Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Zaerosz

Pages: 1 ... 123 124 [125] 126 127 ... 140
1861
Yeah, that's what we call stack-splitting. It's not new, it happened in the first game too. Also, it lets other people use it without having to ask for permission. Finally, I invoke Rule Zero.

1862
    Spoiler: New World (click to show/hide)

    wolfchild: Sarin, Crafter
    Put my 0.5 litres of water into the drinking horn, have it constantly circulating
    Attempt roll: 69 + 20 = 89
    Quality roll: 50
    Influence roll: 51 + 50 + 1 (water) + 42 (drinking horn) = 144

    Well, yesterday was... embarassing. Fortunately, this time you manage to figure out what you're doing.
    -1 beautiful red garnet recursive drinking horn
    +89 liquid manipulation exp (LEVEL UP)
    +1 beautiful red garnet recursive drinking horn with everflowing water !base influence 144!

    Spoiler: Details (click to show/hide)

    Criptfeind: Jorn, Gatherer
    I will gather.
    Attempt roll: 13 + 20 + 2 - 10 (world penalty) = 25

    You step outside the ship, and immediately retreat for fear of your toenails oozing out of your teeth.
    +13 gathering exp
    Spoiler: Details (click to show/hide)


    LAAT501legion: LAAT, Gatherer
    I will use 4m of sandworm hide to create a suit of armor
    Attempt roll: 17 - 10 = 7

    Finally deciding on a design, you set the hide down on your workbench and begin chiseling. As soon as you strike, it becomes apparent that you used far too much force, as the hide shtters. Several sharp fragments cut your hands open. -5 penalty to crafting rolls next turn.
    -4m2 of sandworm hide
    +7 hidecrafting exp

    Spoiler: Details (click to show/hide)

    RAM: Ramington, Trader
    I give the 1 lightning sphere !base influence 45! to Desmond Blue. Unless it turns out that my details haven't been updated and the machine part is a tradeable object.
    I go gathering, how hard can it be to catch some cackling flames?

    Attempt roll: 59 + 1 - 10 - 10 (world penalty) - 5 (specific penalty) = 35

    Leaving the lightning sphere on Desmond's bench, you ind yourself particularly interested in those grey flame creatures you saw out the window. However, you soon find that the agility of the creatures coupled with the disorienting state of the world is too much for you to bear, and you return to the ship empty-handed.
    +18 gathering exp
    Spoiler: Details (click to show/hide)

    Due to inactivity, the Ark's maintenance systems have deducted 100 influence from Desmond Blue's account for a second count of inactivity. The Ark would like to remind you all that three consecutive turns of inactivity will result in removal from the current Cycle's roster.

    Spoiler: Group inventory (click to show/hide)

    Machine parts: 1

    Spoiler: Comments (click to show/hide)
    [/quote]

    1863
    Cycle 2:
    • Jetsquirrel: Desmond Ghast, Gatherer
    • iceball3: Philos, Peasant
    • Acanthus117: Akantos, Crafter
    • Samthere: Samthere, Crafter

    1864
    Waiting on Dwarmin now.

    1865
    DF General Discussion / Re: Help me name my dwarves.
    « on: September 14, 2010, 06:48:39 pm »
    Shouldn't your militia captain be Athena/Ares, and your smith be Hephaestus?

    1866
      Spoiler: New World (click to show/hide)

      wolfchild: Sarin, Crafter
      Put my 0.5 litres of water into the drinking horn, have it constantly circulating
      Attempt roll: 6 + 20 = 26

      Somehow, you lack the common sense necessary to figure out which end to put the water into.
      +26 liquid manipulation exp
      Spoiler: Details (click to show/hide)

      thunderclan: Fireheart, Crafter
      I'm going to head out to find someone to trade with
      Attempt roll: 33 - 30 = 3 (...I'm sorry.)

      You leave the ship, hoping to find someone with whom to trade goods. You hear a distant rumble, and you can faintly hear the voices of your fellow demigods calling out to you, pleading with you to come back to the ship. You quirk an eyebrow, wondering what there is to worry about out here as you step onto the sand.

      Suddenly, pain. Your skin feels like it's being seared off your flesh, and little by little your body goes numb as you are cooked from the inside out by lightning.

      You drop to the ground. Dead.

      The other residents of the ark hold a memorial service for you as you are interred in the regeneration chamber. It will take some time before you are able to return to functioning as normal - the estimate is the beginning of the third cycle. Your inventory is placed in group storage, and your chamber is locked.

      Fireheart, Crafter, has been removed from the current cycle. The rest of the cycle will proceed as normal.

      Criptfeind: Jorn, Gatherer
      I will gather.
      Also I will drop the bugs the iron and the ball. The I will pick up all the aurora gems.

      Attempt roll: 32 + 20 + 1 = 53
      Quality roll: 28
      Quantity roll: 4

      Overwhelmed by your fellow worker's demise, you find yourself barely able to think, wandering as if in a daze. You attempt to collect the contents of an anthill, but absentmindedly crush them into a thick, sticky paste. Whoops.

      When you return to the ship you dump most of your inventory into the hold. You grab the remaining stock of aurora gems.
      +27 gathering exp
      +1 unit of fire ant paste !base influence 10!
      Spoiler: Details (click to show/hide)


      LAAT501legion: LAAT, Gatherer
      I will use 4m of sandworm hide to create a suit of armor
      Attempt roll: 30 - 10 = 20

      You decide to use some of your sandworm hide to create a suit of armour in dedication to Fireheart. Cutting 4m of hide from the rest and dumping most of it into the hold, you sit down to design the tribute. However, you spend so much time drawing, erasing and redrawing designs that the ship's already warped by the time you're finished.
      +20 hidecrafting exp
      Spoiler: Details (click to show/hide)

      RAM: Ramington, Trader
      I storm Desmond's fortress and make off with an innocent # 1 ornamental teak tree with soil base !base influence 101! which I shall brutally Trade.
      Additionally, I shall drop my 3L red, viscous liquid mineral !base influence 20/L! and pick up the 1 lightning sphere !base influence 45!, because it looks pretty...

      Attempt roll: 78 + 20 = 98
      Economy roll: 33
      Haggle roll: 50

      Despite the death of your comrade, you believe that he may have had the right idea in finding someone to trade with. You avoid the sand this time, though. As you approach an anthill, the ground gives way beneath you, and you fall right into... a nest of ant people?!

      Fortunately, they appear friendly enough, but some are rather wary of you since Jorn crushed that ant colony. They really didn't like that.

      As you explore the nest, the ornamental tree you took from Desmond's workshop pokes out of your bag. The ants around you stop and stare at this newfound wonder. One of them speaks directly to you:

      overland*chk*er
      what is *chk*that


      You explain that it's a wooden ornament in the shape of a tree, and they chitter amongst themselves excitedly.

      we know n*chk*ot of this "tree" o*chk*r "wooden" you speak of
      we must have this mar*chk*vel


      In the end, they give you something that they claim "came from above" eons ago, and that it brought their species to sentience. Clearly they really want their wood.

      Gained 1 humming machine part.

      +49 trading exp
      Spoiler: Details (click to show/hide)

      Dwarmin: Desmond Blue, Peasant
      Place everything I got in the group inventory
      Go GATHER and place what I find in the group inventory. I'm looking for strange Plants and things.

      Attempt roll: 80
      Quality roll: 86 (WHY ALWAYS THE 80S GAAAA)
      Quantity roll: 14

      Lightning crackles in the distance as you step onto this world's soil for the final time. As the distant strikes hit the sand, you see movement out of the corner of your eye, and you turn to look - four strange, tall green flowers sit behind the ship. As you watch, lightning strikes in the distance. As one, the flowers swivel towards the lightning. They seem to absorb residual energy from the lightning, but they can't be getting much from this far away. You uproot them and take them back inside.
      +40 gathering exp
      +4 lightning flowers (with soil base) !base influence 25 each!

      Spoiler: Details (click to show/hide)

      Spoiler: Group inventory (click to show/hide)

      Machine parts: 1

      Around you, the world distorts, then flashes, and you are faced with a new world.
      Spoiler: New World (click to show/hide)

      Spoiler: Comments (click to show/hide)

      1867
      Sorry I didn't update yesterday, I was more or less puking my brains out.

      While I'm updating, here's a little something to tide you over.

      1868
      DF Dwarf Mode Discussion / Re: Uninspiring Embarks
      « on: September 13, 2010, 04:00:16 am »
      I love cliffs. As in completely flat rock faces. Essentially blank skates for me towork my dwarfly magic on.

      The problem, however, is that I can never find any.

      1869
      Is it me, or did someone just rip clownite from the very ground?
      ...maaaaaybe.

      1870
      Customisable raw tags.

      Entirely defeats the point of having raws, doesn't it?

      Unless you mean shortcuts for combining multiple tags, which we already can do.
      Well, more raw tags, then. Like the [CAN_STRANGLE] thing, or maybe something to let us add extra crafting categories, like painting or pottery.

      1871
      DF Dwarf Mode Discussion / Re: How undwarfy
      « on: September 11, 2010, 11:49:53 pm »
      Setting the demon numbers to 0 doesn't remove HFS. I know, I've checked.

      1872
      ...I fail to understand this system. If you guys really want this, I think I'd have to let you handle it yourselves.

      1873
      DF Dwarf Mode Discussion / Re: How undwarfy
      « on: September 11, 2010, 10:50:49 pm »
      Wha...buh...huh? How?

      1874
      Spoiler: New World (click to show/hide)

      wolfchild: Sarin, Crafter
      Claim 3 geode fraggments. Carve a geode fragment into a drinking horn shape, with the end curling up, with a hole in it that empties into the oppening
      Attempt roll: 38 + 20 + 1 = 59
      Quality roll: 55
      Influence roll: 10 + 55 + 18 (geode) = 83

      You snatch a few geode fragments and return to your bench. Once again enforcing your will on the physical world, you begin chipping away at a chunk of the geode - this one appears to be mostly red garnet - reforming and shaping it. Within minutes, you have a beautiful red garnet recursive drinking horn.
      -1 multicoloured geode fragment
      +59 gem-cutting exp
      +1 beautiful red garnet recursive drinking horn !base influence 83!

      Spoiler: Details (click to show/hide)

      thunderclan: Fireheart, Crafter
      Claim the final log, 2 geode fragments, 1 of the unusual gems and the sack of green sand. Then melt the sand down into molten glass.
      Attempt roll: 87 + 20 = 107 (HOOOOOOOLY CRAP.)
      Quality roll: 53
      Influence roll: 32 + 53 + 5 (sand) = 90

      Deciding to stick to crafting for the time being, you take a few items from the group storage. You see the sack of green sand left in there so long ago, and are suddenly struck by inspiration. You rush back to your workplace and empty the sack into a crystalline bowl, then apply intense heat. Hotter hotter, ever hotter it burns, but you press on. When you're finished, the bowl has absorbed enough heat, and the ex-sand has now become hot enough, that they continuously heat each other, never cooling. Screw thermodynamics, you're practically a god anyway.
      -1 sack of green sand
      +107 glassworking exp (LEVEL UP)
      +1 ever-molten bowl of liquid glass !base influence 90! ((Note that it would not be a good idea to try and trade this - the heat is practically unbearable, even for you. Also, the bowl is part of your standard equipment.))

      Spoiler: Details (click to show/hide)

      Criptfeind: Jorn, Gatherer
      I will gather.
      Attempt roll: 89 + 20 + 1 = 110 (HOOOOOOOOLY CRAP. How do you keep doing this?)
      Quality roll: 82
      Quantity roll: 43

      You feel like doing something impressive today.

      You head out to the stormy desert. Once safely isolated, you dig. Deeper, deeper, deeper still. Feeling that you've gone deep enough, you stop. You extend your senses - searching for whatever seems worthwhile. The sand is rich in iron - you extract a suitable amount. The rocks in the distance to your left are rich in metal ore - you tear them from the earth. Deep, deep under your feet, you feel something move - you gouge a canyon out of the ground and drag an enormous stone-plated sandworm to the surface.

      You also find a bouncy ball. Huh.
      +55 gather exp (LEVEL UP)
      +5kg raw iron !base influence 25/kg!
      +1 vein of blue metal !base influence 100!
      +1 stone-skinned sandworm (biologically asexual) !base influence 75!
      +1 rubber bouncy ball !base influence 2!

      Spoiler: Details (click to show/hide)


      LAAT501legion: LAAT, Gatherer
      Gather
      Attempt roll: 73 + 20 = 93
      Quality roll: 58
      Quantity roll: 77

      You have absolutely no idea how to top Jorn's latest feat of brilliance, so you go out and jump down the canyon he made. You shortly realise that this was not, in fact, where he found the vein of blue metal, but rather where he took the sandworm from. The main factor in this realisation is the other sandworm bearing down on you.

      So, it turns out that sandworms keep their eggs in their stomachs. Their hides are also very huge and thick, and their teeth, while not very sharp, are actually made of marble. Their meat, on the other hand, tastes horrible.
      +47 gathering exp
      +3 sandworm eggs !base influence 30 each!
      +40m2 of sandworm hide !base influence 25/m2!
      +20 marble sandworm teeth !base influence 15 each!

      Spoiler: Details (click to show/hide)

      RAM: Ramington, Trader
      I will just drop my load and go out gathering again
      Attempt roll: 80 - 10 = 70
      Quality roll: 70
      Quantity roll: 47

      Clearly this world is abundant in resources. You march out and jump down Jorn's hole - this time the one he found the vein of metal in. Part of the wall is red - you extract the cause of the colouring. A strange, red... stuff. You can't actually tell what it is. It sloshes around lazily in its invisible container - it seems to stick to the sides every now and then.
      +35 gather exp (LEVEL UP)
      +3L red, viscous liquid mineral !base influence 20/L!

      Spoiler: Details (click to show/hide)

      Dwarmin: Desmond Blue, Peasant
      Claim 10 (more or less if needed) multicolored geode fragments and attempt to infuse them into the moles, turning them into living creatures composed of that mineral
      Attempt roll: 18

      You have no idea why you thought this would be a good idea, but whatever abomination may have been wrought from this action has failed to come to pass - while trying to catch the moles, you slip and knock yourself out. Bravo.
      +18 screwing-with-nature exp
      Spoiler: Details (click to show/hide)

      Spoiler: Group inventory (click to show/hide)

      Spoiler: Comments (click to show/hide)

      1875
      DF Dwarf Mode Discussion / Re: Getting back into DF....
      « on: September 11, 2010, 05:16:50 am »
      Only for underground crops, though - growing on the surface doesn't need mud. The caverns are always muddy except on reclaim, so wall off a chunk of cavern to farm in.

      Pages: 1 ... 123 124 [125] 126 127 ... 140