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Messages - escaped lurker

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1426
"Well, anyhoo... should he come upon weapons th't our levies could'a use, he be sure t' give us some of 'em, ay?"

Not waiting for any kind of awnser, Thomsen sets off. Gloriously so! Walking one pace west, he happens upon (currently) two others...;

"Why, if it ain't our Knightly Lordship and th' Sir Priest? Fancy meeting ya' here 'nd such.... Reminds us, we got a Plan t' levy some of th' local commoners for th' fighting against what-th'-unholy-thing-was-again. Tell ya' what, Sir Priest - you promise us t' give 'dem lot some healing if need be, and we be sure t' tell'em t' look out for ya. Don't want our white ma.. eh, holy man we mean!, t' come t' any harm, now do we?"

Finnishing his buisness with the "certainly-not-a-white-mage"-priest, Thomsen feels prompted to walk yet another pace west, where he should happen upon a squatter. If this is by chance only, or the threads of fate - also sometimes called "Meta" in "the other tonuge" -, we are left to wonder on our own.

Looking down at the Pleb, Thomsen feels a rush of authority coming over himself...
"You! You will be following us. Now and henceforth! Well, thou we might overthink th' matter after th' unholy thing is done for..."

Thomsen now reaches farther west, into uncharted lands! As far as his own memory, or the threads of fate go, that is. In the hopes that the commoner would accompany him, they will make a thorough search of the area...


Go 1 Tile West, and offer the Priest to become a Vassal. Well, kind off....
Go another Tile West, and use "Superiour Blood" on the NPC-Squatter there. Provided "accepting Vassalage" does not count as the use of an ability, that is.
Order my new Levy-Man to follow me another Tile West, and to search the area with me. Should the recruitment fail for whatever reasons, I will wait in the courtyard instead. Or search it, if my action-points would allow that.

(( Well, Terra, Seeing as your Priest has pretty much the most lousy attack ever, I really doubt he would be of much use in combat. Even if I should die, there is not much harm done in that regard. Those additonal 2 SP and HP would do him quite well however, and could safe his life instead. I really would suggest that you become one of my "followers" for that purpose.))
(( On that note - can the NPC's become "attuned" with items, like PC commoners? Also, do I need to be in the vicinity of those PC's that would become my followers? ))


1427
Noticed something. In skills you said two racials skill each, but demons and beasts don't seem to have any.

I believe you are mistaken, they are there in the skills section. ^^
Riight. I DIT CERTAINLY NOT ADD THEM OR ANYTHING. AHEM.

Joke aside - I really thought I had worked them out that way. Thought. Well, Beasts only had 1, and Demons none. Fixed now. ;o

Edit: You do? Neither did I mention it, and Front-posts get edited frequently anyways. Especially with me still working on some finer points of this one.

1428
New Turn is up - You will recieve your turns in short order. To note, there have been slight changes, because I found something more satisfactory for the attributes / overthought them because of items. Which still need a bit of work, as I would dislike loopholes.

Changelog
After reconsidering how Attributes are influencing the Courtiers, I have taken out „Mana“ and „Stamina“. It is replaced by a more comprehensive system – Exhaustion.

Exhaustion:
Your Courtier releases extensive energies while fighting – after 10 Rounds of using Magick, or 15 Rounds of  physical combat, he will become exhausted in that category. He will only deal half the damage after that. Should the other means of attack be more efficient as a result of that, he will however automatically switch to it.

In that vein, two abilities have been changed / replaced.
Quote
-Meditation - Your Magick refills faster.
-Devourer of Souls - You are able to devour soul to regain magick, or gain additional Magic Action Points.
These are now the following;
Quote
-Battlemage – You have a good chance of gaining another spell at „Full Power“, unless already exhausted.
-Devourer of Souls - You are able to devour soul to gain additional Magic Action Points, or once a turn for an additonal permanent point in Magick.
As the previous "Default-Action" for Spell-Action was to regenerate Mana, those that choose it will obviously be able to retro-spectively re-choose for this turn.

1429
The 7th Courtly Battle of the Underworld
End of the First Cycle

Quote from: Taken from "Journals of the 7th Courtly Battle of the Underworld"
The first cycle was especially fraught with chaos, as many lesser demons tried their hand at getting control over one of the areas. Some Upstarts even succeeded in these maneuvers, and a lot of the regions in the Central Underworld were taken porperty by some form of these medium-level beings, or some rag-tag group of similiar individuals. The markets did not yet recover after the first week, with speculations running high as a result of the recently started proceedings. As for the courtiers, they were exhaustingly unimaginative in their tasks, with no-one staging anything worthy of note...

Looking down a last time unto the magical pergament - angel hide, the tint on it won't bleach for millenia - Zathras seemed satisfied. "He" was not a big fan of long-winded paragraphs, and it was close enough to the truth anyways. Looking at the empty throne that omniously loomed over the slowly-filling court, it really was missing something. Not that "he" would not skip every now and then, or rather, at every possible chance - but, with the knowledge that he truly was missing, it might look even beckoning to some..

Brushing away such thougs, the slightly ancient courtier made his way to the "Wheel of Misfortune", and under the eyes of many, gave it a vigorous spin... and spinning it did! Very continiously and unnecessarily long at that. Zathras made a mental note to not give it as much as strong a start next time. After some extended minutes of showing no signs of slowing down, it unexpectedly and instantaniously stopped at a certain number. One which's result was not quite that interesting, but the caretaker did his duty none-the less.


"The Wheel has choosen. A foothold will be revealed!"
Exlamations filled the hall, and sure enough, even some tension. Getting discovered that early really could spell doom on some. But not this time, sadly, and so he continued;

"It is the 6th District - There is currently no specific owner of it, and neither any infrastructure of note - but a Group of Undead seem to have occupied it. As they only number 15, I guess their days will be hencefort quite numbered as well... With that taken care of, let me tell you that it pains me too see you all so very healthy and alive, and hope that this will be subject to change in the next cycles. Unless you want to fail "his" orders. Do us all a favour and get started on killing each other. That will be all for this week."

Taking no interest in the sparse conversations of the other courtiers, Zathras left the court leisurely...

1430
Forum Games and Roleplaying / Re: You Are Dead--A Reverse Suggestion Game
« on: September 15, 2013, 09:15:57 am »
The Blood was mainly lost from a penetrating trauma in the chest-area. Some chafings and smaller cuts on other parts of the body also played a part, but were still rather miniscule in their overall effect.

We died atop a mountain, which's vicinity I guess we will explore later on.


Ninja'd - I... actually like what you wrote there, Fniff. +1 if it would break a tie.

1431
Forum Games and Roleplaying / Re: You Are Dead--A Reverse Suggestion Game
« on: September 15, 2013, 08:17:47 am »
Ricard Nott, 36, M.
Massive blood loss.
Possibly violent or an accident - very ambigious. I like it, +1

1432
Forum Games and Roleplaying / Re: Innkeeper
« on: September 15, 2013, 03:51:07 am »
Buy 3x bread!
Lets reshift that into going over what we get from our daily delivery from the farm. Way I see it, we mostly sell the bread, some cold soup, and obviously ale. Good thing the later one is seperate anyways.

Change daily farm-oder to;
4 Flour / Bread
3 Potatoes (for cold soup)
3 Carrots (for cold soup)
10 Ale


It would still cost us nothing at this point, and we would get the ingriedients that we actually need.

Also, since they have yet to be used even once; Get the rooms down to 10$ per night.


Down the line, we still have these 10 wood, which I would be eager to give some practical form. I was thinking about some sort of elaborate sign, as we don't really seem to need much in way of more seats and similiar right now.

1433
(Didn’t perform the drain action yet because to be honest, I’m not sure what I’m applying it to. Are you just using it to make yourself look more attractive? Also, no they don't know about your Manipulation abilities.)

I'm thinking of removing encumbrance, any thoughts or opinions on the subject?

Why yes, that was the plan. Beauty-care can be surprisingly easy. Since it would seem, well, far-fetched to raise Persuasion with it, let's view it as him trying to boost his health.
Should that also be too ambigious, or not sit well with you, he transforms the dog into skincare-paste! "Vitalizing the skin with vitamins, while keeping it soft, moistured and glossy. And smelling of sweet santal. (Let's scrap the last part - if Sahal would fumble on that, to make it smell, well, bad, it would be for naught.)

As for encumbrance, I guess equiping the armors we encounter with a DnD-alike malus should work in the same vein.


"Now, now, that's a good boy!"

Stretching out his hand closer to the mutt, Sahals grin broadens into a full-fledged smile. And not an entirely nice one, mind him.

1434
Is it still possible to get in?

What kind of time commitment would this require?
Well, I wager one-a-three more will make things only more devious on the players. Which is a good thing, at least for this one. :P
So, since I am still waiting for some messages, you can feel free to make a courtier for yourself, GWG.

As for time commitment, well.. I guess we will get another turn every odd number of days, depending on the activity of the players. Unless or untill you have a multitude of footholds, there would also not be that much work involved - I would suggest you read the rules on the first page and see for yourself... Most of the real "complicated" stuff stays behind the scenes.

1435
Forum Games and Roleplaying / Re: Lords of Summoning [PROTOTYPE]
« on: September 14, 2013, 08:11:10 pm »
I don't think we need a separate resource thing. Mana should be enough. I'll think of some other reason for summoners to want to raid villages.

How about our own base? Having the right equipment would surely ease the process of summoning. As would some ritual chambers dedicated to that. Next, while not every race would need the same, nourishment of some kind needs to be obtained. Speaking of troops, defenses...

Well, then it might turn into some kingdom-builder-kind-of-thing. Your call.

As alternative, rare resources for personel equipment could also do the trick - or better weapons and armour for the troops.

I think Escaped Lurker is going to try and help me with the stats for the different summoner types.

Well, if they have different needs, they ought to put an emphasis on different stuff by themself.

Divine ought to have a good balance of Wisdom (Upgrading) and Potency (Summoning), as they would do both in my "model".

Unholy would have a similiar setup, but with less Wisdom - they would put that into their Health for getting those high-end-units.
Necromancers would obviously have low Potency, and put a lot of their points into Wisdom.
Elementals would put a good deal into Health and Wisdom, as they should feel the need to not stay vulnerably wounded for long.

The other attributes will come down to what the player decides the character should do - will he stay safely behind his troops or castle, venture out on missions with them, or even take the helm in battle? The later characters would vouch more for low mana (Spells in battle need not as much as all those full-blown summoning rituals), greater health, and Potency (Raw Damage) vs Wisdom (Crits and Multicasting) should be left to their own decision.

1436
Forum Games and Roleplaying / Re: You are an evil entity (suggestion game)
« on: September 14, 2013, 07:53:13 pm »
Well lets send them some mental poison and grant some cultists a dark pres- oh, wait, nevermind... Goblin invaders will just get the guards involved. Better to hire the assassins, see if they can capture some wizards that can be corrupted into joining the cult...

The Assassins are getting their poison from us - we already are in their very good graces. If they have not become involved by now, It just means that the risk of fighting the mages far outweighs the worth that we add to their buisness. We might want to see if they could get hired, but else I doubt that it will work that way.

Trying "The Ring-Thing" sounds like a good idea thou. +1

1437
Forum Games and Roleplaying / Re: Heirship: A Suggestion Game
« on: September 14, 2013, 07:50:23 pm »
The October tournament gets my vote
+1

Let's kick but and take names at 12 y/o or 9 y/o i can't recall our age here.
Quote from: Gervassen
"You reflect on the three years of growth that nine year-old Cadmon has over you..."
We are 6.

But else, I also would second the notion. We can always make ourself a "Man of the People" easily enough, but entering politics is far more difficult. I daresay it is also much more important, at least in the long run. Yeah, we might only touch upon the politics slightly in the scenario, but it still should be valuable experience.

1438
Thomsen had an eerie feeling while looking at the man before him. Something... something just felt strange.

Glancing at the others face, he almost thought to had found it - but no, it was not the balding head either...
There were a number of things that did not strike him as right, or seemed questionable, but finally realization dawned on him.


"... You really got one pair of burly arms, aint'so? Makes other folks looking like they had none at all, eh? Anyways, th' clothes, it was?"

Dusting the last bit dirt off of them, Thomsen thought better than to tell the truth. No, with these fine clothes and the ring, this could succeed!


"Well, If he be taking about th' clothes, we say that we had th'm with us all th' time! We don't care much for getting dirt on th'm tho. And if 't is about th' ring, he ought'a know what 't means, no? Th't said, we plan on getting th' local commoners to work for us - if we arm 'em right, even th' unholy thing will be met with success!"


Obviously the later part was accompanied by extravagant gestures, sure to rally any-man in the local vicinity to great deeds of valor!
Well, or to make them chuckle. Luckily, Thomsen shall never know...



(( Deplorable Avatars are deploare indeed~))
(( Else, wow. That is one nice class. Quite frail and useless by itself, but if handled right - like some armed thralls, buffed up allies and or priest in the vicinity.. I could easily become a powerhouse of this game, alright. Else, my death obviously also could spell quite the trouble for the team~ Very nice mechanics on that one.))

1439
Forum Games and Roleplaying / Re: (TSG) Station Day - Day One, Arrival
« on: September 14, 2013, 05:10:48 am »
If the hours would not put us into midday, I would use this respite to take the men for a little drill. Would not be all that good to slack off too much on the first day afterall... But since we really do not want to be the a...wesome-hat that pulls you into the greatest heat of the day to train, I say we leave it at writing reports up to the current matters. If we did not do so already.

Else, get some shade over there!
We really want the men guarding the... not-existing gate to have some shade, especially in this heat. Use some palm-leafs or whatever, but they will not be of much use if they stay out there in the sun for too long. They might be used to higher temperatures, but judging from the description - quote rags unquote - they are not really equiped in desert survival robes.

A bit of socialicing would also sound nice, but I wager we rather will get sick of each of them pretty soon, seeing as there is nothing else but us for miles. On that matter, we maybe should not allow the men to gamble for money - baad blod can be had that way. If they really want to, they can gamble about tasks outside of their guard-duties. While it might be just unneeded concern at the moment, it won't harm us either.

Oh, right. Get Plisk that rifle.

For obvious reasons. We also should switch him with Haru, when the later one's shift ends.

1440
Forum Games and Roleplaying / Re: ~ Lonesome Rogue ~
« on: September 14, 2013, 03:37:14 am »
Observe
+1

Yeah, that was a close call with
BREED.
but luckily I still had random.org in another tab... :P

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