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Messages - Fortis

Pages: 1 ... 17 18 [19] 20 21 ... 74
271
Thanks. As for the naga crèche, I didn't see it anywhere. I just thought it fitting for the race, given that snakes often don't raise their young. At best, they guard the eggs until they hatch, and just leave the baby snakes to fend for themselves. I didn't want to go that far in an intelligent civilization, so I thought raising the young communally would be a good middle ground.

272
Well, I guess Alysa's goddess could be considered one of the local gods then. She does come from an out of the way village set in marshlands and swamps.

273
Gots another question here. What about gods? Does each race have their own pantheon? And how closely and often to they interact with the mortal races? EDIT: nevermind. I just went ahead and made up my own.

Days: I'm pretty much good any day you wish to play. The mornings are unavailable to me, but afternoons and evenings are open. I'm close to the Eastern time zone, so I should be good with that time too. However, I would prefer just one day a week for this, given that it is a four hour session.
Commitment level: I'd say pretty good. I don't have any other game sessions to conflict with this.

Character
Name: Alysa of the twelfth Serrim clutch.
Profession: Assassin
Personality: Alysa is a very quiet naga. She never uses two words when one will do, or one when no words will do. She simply prefers to remain silent and watch, smell, and listen, gathering information on her surroundings. Her mindset is very analytical, calculating, and patient, and isn't given to outbursts of emotion, positive or negative. That said, she has been known to show a vengeful streak in the past, targeting those who have wronged her or those she cares about. On the flip side, she also has a sense of compassion and honor. If she pities someone wronged by another, she may provide her services at cost, or free even, and may try to help them in other ways. And she makes sure that her marks deserve the death she brings, she will refuse to target anyone she believes to be innocent. Trying to deceive her is a fast way to be made a mark yourself. She also has a curious streak, especially when it comes to magic and alchemy. Lastly, she is also religious, being a firm believer in the naga goddess Thosia'serras, god of judgment, night, and souls.

History: Alysa was born, or hatched rather, in the small naga community of Serrim in the wetlands near a human settlement. She was raised by the community itself with the other naga hatchlings in her clutch, and never knew who her mother or father were. She grew among them, learning to play and hunt, and enjoyed a relatively peaceful childhood. Even when she was young, she had a fascination with magic, and tried to learn as much as she could about it. As she came of age, she naturally decided to become a mage's apprentice. She didn't have any particular talent with it, but made up for it by her incredible patience and perseverance, good even by naga standards. She began learning to tap into the magic of the earth and night, and learned about the magical and alchemic properties of many plants.

However, this all changed during one trip to the nearby human town. She had come simply to study at the library there, and it was nightfall by the time she finished. As she slithered back home, though she was came across an altercation. A thief was attacking a woman in the alley, seeking to slit her throat and make off with her purse and belongings. Alysa reacted without thinking, rushing to the scene and attacked the thief. Her tail lashed out and wrapped about his chest. Her memory of what happened next is hazy, but when all was said and done, the thief was dead with his ribcage caved in, and the victim of the thief nowhere to be seen. Shocked at what she had done, She fled the town.

Upon returning to Serrim, she went to the naga's temple, and told the priests of Thosia'serras what she had done. Alysa surrendered herself to Thosia'serras for judgment for sending a soul to her before it's time, and spent a day and a night coiled her altar in prayer. However, when the answer did come, it wasn't anger or wrath for Alysa's hasty act, but an understanding whisper from the stone lips of Thosia'serras's idol. Alysa's deed may have sent the thief to Thosia'serras before his time, but if she did nothing, the victim of the thief would have been before Thosia'serras instead, with the thief left alive to kill others. The thief needed to be brought before her, in fact, to be judged for his crimes. She would be forgiven.

Relieved at being shown mercy, but surprised at what Thosia'serras told her, she spent several more days in quiet contemplation. In time, she decided in return for the mercy, she would serve Thosia'serras. She was baptized into her worship, but since she had no priestly blood, she could not join the priesthood. Instead, she was made an assassin, a messenger of Thosia'serras, who sent souls in need of judgment to her. Soon after, Alysa set out into the world to act as the messenger of judgment, and traveled to many different cities of many different races. Most recently, she has set her sights on the Otherworlders, for all souls belong to Thosia'serras, and to destroy them is among the most unforgivable of sins.

Skills: Stealth, Archery, Weapon (daggers), Alchemy, Magic (night based), Magic (earth based), Divine (messenger of Thosia'serras)

274
This looks interesting, I think I'd like to join. Give me a bit to come up with a good character concept.

EDIT: what characters do you have already? I want to make sure not to duplicate one of theirs by accident. Right now, I'm thinking either a naga assassin, or a magic user. Perhaps elements of both.

EDIT EDIT: Also, do you have a link to information on the Dark Tides system?

275
Incoming transmission detected...
Origin: Captain Noskovr
Opening communication channels...

Statement: Units are already relocating to assist in denying access to post-organic entities.
Mission update: Razorback (count 1) and Locus squads (count 3) are currently moving to secure perimeter breach. Razorback will relocate to block post-organic entities access to Ironclaw organic units. Locus squads (count 2) currently dismantling remaining post organic entities in the southern sector. They will be en-route upon completion. Engineers (count 2) en-route.
Statement: We also received the transmission from HQ operations. We assumed it was organic inaccuracy, and requested clarification.

276
Ah, okay. Nevermind then. Crafting a turn now. Done.

Incoming Mission Data...
...6 post-organic entities dismantled.
...4 post-organic entities unable to be targeted.
::Warning:: 30 additional post organic entities entering mission field.

Issuing new directives

Razorback: Relocate from K14 to F14
Razorback: Target post-organic entities at C11

Verticopter: relocate from I 11 to F 11
Locus squad 1: Disembark Verticopter 1 to F10
Locus squad 2: disembark Verticopter 1 to F11
Locus squad 3: disembark Verticopter 1 to F12

Locus squad 1: Target post organic entities at E7
Locus squad 2: Target post organic entities at E10
Locus squad 3: Target post organic entities at C15

Locus squad 4: Relocate from M16 to O16
Locus squad 5: Relocate from N 16 to P 16
Locus squad 4,5: Target post organic entities at O21

Verticopter 2: Relocate from M15 to O15


Incoming transmission detected...
Origin: HQ operations.
Opening communication channels...

Statement: This is Arbiter of Hephaestus Automated Security
Statement: Dispatched units status: operational, functioning within normal parameters.
Statement: Spetsnaz Guard units status: alive, vital signs within acceptable parameters.
Request: Clarify specific coordinates of detected post-organic entities.
Statement: We are in the process of dismantling remaining known post-organic entities within the perimeter. No known 'swarming' detected within perimeter.
Query: Are you referring to the 30 post-organic entities detected to the north of the perimeter breach?
Request: If not, transmit coordinates of post-organic entities to be dismantled.

277
Two of the locus mechs are in the wrong positions. Instead of M and N 17, they should be at N and O 17. One should have a clear shot at the group of four zombies at least.

278
I can't really craft a new turn without knowing where the zombies are. If you can't post pictures on the web, can you post the coordinates for where the zombies are, and how many there are?

279
Incoming mission data...
...7 post-organic entities dismantled
...4 targeted post-organic entities remain
::Warning:: post-organic entities nearing allied positions
::Warning:: post-organic entities nearing non-combatant entities
High priority targets designated.

Issuing new directives

Locus squad 1: Relocate from V8 to V9. Board Verticopter 1
Locus squad 2: Relocate from U12 to U10. Board Verticopter 1
Locus squad 3: Relocate from V12 to V10. Board Verticopter 1

Direct Engineer located at V8 to board Verticopter 1

Verticopter 1: relocate from U9 to K12

Locus squad 4: descend to ground level, relocate to O17
Locus squad 5: Relocate to N17
Locus squads 4,5: Target post-organic entities at O21
Locus squad 5: Descend to ground level.

Razorback: Relocate from P12 to K14.
Razorback: Target post organic entities at D15

Transmission to Captain Noskovr...
Mission update: 7 post-organic entities eliminated.
Statement: Razorback targeting post-organic entities at D15. Complete dismantling of post-organic entities probable.
Recommendation: Prioritize dismantling of post-organic entities at E15 before they gain access to the civilian structure.

------

Research directive initiated:
Directive: Resource utilization
Progress: 0% [0/100]
Allocate data and processing capacity

Base of Operations Upgrade:
Insufficient funds.
Upgrade directives suspended.

280
Does it use up movement points to descend down the floors of a building?

281
I think I'll go with the resource utilization first. Once the mechs are cheaper, I'll research the self destruct and start blowing them up.

282
Hmm... thinking about it, would I be able to research something like Frontline Manufacturing, that would offset part of the cost of new units by spending resources instead? Either that, or a self destruct mechanism that would allow a few Locus mechs to detonate to damage nearby zombies, or to destroy the mechs if they've become infected.

On the subject of zombie infection, since my units are robotic, I was thinking they'd employ organic components in their central processing units, that could become infected by the zombie viruses. It wouldn't really be fair if my units were impossible to infect, at least not without spending any extra for a second ability for them.

283
I'm still thinking on what to research. I'll have to see how my units perform in the battle before deciding what to upgrade.

284
Incoming mission data...
...11 post-organic entities dismantled.
...2 targeted post-organic entities remain.
...2 engineer organics found

Issuing new directives...
Locus squad 1: Disembark from Razorback at U9.
Locus squad 1: relocate from U9 to V8.
Locus squad 1: Secure and defend engineer organic at V8
Locus squad 1: Target post-organic entities at U8

Locus squad 2: Relocate from U14 to U12
Locus squad 3: Relocate from V14 to V12
Locus squad 2,3: Target post-organic entities at U8

Locus squad 4: Relocate from U15 to U14. Board Verticopter 2
Locus squad 5: Relocate from V15 to V 14. Board Verticopter 2

Direct Engineeer at U16 to board Verticopter 2

Verticopter 2: Relocate from V13 to M15

Locus squad 4: Disembark Verticopter 2
Locus squad 5: Disembark Verticopter 2
Locus squad 4,5: Target post-organic entities at O18

Razorback: Relocate from U9 to P12
Razorback: Target post organic entities at N9


Transmission to Captain Noskovr...
Statement: Transmission detected and received.
Mission update: 11 post-organic entities dismantled.
Mission update: 2 engineer organics found and secured.
Statement: We also detected 20 additional post-organic entities detected approaching from the north.
Statement: Razorback mechanized armored vehicle is relocating north to assist in securing perimeter breach. Locus mechanized light infantry will assist in dismantling remaining post-organic entities located within organic settlement 'Anglenburg City'

285
Can the verticopters land on top of buildings?

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