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Messages - Smoke Mirrors

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271
Regardless of suspicion, can you provide me a list of everyone you interacted with last night? It’s of vital importance that any possible suspect be investigated in order to aid in preventing any future harm.

272
John Henry
Strength Check: 7 (Success), 7 (No Crit) Remainder 5 vs 2 (Success), 8 (Crit Success) Remainder 2
Wyvern 2 Agility Check: 10 (Success), 7 (No Crit) Remainder 2 vs 4 (Success), 7 (No Crit) Remainder 6

Once more, John Henry struck at the wyvern with his hammer, but the wyvern managed to duck out of the way of the attack in time. Fortunately, the wyvern’s own attack on the man failed to, with John managing to move out of the way of it’s talons.


I can new character Thursday probably, are we just testing passives this time?

No, next round we're introducing active abilities, see last turn for how those are going to work, and you'll be up against enemies that are roughly of the same rank as you guys. You don't need to make a new character, just to work out your active ability and post an updated sheet, mostly just so I can have all the sheets together to consult back to.

273
I could, but frankly it feels like if anything that would make the healing weaker. After all, theoretically John Henry can spam-heal his way through the damage dealt by a weaker opponent.

Although, I suppose that in itself is kind of an exploit best patched.

Hmm... what if the healing is based on the amount of Overload damage he has received since the ability was last used? Essentially he sacrifices a turn to undo the negative effects of Overload.
Will need to think of an alternative passive for him though...

I think that sounds good, and if you turn out not to like it, you can change it back later too. I think that might work as a 2 turn cool down skill given you’re going to have to wait for it to be a big effect even if it is charged.

274
Alright, now to figure out what John Henry's ability would be. His whole kit is kinda covered pretty nicely already.

You could toss healing onto an active ability and get a new passive.

275
I'd say that it has reduced effectiveness depending on how *physical* an effect is. So things like magically created items would get bonuses on their rolls to resist being dispelled, and things like curses get minuses on rolls to resist being dispelled.

Oh, and in case it wasn't clear, I've been assuming that the cleanse can be resisted.

Ok, I think that I can accept it at least for the time being, given this is testing so if it turns out to be busted, then it can be changed later, though I probably need to work out more of how spell resistance work. I think it may make more sense for it to be a contested roll, so that a character with above 10 Mana doesn't always resist a spell and the strength of the caster vs target fits in, though spells like Flame orb or summoning would have separate rolls for use and resistance as it's not created with a specific target.

276
Yeah, somehow resisting the effect slipped my mind. Also, I’ll need to figure out how exactly to figure out what a curse or magical item’s roll under number would be. Regardless, it’s late where I am, so probably for the best if I get back to you on what to do with the spell tomorrow

277
I suppose part of the question is what applies as a buff. Is it only something actively applied, such as Nuada’s NP, while passive abilities remain? If Shakespeare created an item with his enchant skill, would this effect destroy it, negate its effect, or do nothing to it? Part of my concern is that I may be giving bonuses to enemies to make them more effective against your large numbers and an AOE buff removal, depending on what it removes, might mean having to choose between making some buffs unremovable, which wouldn’t feel fair, essentially making buff removal useless in a situation you’d most want it, or removing the challenge of some fights.

I like the idea that it’s a trade off where you may negate all ally effects to negate ones on the enemy as well, or remove buffs to remove debuffs, but I’m just trying to figure out how it would work in balance with ideas I’d already had for the true game.

278
I changed divinity to a luck modifier, A rank is +5, B is +4, and so on. I also don’t think I can accept Cleanse by Fire, given AOE effect removal and territory creation is a bit much for a spell, and more of a noble phantasm. Maybe something more like a single target buff removal or territory effect negation, or an AOE debuff cleanse.

279
Irine
Wyvern 2 Mana Check: 10 (Failure)
Wyvern 2 Loses 20 Mana (Now Dead)

All five of Irine’s orbs of flame converge on the final wyvern, the condensed orb progressively shifting from red, to blue, to white as they merge and intensify, and the doomed wyvern within is reduced to ash. Fortunately, the wyvern was probably dead not long after the flame orbs hit, sparing it from being scorched to ash.


Nuada
Nuada gained 10 Mana (Now 60)
Agility Check: 4 (Success), 5 (Crit Success) (1.5X) Remainder 7 vs 8 (Success), 1 (Crit Success) Remainder 3
Damage Check: 1 (Success), 3 (Crit Success) Remainder 8 vs 6 (Failure)
Wyvern 2 Loses 180 Mana (Now Dead)

As the remaining wyvern once more tried to swoop down at Nuada, he used its own motion to impale it, killing it in one strike.


John Henry
Strength Check: 4 (Success), 9 (No Crit) Remainder 8 vs 2 (Success), 1 (Crit Success) Remainder 9
Wyvern 2 Agility Check: 3 (Success), 7 (Crit Success) (1.5X) Remainder 2 vs 7 (Success), 2 (Crit Success) Remainder 1
Damage Check: 6 (Failure)

“No good varmints!” John Henry shouted as the remaining wyvern came by for another swipe. He swung his hammer down at the creature, but he missed, slamming into the mountain face, and knocking himself back with some of the momentum.

Fortunately for John, the wyvern’s attack is only moderately more successful. While the wyvern manages to connect it’s claws against John’s body, the momentum of his failed hammer strike knocked him over just enough that the claw manages to only barely scrape against his metal chest.



Right, as we only have probably one or two turns left before the end of round 2, I, with the help of Failbird, have figured out at least the prototype version of active skills. Everyone gets one active skill, and they are somewhat similar to spells, being as they are similar to small NPs. Active Skills can have up to 3 abilities/damage boosts, essentially being akin to an NP that caps at C rank, but instead of costing mana to cast, the more abilities they have, the longer cooldown they have. At 1 ability, they have a 2 turn cooldown, 4 at 2, and 6 at 3. Any Active skill that lasts multiple turns can not last longer than it's cooldown. Also, for balance sake, I think AOE attack abilities should do half the damage as a single target of that rank, trading more damage for hurting more enemies. Just like with NPs and skills, please post your active skill so I can check it and talk through it with you. Active skills will be used in round 3 so before we start it, I'd like if everyone, once your active skill is approved, would post an updated character sheet with the updated mana, that being twice as much as it was before, their active skill on it, and any other changed that have been made since the sheets were posted to comply with new game rules.

280
Also laughing, cheering, and I kind of feel like I'm gonna vomit for some reason, but I'm alone in the room so it's not a problem.

Mori had actually stood up in the room and started cheering like a lunatic at the news. It was the first unambiguously good thing that had happened all week and probably the best news he'd had since he was 8, so if anyone thought he was acting weird they could go fuck themselves.


"Suck on that, you masked son of a bitch!" he shouted at the air, "This is the only miracle I need!"

Once he'd calmed down, and his throat hurt too much too keep cheering, he remembered that he did kind of have something he needed to ask.

Hey, sorry to bother you with this when you probably just want to be calming down after the morning, but it's important to ask. Did you have any contact with anyone unusual last night or any other idea of when you may have been implanted with the akuma seed?

281
As Mori read the last lines of the first text his breath hitched in his throat. His mouth stood open as his eyes widened.


"D-do you.... does that...

Does that mean you're recovering? You're cured? You're going to be fine from now on?

282
Is the actually game like...going to start at some point?

Yes, and I’ve been working on that the whole time too, but every round I find new things that need to be worked out with this system, so it’s important to test this thoroughly before I start the actual game so as to prevent having to patch things every other turn to keep it fun and functioning.

283
Irine
Magic Check: 7 (Success), 1 (Crit Success) (2 Fire Orbs Created)
Irine Loses 20 Mana (Now 80)
Wyvern 1 Mana Check: 8 (Failure)
Wyvern 1 Loses 20 Mana (Now Dead)
Wyvern 2 Mana Check: 1 (Success), 8 (No Crit)
Wyvern 2 Loses 10 Mana (Now 50)
Wyvern 2 Mana Check: 4 (Success), 4 (No Crit)
Wyvern 2 Loses 10 Mana (Now 40)
Wyvern 2 Mana Check: 5 (Success), Remainder 1
Wyvern 2 Loses 10 Mana (Now 30)
Wyvern 2 Mana Check: 8 (Failure)
Wyvern 2 Loses 20 Mana (Now 10)
Wyvern 2 Agility Check: 2 (Success), 2 (Crit Success) (1.5X) Remainder 8 vs 1 (Success), 2 (Crit Success) Remainder 3
Damage Check: 4 (Success), 3 (No Crit) Remainder 2 vs 2 (Success), 3 (Crit Success) Remainder 3
Irine Loses 12 Mana (Now 68)

Irine generated another fire orb, but, due to annoyance at having failed to kill the wyvern, a desire to convince them to leave her alone, or some other reason, when Irine flicked her tail, two fire orbs formed instead of one. She launched one at the first wyvern, finally managing to kill it, but despite launching the other four at the othe wyvern, it survived, though heavily burnt.

The remaining wyvern either ignored Irine’s statement or didn’t understand it, and dove at her, talons outstretched. While Irine wasn’t able to get out of the way in time, the talons mostly hit her tails, leaving the rest of her relatively unscathed.

(Ok, In the future I’ll just make sure not to give Irine infinite prep time.)


Nuada
Nuada gained 10 Mana (Now 50)
Agility Check: 1 (Success), 5 (Crit Success) (1.5X) Remainder 10 vs 7 (Success), 7 (No Crit) Remainder 5
Damage Check: 10 (Success), 2 (No Crit) Remainder 2 vs 9 (Failure)
Wyvern 1 Loses 120 Mana (Now Dead)
Wyvern 2 Agility Check: 4 (Success), 9 (No Crit) Remainder 8 vs 4 (Success), 8 (Crit Success) Remainder 4

The wyvern that Nuada had stabbed the first time hadn’t been able to get as far away as the other one, so Nuada decided to stab it again, this time succeeding at killing it.

The second wyvern attempted to slash at Nuada, but it missed, instead only managing to slash the ground.


Doc Holliday
Luck Check: 5 (Success), 5 (No Crit) Remainder 5
Luck Check: 4 (Success), 3 (Crit Success) (+2 to roll under number for Damage Check. -2 to Wyvern roll under number for resisting damage.)
Agility Check (+5 for point blank): 3 (Success), 9 (Crit Success) (1.5X) Remainder 3 vs 9 (Success), 1 (Crit Success) Remainder 2
Damage Check: 1 (Success), 4 (Crit Success) Remainder 3 vs 8 (Failure)
Wyvern 2 Loses 90 Mana (Now Dead)

Doc, riding on the back of the wyvern, pulled out some forceps from his belt. He got to work, trying to pull out some of the wyvern’s scaled in order to get a clear shot at it’s vitals. It wasn’t easy work, as the wyvern bucked and rolled, trying to force off it’s unwanted rider, but this wasn’t doc’s first rodeo. It took some work, but he was able to pull out enough scales to place the muzzle of his gun onto an unprotected patch.

Putting away the forceps, Doc drew his gun. The wyvern, in pain from the impromptu surgery, still angry at being rode, and potentially sensing what was about to happen, started bucking harder, shaking around and performing complex flying maneuvers in an attempt to force Doc off it. It was almost successful, but before it could knock Holliday off it’s back, a gunshot rang out, blasting through the wyvern’s flesh and killing it.



Right, as we seem to be getting close to ending round 2, I'm starting work on round 3. I'm also planning to finish up active abilities by the time we finish round 2 so that everyone can edit one one their sheet for round three. Looking back, I realized there were some things I had forgotten since coming back, such as rolling to cast a spell, but I don't think they would have changed too much of what happened in the previous turns, and I'll do my best to remember to note them for future rounds. Also, I'm planning to take the advice someone mentioned and double all servants mana, starting nect round.

284
I'm not so vain as to take credit for things I have not done. You are too kind to notice, but Kasuga and Kazami are good people who did what they did because it was right. I am a bad person who did what I did because I had a duty to do so and no choice in the matter.

Anyway, that's great news. How did Miyazono feel before he went to bed?

A pause

Also, do you not remember seeing what happened?

285
Don't include me in that group. I went because I had a duty to do so. That is nothing that deserves any form of accolades.

...he then realized that that might come off a bit harsh.

Nonetheless, you are welcome. How is the akuma seed in the back of your neck?

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