September 29, 2015, 02:54:16 pm »
Look if Jase decides to kill us we can always have our next set of characters all gang up on him because they don't like the look of all the dead mage bodies lying around. Lets just trust him in the spirit of stopping mages from murdering each other and assume that Jase is trying to help create peace (and I don't mean the kind gotten by having every opposing mage killed)

844
Roll To Dodge / Re: Roll to Magic: Turn 117 Council of killers
« on: September 28, 2015, 05:12:20 am »
"Ah I see the council is starting. I suppose that any trades between mages must wait until afterwards. I'd like to offer my two cents to the conversation. First off, I want to suggest starting a list of forbidden magics to prevent any one mage from gaining too much power. For exmple, Mind control. Especially mind control. You see in my world when I still had blades I once accidentally shattered the fourth wall and heard the following conversation."
More information on the Manipulator:
Gender: Male
Alignment: LE
Domains: Mind Control, Necromancy, Evil, Law, Truth, Wrath, Patience, Exploitation, Pride, Fire
Boons (granted as he sees fit): Obtain one of his domains as an affinity, gain a +2 to comp or pot (chosen at the time the boon is given to you) for spells from an affinity that matches one of his domains, gain a +20/+20 (once) to one spell that is cast from an affinity that matches one of his domains, receive a sword with incredible stats, but which cause creatures to not drop soul shards if they are killed within three turns of being struck by it (due to their souls being sent to the Manipulator's home plane, where they will serve him for all of eternity), receive the ability to create hellfire, which can harm and burn creatures and/or objects that are normally immune or resistant to fire (or don't normally burn), instead of normal fire in a spell if you take a -1/-1 penalty to that spell, obtain an artifact that relates to one the Manipulator's domains, obtain a familiar from the following list:

Eyeball (I found out about the existence of these little guys recently. They're NE beholderkin that look like tiny beholders. They only have four eye-stalks (daze, cause fear, ray of frost, and a modified version of mage hand that allows you to move the hand and yourself in the same turn), and their central eye doesn't have any special properties, but they can sacrifice one of their eye-stalks and turn it into a spell-stalk, which allows them to fire lasers from that eye that can carry a touch-range spell through them.)
Spellwurm (They're symbionts that attach to one of your arm pits. They share spell effects with their host, and have some cool spell-like abilities, which I've listed below:
At Will - Ghost Sound, Mage Hand, Ray of Frost
3/day - Mage Armor, Magic Missile (three missiles per casting), Sleep
1/day - Flaming Sphere)
Imp http: (www.dandwiki.com/wiki/SRD:Imp)
Mind Leech (Basically, these guys burrow into your head and sit at your brain stem, and try to control you. If you have a high enough will save, though, you can become the dominant entity and command the mind leech to do as you say. It has a mind blast (stuns people in a cone) and some mind-control themed SLAs, which cost int damage (the host takes the int damage) to cast. They're also LE, and were originally created by mind flayers.)
I also recommend not taking Mind Control, because I'm going to try to get that affinity back soon.

DG, I added two new domains and two new boons (the hellfire and the artifact). Do you give them your stamp of approval? I also added my supplementary pm that added more familiars to the main pm.

"It just would not do to have have mages controlling each-other's minds like that. Mind Control is a magic that could quickly lead to the destruction of all mages, regaurdless of skill, luck, or general magic strength."

Action: craft 3 essences *then sit back, relax, and enjoy the show.*

Edit: I accidentally deleted a quote symbol, (it was the 4th wall mysterious character talking about aquiring mind control, not Skelliborn.)
His name was kind of supposed to be a secret, so that I could reward people with it. If you are going to try to ban the worship of my deity, there will be... consequences.

Also, DG has told me that I can't permanently mind-control PCs. Macs, however, are fair game.

How do we know that Jace will use those essences to make a safe haven instead of casting a uber-polykill spell to take advantage of the bunched up mages? Perhaps Whisperling could divine his intentions.

DG, I haven't received my last two pm turns.
[/quote]

Banning a magic at this point only means that if u choose that affinity other mages will go after you. Besides, It only takes a few seconds to get mind controlled off a cliff.

845
Roll To Dodge / Re: Roll to Magic: Turn 117 Council of killers
« on: September 27, 2015, 05:25:11 pm »
"Ah I see the council is starting. I suppose that any trades between mages must wait until afterwards. I'd like to offer my two cents to the conversation. First off, I want to suggest starting a list of forbidden magics to prevent any one mage from gaining too much power. For exmple, Mind control. Especially mind control. You see in my world when I still had blades I once accidentally shattered the fourth wall and heard the following conversation."
More information on the Manipulator:
Gender: Male
Alignment: LE
Domains: Mind Control, Necromancy, Evil, Law, Truth, Wrath, Patience, Exploitation, Pride, Fire
Boons (granted as he sees fit): Obtain one of his domains as an affinity, gain a +2 to comp or pot (chosen at the time the boon is given to you) for spells from an affinity that matches one of his domains, gain a +20/+20 (once) to one spell that is cast from an affinity that matches one of his domains, receive a sword with incredible stats, but which cause creatures to not drop soul shards if they are killed within three turns of being struck by it (due to their souls being sent to the Manipulator's home plane, where they will serve him for all of eternity), receive the ability to create hellfire, which can harm and burn creatures and/or objects that are normally immune or resistant to fire (or don't normally burn), instead of normal fire in a spell if you take a -1/-1 penalty to that spell, obtain an artifact that relates to one the Manipulator's domains, obtain a familiar from the following list:

Eyeball (I found out about the existence of these little guys recently. They're NE beholderkin that look like tiny beholders. They only have four eye-stalks (daze, cause fear, ray of frost, and a modified version of mage hand that allows you to move the hand and yourself in the same turn), and their central eye doesn't have any special properties, but they can sacrifice one of their eye-stalks and turn it into a spell-stalk, which allows them to fire lasers from that eye that can carry a touch-range spell through them.)
Spellwurm (They're symbionts that attach to one of your arm pits. They share spell effects with their host, and have some cool spell-like abilities, which I've listed below:
At Will - Ghost Sound, Mage Hand, Ray of Frost
3/day - Mage Armor, Magic Missile (three missiles per casting), Sleep
1/day - Flaming Sphere)
Imp http: (www.dandwiki.com/wiki/SRD:Imp)
Mind Leech (Basically, these guys burrow into your head and sit at your brain stem, and try to control you. If you have a high enough will save, though, you can become the dominant entity and command the mind leech to do as you say. It has a mind blast (stuns people in a cone) and some mind-control themed SLAs, which cost int damage (the host takes the int damage) to cast. They're also LE, and were originally created by mind flayers.)
I also recommend not taking Mind Control, because I'm going to try to get that affinity back soon.

DG, I added two new domains and two new boons (the hellfire and the artifact). Do you give them your stamp of approval? I also added my supplementary pm that added more familiars to the main pm.
[/quote]

"It just would not do to have have mages controlling each-other's minds like that. Mind Control is a magic that could quickly lead to the destruction of all mages, regaurdless of skill, luck, or general magic strength."

Action: craft 3 essences *then sit back, relax, and enjoy the show.*

Edit: I accidentally deleted a quote symbol, (it was the 4th wall mysterious character talking about aquiring mind control, not Skelliborn.)

846
We should create a blacksmith shop together and join the Roll to Magic business community.

Edit: because if I don't ally with you soon you will kill me due to imagined rivalry or something like that.

Edit 1: and so far I don't even have 1 blade. Unless u count   that silicon sphere thing I have as a blade.

847
You okay Dreamerghost?

((Yes but also no. I am no longer sick, but I missed some lectures and now I need to figure out how C++, HTML and Asembler work until monday. I figured out C++, can deal with HTML and only need basics of Asembler, so there should be an update on sunday.))
Hurrah!

*would salute with a sword if I had one*

848
Sorry for not updating recently. I got a bunch of homework assigned and didn't have time to  create an update. Update coming soon.

849
Forum Games and Roleplaying / Re: Soul
« on: September 21, 2015, 05:51:20 pm »

850
Poor DreamerGhost. He's going to recover from his flu and find that he has to deal with even more mages than ever.

851
My friends were talking about this and it sounded interesting I'd like to submit a character if you are still accepting new characters

Name:Nihilum
Affinity:Absence
STR=1
DEX=1
SPD=2
END=2
POT=2

((Your affinity is unclear. I recommend posting three example spells.))

I Have to say, this is really a very clear cut affinity. You make things absence or make the absence absent for a thing. And I'm sure that that theory also works on enchants (or even entire affinities)

852
Forum Games and Roleplaying / Re: Soul
« on: September 16, 2015, 01:30:19 pm »
Become photosynthetic.

I see sunlight (I think) and this way we can gain power while remaining ethereal.

Edit: I don't think we can see in the dark so there must be a light source

853
Get better! We'll wait for your return and try not to start killing each other for petty reasons.

((The base premise of the game was people doing exactly that though.))
((The whole purpose of the council as I see it is to give people serious reasons for killing each other. Or not.))
+1

It should be interesting. I raise my blade err sphere thingy in the name of DreamerGhost's Restored Health.

854
"I don' care about your god o blood. I was jus' warnin' ya ta be careful 'cause they're usually a bit warlike an' violence's a bit o a bad idea 'ere right now. Ya insulted my honor an' my magic, an' tha's what I care about. If ya didn' mean it, I'll give ya a pardon. I've got a deal already going wit' a knowledge mage for some information, but you'll be next."
"Oh, perhaps you misunderstand my comments about your magic. Quantum immortality is an extremely high level concept and manipulating it takes an over the top level of skill. But if your prides still soar, I apologize for my miscommunication. I look forward to doing business with you. I will begin making some preparations while you do whatever it is you are currently dealing with."

My Actual Action:

craft 3 blade essences and ask other mages if they would like to play baseball with the silicon sphere thingy.

855
Forum Games and Roleplaying / Re: Soul
« on: September 15, 2015, 01:18:36 pm »
Allow it to swallow us, we will serve in it's innards, and grow strong from what would harm it, and be protected by it's flesh.
Yes That Sounds (In)sane so lets do it!
+11

No, not +1. It's +11.
+1, but don't serve in its innards, serve as its innards. Become the beasts digestive track!

...

I should never underestimate the pure, refined insanity that is Bay12.
^
But +1 to the OP nevertheless.

Also, from what I have observed, our power per turn seems to increase with the more senses we have. Could be wrong but just an observation. As such, develop aural senses (sound).
+1 but once we're inside lets try to make it to the creatures brain. Lets control it to get more food.

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