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Messages - HmH

Pages: 1 ... 7 8 [9] 10 11 ... 124
121
DF Dwarf Mode Discussion / Re: Dwarven Limericks
« on: June 30, 2019, 08:38:06 pm »
Ptw
Uhh... the last post was 9 years ago.
Some people just want to watch the dead rise.

122
Roll To Dodge / Re: Wolfhound Incorporated
« on: June 29, 2019, 01:42:00 am »
Fly to the office. Do not enter it immediately, let others get in first. That cat is probably going to be really pissed about myself inadvertently giving away the Macks. I'd rather not be in one room with an angry predator that specializes in killing avians, not until there are at least a few people I can hide behind.
While I'm waiting, rake through my memory for any mind spells I can remember. Preferably ones that make groups of people more suggestible.

123
Roll To Dodge / Re: Spellcraft Arena
« on: June 27, 2019, 05:40:43 pm »
One letter from a 4? Hell. Should have made extra money fleecing gamblers and rigging bets instead. I'd probably be able to buy more than one random letter from that action.

Vowel.
Use a part, not all, of my ill-gained money to rent - rent, not buy - a red leather suit until my Exhibition is over.
Try to convince the trader that since neither of us has any idea how long it will take me to succeed, I should only pay for two turns ahead and give him the rest if I dilly-dally.

I'll need that suit to supplement my spell with the skepticism-sundering power of pop-culture references, the foremost force more potent than the power of adaptive alliteration.
But since this game might not work like that, I guessed it wouldn't be as expensive as something that will definitely give me an edge.

Also, trade qxQQJ for another vowel. That's a free action, right?

current letters: VqcxAyltbgbOZwrDCBdEQQARJPcrqa
turns left: 4

Spoiler: Willard, Card Sharp (click to show/hide)

124
General Discussion / Re: Railgun and Spirituality Discussion
« on: June 23, 2019, 04:43:06 am »
Quote
“This is another step to make Satanism appear normal, light and acceptable. We must show our rejection,” the group adds.
Well, they're kinda right about that, but only if you take this statement completely out of context.
Putting pressure onto companies to cancel a pretty good series partway through the making does, indeed, make Satanism appear acceptable by comparison.

125
Roll To Dodge / Re: Wolfhound Incorporated
« on: June 23, 2019, 12:38:59 am »
Gershom flew out of the crowd's sight, allowed his magic ball to change to the usual transparent colorless state, and circled around the buildings to perch on Bob's shoulder and leaned to his ear, speaking as quietly as the sirens allowed him to.
"Hey, Bob, you all right?"
Bob turned his head to glare Gershom in the eye and pointed at the broken arm.
"Yeah. This went south too quickly, but I've been able to hurt those assholes behind the scenes. Let's get out before the cops get here."

Fly out of the warzone and behind the buildings; when I'm out of the crowd's sight, let my ball return to its mundane colorless self, so I won't be as recognizable as that foul-mouthed raven who attracted the crowd's ire.
As soon as that's done, fly over to Bob and ask him to leave the crime scene. Not directly to our getaway vehicle, just far away that the cops won't look for the fight's instigators there. Make very sure he does not walk along with any of the other Wolfhounds.
While we're going there, hypnotize Bob to give him anaesthesia for his arm, with a few suggestions thrown in that he'll still remember it's broken and treat it as carefully as if it really did hurt.
No need to give him any opportunities for making it worse.


126
Roll To Dodge / Re: Spellcraft Arena
« on: June 21, 2019, 11:31:55 am »
Vendors. Hungh! Yeah! What are they good for?
I mean, can I buy letters from them? How exact would that be? Can I buy a letter m, specifically, or will I have to settle for a couple laminary ones? How many letters can I buy in one turn?
What good is entering arenas in terms of preparing a spell?
Also, can I pre-roll spells and store them so I can use those that have worked later on, in a single turn of spectacular wizardry?

The colosseum has to have some books, signs, graffiti in it. Walk around and gather some vowels and laminary consonants from those.

Spoiler: Willard, Card Sharp (click to show/hide)

127
Roll To Dodge / Re: Wolfhound Incorporated
« on: June 15, 2019, 01:03:42 pm »
Huh. That was detailed? I trimmed it to the bone, truth be told. Necessities only. No compoundings, almost no redundant triggers...
...Yeah, hypnotizing someone to do something uncharacteristic of them takes a while in real life. You've got to change the context of some future situation into one where they'd do that action of their own free will.

Well, if you don't mind that level of detail, I'll keep putting details into those actions that have a place for it.
If I don't have instant hypnosis spells, I'll have to make do with social engineering - and social engineering doesn't make sense until you describe its nuts and bolts.

Having verified Bob's survival and general mobility, Gershom swayed away from his air-to-orangutan trajectory, rose higher and took another circle above the battle, looking at the numbers and possible Crab reinforcements.
Maybe it was just his lack of experience, but it didn't look very good at the moment. If he and Bob made a quick escape now, and the slithering time bomb Gershom had set up would take its time before enacting a massacre, the cat would assume they hadn't pulled their weight.
And perhaps - perhaps with so many Crabs around, there was someone who actually knew where the drug stashes were...

Spoiler: Detailed action (click to show/hide)

Short summary of the action, for the sake of TL;DR:
Use the Voice of Sauermann and my magic ball's red, Crabbish light to impersonate a high-ranking Crab.
Bluff those Crabs that are currently converging on the area or actively fighting the Wolfhounds into disengaging from the fight and gathering around the buildings where they store drugs, so I can make a swoop over the territory later and see where those are located.



128
Roll To Dodge / Re: Spellcraft Arena
« on: June 15, 2019, 11:49:19 am »
Exhibition! After all, pulling wool over people's eyes is my bread and butter.

Spoiler: Willard, Card Sharp (click to show/hide)

129
Roll To Dodge / Re: A Grunt's World RTD Turn 12
« on: June 14, 2019, 10:40:54 am »
Eh, I've run out of ideas and my character is rapidly getting nowhere. Could you remove me from the game, please?

130
Roll To Dodge / Re: Spellcraft Arena
« on: June 11, 2019, 10:46:10 am »
Go to the city, meet the people, see the sights, fleece some gamblers. But put special emphasis on fleecing gamblers.

131
Roll To Dodge / Re: Wolfhound Incorporated
« on: June 11, 2019, 10:44:29 am »
Huh. Well, if you want it in detail, I can give you details, no problem.
If I'm to write anything close to realistic hypnosis... well, this will be long. And not completely realistic, since setting someone up to do this kind of crazy shit realistically would take even longer.
But if one takes my magic ball, the drug suggestion and the slug's apparent suggestibility into account... it's somewhat believable. Conmen have been misusing hypnosis with a pretty similar scheme.


Get the slug a little deeper into hypnosis with a conspiratorial attitude and short suggestions that he listen closely. Pace him by telling him things he already knows and matching the rhythm of my words to periodic changes in his body movements - everyone has something rhythmical in their unconscious movements, even if they don't have lungs to breathe.
Then set up the bait in the form of a "mindblowing cocktail" that's unlike anything he's ever tried.

Once his interest and expectations are set up, implant the suggestion, underlined in the text and stressed vocally, that the slug will be inspired to take a potent inhibition-reducing drug cocktail, made even more potent now that Gershom had set up strong expectations for its effects.
That will open the slug up to the second, main suggestion: cause maximum damage under the cocktail's influence. Kill a high-ranking Crab, cause a gas explosion, go rampaging towards his love interest, the sort of damage that draws cops and firemen to the area no matter how much of a ghetto it is.


If I have the second action and it didn't get used up by the complex suggestion:
After I'm done with the slug, fly to survey the fight from above and find Bob.


132
Roll To Dodge / Re: Wolfhound Incorporated
« on: June 09, 2019, 11:19:45 pm »
So, my action wasn't rolled and I don't know if it's intentional, some kind of a combat mini-turn or something. Am I to post an action anyway? Or just to wait for the next turn?

133
Roll To Dodge / Re: A Grunt's World RTD Turn 11
« on: June 05, 2019, 11:54:22 pm »
Act... well, truth be told, be slightly offended at the fact that he didn't tell me I'm married. Warm up to him again when he tells me where we can have so fun.
Ann puts her fingers on the rich grunt's hand, stroking it with her thumb. "I guess I should have known." She smiles at him with just a slight hint of bitterness. "All the best ones are already taken."

Spoiler: Ann Hunter (click to show/hide)

134
Roll To Dodge / Re: Spellcraft Arena
« on: June 05, 2019, 11:50:19 pm »
Hm. "Enter" seems like an overly simple action, so I might as well try to make myself some extra letters, just in case.
Go through the door.
While I'm walking there, watch the swirling steam for a few seconds, to see if I can discern any letters there. Don't watch too long, four or five vowels will do just fine.


Spoiler: Willard, Card Sharp (click to show/hide)

135
Roll To Dodge / Re: Wolfhound Incorporated
« on: June 05, 2019, 11:42:42 pm »
@Ozarck: I can't see my action anywhere. Is that intentional?

UPD: Made this more noticeable.

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