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Messages - Whisperling

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1471
((I want you to succeed, so I stopped attacking you))

((Thanks! Edited my action so I drown the other guy instead.))

1472
I loot the corpses in the statue room.
"Please help me?"

I will break the game free eventually!

((I'll help you out as soon as people stop trying to steal my loot. That may take a while.))

1473
Roll To Dodge / Re: Roll to Magic: Turn 134 Plots and Conflicts
« on: December 13, 2015, 07:23:30 pm »
Consider this: The castle was a colaborative effort, and it took 130 POT. So for a solo mage, that would be 200 POT, or so. While length of a turn in a value entirely related to the plot, it is usually below one minute. Jase could build a fortress against both physical and magical, with dangerous traps inside and magical cannons outside in less than four hours.

((So, we're not lousy mages after all? Neat.

Actually... given 24 hours, we could probably conquer the multiverse. Anyone else want to give that a shot?))

1474
Quickly swim away in pain and, using all of my incredible luck, manage to obtain the shield from the bloody twat who floated over the water.

Seriously, I need that shield. I die way too f*cking often.


That shield is already in my inventory! Use telekinesis to drown this guy, and preferably anyone else who tries their hand at thievery, too. Use the fancy loot to defend myself if need be.

Should my attack become irrelevant, simply go back the way I came. Telekinetically uproot the statue if I've got time.

1475
Roll To Dodge / Re: Roll to Magic: Turn 134 Plots and Conflicts
« on: December 13, 2015, 06:00:45 pm »
Remember Whaz the Gloomy? Or Azenfar the Quick Death? Now those were two mages who could really hold their own in a fist fight.
((If they hadn't come here, they would had had decent chances at becoming the Archchancellor of Unseen University.))

((Because they were actually fit?

...It sounds like mages outside the island are even more incompetent than we are.))

1476
Roll To Dodge / Re: Roll to fight an overly long boss
« on: December 13, 2015, 10:01:20 am »
Factory: Begin work on a flying fortress.

Fabrication Drone A: Make suits of power armor.

Fabrication Drone B: Create a cloning device.

Fabrication Drone C: Make some military robots.



Me: Make a device which creates dimensional anomalies. Use the containment device on it if things go wrong.

If someone does something that would cause harm to either me or my creations, use the forcefield generator to protect myself and my possessions instead.

1477
Roll To Dodge / Re: Roll to Magic: Turn 134 Plots and Conflicts
« on: December 12, 2015, 06:33:53 pm »
But what if you don't have enough essences for even a +2/+2 spell?

((Well then, you should probably try breaking your opponent's nose and stuffing a gag into their mouth. The existence of spells doesn't prevent your from making full use of your fists.

In any case, a temporary lack of magical power is a perfectly reasonable trade-off for fighting or casting a large spell. It's basically what happens in real life, albeit with exhaustion of a more physical kind.))


((As for new players...

I know the first incarnation of gloomy had a pretty bad experience, but in all honesty, he had some terrible luck to match. Literally every moderately-established player in the game has gotten past that initial stage of weakness. That's ~18 now, plus many others who have died over the course of 134 turns.))

1478
Roll To Dodge / Re: Roll to Magic: Turn 134 Plots and Conflicts
« on: December 12, 2015, 05:51:58 pm »
Also, not everyone has the resources for even +7/+7 doomspells, meaning we're back to where we were before: those with essences have a colossal advantage over those without.

((I'm going to answer this by restating my previous argument.))

((The thing is, you don't need to kill them in one hit. You just need to interrupt their spell via unconsciousness or extreme pain.

When used properly, that weakness would give small, clever spells a big advantage over meteor impacts.))

((A +2+2 distraction could potentially make your opponent fumble a much larger spell. Once you're guaranteed the time to work, it's all about tactics and creativity- essentially, the art of stopping your opponent with as little power as possible.))

1479
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 12, 2015, 05:36:19 pm »
Archon: Recruit more animals via mind-control.
5 beasts: Search for a stagnant orb.
5 beasts: Search for an orb of storms.
2 cultists: Research a summoning ritual designed to bring random horrors to earth rather than specific entities.
5 cultists: Learn about battlefield tactics.

1480
Roll To Dodge / Re: Roll to Magic: Turn 134 Plots and Conflicts
« on: December 12, 2015, 04:58:49 pm »
((The thing is, you don't need to kill them in one hit. You just need to interrupt their spell via unconsciousness or extreme pain.

When used properly, that weakness would give small, clever spells a big advantage over meteor impacts.))

1481
Use telekinesis to carry myself across the water. Maybe slow down the idiots trying to swim, too. Don't drown them, though. They're just useful enough to spare.

Anyway, claim the island's loot as my own.

1482
Roll To Dodge / Re: Roll to fight an overly long boss
« on: December 10, 2015, 09:37:15 pm »
Factory: Seriously, make some fabrication drones. Why is that so difficult?

Fabrication drone: Wander around the machine afterlife and meet up with some buddies.

Me: Use the forcefield generator to un-seal the afterlife portal. Use the containment device and/or forcefields to protect myself if things turn nasty.

1483
I am Alexander, a madman with psionic powers.

Spawn, and be annoyed at the guy currently ruining the reputation of proper bards. Maybe telekinetically crush his banjo, if I'm feeling particularly lucky.

1484
Ask the humans what year it is, and what has happened since we have slumbered. Then eat them.

keep the females, we need hostages.

But human flesh is so tasty...

1485
General Discussion / Re: What are you reading?
« on: December 10, 2015, 04:52:40 pm »
I just finished reading Shadows of Self, book 2 of the Wax and Wayne Mistborn series by Brandon Sanderson.

Incredible, just as I expected.

Statements like this are the only things that make me reconsider my dependence on the library for reading material.

You'd think it would possible for them to order a book before its been out for six months.

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