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Messages - escaped lurker

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1816
Space Opera sounds pretty neat, no?

While I personally would go for something along the lines of a scheming militant - or someone who grows into that role - it could easily be more on the lines of politics, economics and - lastly - war, between the different planets that surround you or make up your current faction - or worse, are not even part of it. With your already mentioned pre-crafted universes, you yourself could also easily lay down how much divergence - speak "work" - you would like to take on into making it. Like x different races / shiptypes / number of planets. We could start anywhere in a position that is at least likely to get into the bigger picture, if played right.

By that line of thought, something about being a trader might be very nice - profit and random encounters galore. An inter-galactical trading-simulation. I really like the possibilities of that one. Just think FTL - with a real cargo bay and without the battle-mechanics, but full of "non-repeating" custom encounters instead.

1817
Just as Lenglon pointed out, she would have a very easy game of just killing us, and anything inbetween or close to it. While we certainly could last an update more, I guess it is best if we move this along by now. We have pretty much a worst-case scenario on our hands here afterall. And hey, you finally get to see what my dice told me.

The matter of the amulet just does sit not well with you, and so you call her out on it. „The Amulet – it is changed. What have you done to it?“ You also eye her to the best of your abilities, but there are quite a lot of stalks and distance blocking the view.

"Just a minor enchantment that allowed me to divine your position. Trust me, if I wanted to harm you, you undoubtedly would be dead by now. No?“

She certainly has a point, and while you contemplate the amulet being trapped for a moment, you decide that it can't make that much of a difference anyhow. Without it you will most likely die, so wheres the harm in taking a bit of risk?

It happens the very moment your claws come to rest upon the chain – you do not even get to pick it up fully. With a headsplitting pain something invades your mind, and even with all of your efforts you are unable to resist it.


Now only one voice echoes through your mind, and it surely is not yours.
It's her voice.



( "Cautious to the last moment, eh? But it seems the pull of your amulet was too strong. You will be very useful to me. My new familiar.“ )

As your will whittles away under her command – she wants you to put on the amulet and then come to her – you are able to convey what very well might be the last words you speak out of your own choosing...


You have gained a new ability!

Enslaved Will

I would tell you to figure it out on your own, but then again you are somewhat incapable of thinking by yourself right now.

1818
Forum Games and Roleplaying / Re: (ISG) You are an unbound familiar
« on: June 28, 2013, 08:26:18 am »
Actually, while there are universal rules associated with the link of familiar and master, the later more often than not tinkers enough with the former that it becomes very difficult to control by anyone but him. Familiars do hold a good deal of information about their masters, and it would be very serious if that knowledge would fall into the wrong hands. It also prevents theft of finely crafted familiars in general. Abredas however, did publish much about you, and while total control might be difficult without all the right settings, a general dominance can be achieved if the individual is strong enough. It really depends on how skillful the sorceress would be in contrast to her raw strength of mana, and her knowledge about you.

Curses! So she really divined your position back then? It would make sense, you suppose. Hiding without getting your pendant back will be almost impossible that way. With no real strength left for anything else, she sure picked herself a nice time to engage you.

You get up and take a good look at your surroundings, but there just isn't anything but field here to work with. You do prepare yourself to run away thou, and speak up;
"Why are you hunting me?"

"Now why would I ever hunt a dragon that runs amok among a city that I currently reside in?"
She let's out some laughter, but you certainly do not care for her amusement. Soon enough she does continue, but you remain weary.. "Don't worry – one of my companions would be quite upset if I would kill you. That and risking the ire of adult dragons does just not seem worth it... Unless you plan on causing further trouble."


Suddenly something flies into your general direction, and then lands a few of your own strides south of you. While you have yet to move, she certainly can point your direction well already. Not that you really care, because she certainly threw your most beloved jewelery.

"Take it and get lost... for now. I will be sure to take some payment for the damages that you have done here at some later time, but right now it might cause problems if you were to be caught. Troubles that we do not care for."

A short moment of joy turns into one of doubt – because her words do not explain something very important. The amulet has been tampered with, something you as the rightful wearer of it noticed as soon as you set your mind to it. You can't tell how it has changed, but the flow of its energy is just off by a serious degree. Unsure as to whether you should call her out on it or not, you certainly dislike this turn of events.


Current Status
6/9 Health Points
1/15 Mana Points
2/3 Stamina
2/10 Encumbrance

Bruised, Limping; -30% Speed
Out of Breath, Overexerted, Slightly Faint

1819
Forum Games and Roleplaying / Re: (ISG) You are an unbound familiar
« on: June 28, 2013, 04:51:20 am »
Point is, act naturally. Could we be snotty to our master? Could we lie/decieve, or did we have to answer questions honestly & hypnotically? Same with actions?

Opening Post;

A normal familiar would have not faltered a second, and activated this hidden rune of explosion without a second thought. Thing is, seems like putting shard of a demon-soul into a critter also gives it a will of its own - at least if not under the magic resonance that magician and familiar normaly keep at all times. Said resonance broke when Master hid you and the rune from magical notice in an anti-magical field...

If he had any questions, he just took said information straight from our magically interlinked brain. While it does go both ways, we were clearly on the lesser end of the stick. Anyways, the magical "brainwashing" administered at all times did leave little room for anything that he did not order us to do. Guess his surprise when he found out that there was a loophole - he was certainly not amused.

On the other hand, it was also him that made our daring fusion work - while holding on to our pendant is certainly not enough to forge a similiar bond anew, it holds part of our soul and thus it would be the obvious choice if one would be intent on doing so.

1820
Forum Games and Roleplaying / Re: (ISG) You are an unbound familiar
« on: June 28, 2013, 01:02:24 am »
If it rains.. it pours? You decide.  :-X

Spoiler: Indezi (click to show/hide)
Spoiler: Abilities (click to show/hide)
There only seems to be one option, unless you want to try your luck with diplomacy. You nock your head eastwards, and attempt to set the wheat on fire. You mess up somewhat, and loose some mana in the process – but it certainly could be worse. The fire itself starts out rather slowly, but you certainly do not want to stick around for it to grow. -6 MP

You slowly trudge forward, and soon enough you hear that the attention of the soldiers has shifted towards the smoke. While the wind initially kept the fire in check somewhat, it soon enough picks up – the soldiers are not able to extinct it in time.



Stopping with the running seems to have been the right decision, as you recover somewhat. It will take some true rest for anything of significance to happen, but for now your lungs aren't burning as painfully anymore. You are also able to put some nice distance between yourself and the fire, and things are certainly „lighting up“ for you.


Meanwhile the disturbance of mana that engulfs the sorceress seems to have passed the gates. Stopping for a moment, she seems to have taken note of the fire ravaging the field and promptly starts to expend some of her mana. You take it that she joined to relief the soldiers with some elemental magic, but instead she sets of to ride further down the road. Luckily your current pityance of magic should escape her notice, but as you do not want to risk moving any of the stalks for her to see, you sit down to rest
. +1 Stamina

Instead of overtaking you, she stops a few strides short of your position. You concentrate your senses, hoping for it to only be a coincidence, but you suddenly hear what seems to be her dismounting. Your efforts are also rewarded with a familiar sensation. While you certainly would be unable to do so from a greater distance – her mana is exceptional after all – it poses no big effort for you in such close quarters to her. There is only one thing that feels that way – this pull, this sensation unlike any other. It also confronts you with a rather peculiar reality.

That Sorceress is - without a doubt - currently holding on to your amulet.




"I know that you are hiding in there - Show yourself!“


Current Status
6/9 Health Points
1/15 Mana Points
1/3 Stamina
2/10 Encumbrance

Bruised, Limping; -30% Speed
Out of Breath, Overexerted, Slightly Faint



Some things are just nigh unavoidable. Trust me, this is one of them.

1821
Forum Games and Roleplaying / Re: (ISG) You are an unbound familiar
« on: June 27, 2013, 11:17:32 pm »
We could, but we'd regret it in the morning. Or possibly in five minutes.

We are close to collapsing, maybe two minutes of running from it. If we would walk further, we might stabilize at some "exerted" point, or put the nail down. Hard to say.

Unless you guys want to go the "poor lil dragon fell ill"-route, I would strongly suggest that running should not be our next course of action. We might not make it through the field as it currently stands, even when walking. We are also close to immediate discovery, and should adopt certain measures - fleeing without the support of fire is however very unlikely.

1822
Forum Games and Roleplaying / Re: (ISG) You are an unbound familiar
« on: June 27, 2013, 10:23:40 pm »
Could we cross the field in 2 minutes?

No - if we walk a brisk pace and go straight south - only about 5 meters apart from the road - we might make it in ~5 minutes. If we try to get the most out of this cover, it could easily take up close to ten - as it is not a square, mind my geometry skills. ;3

Wait, we entered the field from NNW of the field, we entered the field by going NNW, or we entered the field in the NNW part of the field? Could we get a map of the surroundings?

I see my mistake - I meant to say that the wind GOES towards SSW, but wrote it would come from there. To clarify, we left the city by the southern gate, and are at the NNW corner of the field. We went hard SSE - the east part about 5 meters, the south-part about 10 at most - into it. My bad, if we start the fire and go further east, we actually can make it through it - while it will be driven southwards, it will also be going westwards, towards the street.

After clearing this up, I doubt a map will be worth being made. The discussion might be over by the time I finish it, seeing as I do have some stuff to do before that. If you guys are still undecided by then, I just might make one, but no promises there.

1823
Forum Games and Roleplaying / Re: (ISG) You are an unbound familiar
« on: June 27, 2013, 09:41:19 pm »
How long would it take to regain our stamina?
How large is the field? (football fields for a rough estimate)
-----Does it look like this is their primary food field?

We are close to collapsing, maybe two minutes of running from it. If we would walk further, we might stabilize at some "exerted" point, or put the nail down. Hard to say.

The field isn't all that big, but not shabby either. The farmer himself might be ruined by setting it on fire - or driven into serfdom if he isn't one already - but the city can take a hit like that a couple of dozen times. Except if it spreads to other fields, that is. Then all the cards are open for more damage, but as long as the wind keeps into that direction, the maximum of attainable damage should be around 10-15% of the harvest. And that only if it spreads like a wildfire - with wind and dry weather not that far off. It just needs a good start and it could get very destructive.

1824
Forum Games and Roleplaying / Re: (ISG) You are an unbound familiar
« on: June 27, 2013, 08:54:25 pm »
Question: are we fireproof?

Slightly. We wont scald due to our scales if in contact with minor flames. We are however only a welp, and thus we will certainly mind the heat after half a minute. Choking on the harmfull gases is also an option. But yeah, setting the field on fire just might work - as I am quite sure that I won't give you any pointers with this. Aren't you glad that we finally seem to do this longly-discussed action?  :P

For your information, we have quite a strong wind - coming from south-south-west. The direction of wich we entered the fields was north-north-west. So if we succeed, we most likely will have to run from all of the fire, through all of the field. I am not sure if the dice are against or with us, seeing how troubling they fall today.

1825
Forum Games and Roleplaying / Re: (ISG) You are an unbound familiar
« on: June 27, 2013, 08:15:58 pm »
Well, that was one impressive row of fails. At least we still are worth our salt in magic. And alive – you never know to enjoy that fact until you come close to loosing it.

Since it wont make much of a difference, the vote for Magic / Willpower will go into the next round. We also will only get an increase in max-mana, no mana will be immediately gained. Just warning you is all.


Spoiler: Indezi (click to show/hide)
Spoiler: Abilities (click to show/hide)
Seeing as you really want to get out of here, you delay no further and make way for the gate. Sadly your gliding towards the next rooftop fails spectaculary, and you crash into the wall at quite some speed. It hurts like hell, and while you hope that your front-leg is not broken, you sure can't use it for now. After a few steps it turns out not to be so, but walking on it is too much to bear for now. -3 HP, -4 Max Stamina, -30% Speed

You make a run for it, as fast as your current condition allows, and somehow you even pass the gate! After passing through there, you hear exited shouting and whistles being blown behind you. At least none of the guards that you tricked have noticed you up till now, but now the rest knows for sure. Hearing the sound of hooves trashing the ground, a quick glance reveals that you won't be able to outrun this one.



Instinctively reaching into your mana reserves, you cast an illusion onto the horse. You are fairly sure that you messed the illusion up somehow, but as the horse throws its rider off as a result, it matters little. You almost don't notice the stirring that his surprise and subsequent pain causes, but it definitely was there. A few moments later, you are in the safe heaven of the wheat-field, but that last sprint really took the air out of you. -5 Max Stamina, -2 Willpower, -2 MP

The soldiers have arrived by the fields, as is indicated by their shouts – it will only be a short time before they will get to you. Running further is almost impossible by now, and even if, you will need to rest from the sprint to regain your breath sometime soon. The presence of the sorceress also draws nearer at an alarming rate, you doubt it will take her more than two minutes to arrive at the gate.


Current Status
6/9 Health Points
7/15 Mana Points
0/3 Stamina
2/10 Encumbrance

Bruised, Limping; -30% Speed
Out of Breath, Overexerted, Slightly Faint



As you might have noticed, I did allow us to over-exert our stamina in lieu of being in a state of panic. Be warned that we will collapse very soon, if we do not gain some peace and quiet to regain some of our strength.

Also, lettuce clearly form a perfect circle, and in fact all of them do look exactly the same. Our garden provided enough specimen of them to study this in detail, and I merely portrayed this fact. Joke aside, I finally found the time to prepare some.. more suitable sprites. Except the art to be somewhat less sucky if it comes to persons in the future. Still keeping the no-arms style, makes it like half as complicated if you ask me. Also, if you should wonder about it - all that physical activity has ruined our clever disguise. Too bad.


Also, what clever disguise?
Spoiler: That one (click to show/hide)

1826
Forum Games and Roleplaying / Re: Hello.
« on: June 27, 2013, 05:39:00 pm »
( What a strange game.. the only winning move is not to play? )


(( Not sure what it is that you are trying to do here, Remuthra. Still, it does .. look interesting? ))

1827
Sentry: Pop the sentry bot in it's sensor module with a single shot; if more attention comes your way bug out to the outside of the craft but wait for the other two.

Recon Pair: Follow the air pressure to find grilles. Carefully recon each with as minimum fuss as possible. If a 'Ruckus' starts stay low but stay put.
+1 - Taking out the Sentry in one shot, as to leave no signs of "us" behind is the most important part. Abstain if the shot is too risky.


While I normally dislike picking on spelling mistakes - as I also happend to miss-write quite often - this one has triggered my humour. Quite so. Somehow.  :P
The Scots land on and infiltrate the Human Hiveship as the day-cycle begins.
The question if those wear something underneath their kilt - being kai and all - is not as interesting as with the originals, but we shall never know anyhow.

1828
„This.. should be bad, right?“

The Doctor is obviously on top of the situation - but also quite unsure about his aim at a speedy craft. So he will do the logical, the right thing – wich is getting out of the way to let others do their job. If it were anything but a scout unit, he might be persuaded to part with some stims, but as this is not the case he leaves those bloody things where they belong. If there is a suitable stage-off-point where he can waste a few bullets without anybody getting hurt over it, he obviously will help the others with his carbine. Else he will stay with the main-force. That is, most of the people on the team. He also parts with an interesting inquiry over the com.

"As unfitting a time this may be to ask, but do we have some friendly signals? Maybe we just got split from the main-camp a bit while entering the orbit. I can only speak for myself, but I would realy want to meet up with those guys.“

(( The Kai? You want them to kill you, trust me. Mostly before they devour you, or experiment on your live body. Fun Times. [Well, at least that is the impression that I got from the other thread. But I very much doubt that there will be a prisoner-exchange happening any time soon in the future.] ))

1829
Forum Games and Roleplaying / Re: (ISG) You are an unbound familiar
« on: June 27, 2013, 04:40:14 pm »
What do willpower & magic do, respectively?

Willpower is to Magic, what Agility is to Strength.

If we concentrate our points in magic, we will reach multiple illusions quicker – if we put our focus into willpower, our illusions will get more realism – and thus won't be seen through as quickly. At the end of the day, you obviously need a bit of both - but to concentrate on one clearly has perks.

To weave someone into multiple layers of illusion, is a technique that requires both – obviously. The act of torturing someone to death with only illusions – that is mentioned in the full ability – is obviously also of that nature – but one would mostly have a far better time to just trapp someone in those illusions, and then go for the kill by other means. Even if one would suck at offensive magic. Since it may sound like it, we do not loose anything by „choosing“ one over the other – just possible chances and time. Anyways, hope that cleared it up.

1830
Forum Games and Roleplaying / Re: (ISG) You are an unbound familiar
« on: June 26, 2013, 04:01:11 pm »
Own emotions? Ah, I see what I did there.  ::) Fixed the sentence, the gain was refering to the soldiers upset, not our relief. We most positively do not gain any kind of mana from our own emotions, and animals are also out of the picture. We can not stop feeding on emotions at will, and while dragonfire is not a spell on its own, the magical reaction that is employed by making it while leave magical residue behind. Not very revealing, but a hint none the less.


Spoiler: Indezi (click to show/hide)
Spoiler: Abilities (click to show/hide)
You catch your breath for a moment, if only to hatch a new cunning ploy. The soldiers at the gate might not know all of the current situation, and the right illusion just might send away most of them. Thou at the moment, there are actually quite a lot of people looking at you - seeing as some of the soldiers have been liften upon other rooftops by their comrades. As far as you can tell this would be a new pasttime for them, so the chances that their job is to keep the others updated on your movements is actually quite high.

Thinking ahead, you are sure that hiding in the fields outside is possible – the harvest will be done soonish, but right now most of the fields are still in full growth. After the fields you would need to slip into the forest, wich has been driven back by the citys needs for heating and building, but even then your small form should not be in full view, maybe even able to hide in the grass or bushes.
+3 Stamina

With your panting having died down a bit, you are sure that you could tackle a few climbs and a bit more of running around. You certainly do not wish for the guards to catch up, and thusly fly to the next roof, hide yourself on the other side of it, and cast an illusion. There is noone looking outside of the gate at the moment, but you obviously also can control sounds for the person you entrap in your illusion.

You weave the spell, and behind a soldier you appear in the distance. He hears a surprised shriek from outside, and relucantly looks at the source of it. Just that this source is not there, but maybe he won't mind that after seeing us flee. He does point you out to his comrades, or tries to do so – by that point you run into the grass beside the road. The one in charge immediatly sends all of the men after you, including the cavalary.
-3 MP


A quick look over the top of the roof shows you that there don't seem to be any guards too hot on your tail – after arriving at the next rooftop you would be able to glide pretty much all the way to the gate, making an escape a very real possibility. You think the matter over, seeing as you indeed are quite exhausted – in the physical sense – it might also be an option to hide yourself in the city.


You can't really feel anything from the other mages, but the sorceress is gaining ground into your general direction – you suspect her to be on horseback, because that kind of speed would be very hard to achieve with running. Getting another look of your surroundings, you see that it would also be viable for you to fly towards some stables with quite a lot of hay. While you would need to expose yourself for a bit, and it would mean staying in the city for a minute longer, it might be a nice distraction if you would set it on fire. The rest of the guard might close in on you in that time, but you might be willing to take the risk.



You have gained Level 11 in Illusionist.
Feel free to pick an additional Point in Magic or Willpower.


Current Stats
9/9 Health Points
9/15 Mana Points
3/12 Stamina
2/10 Encumbrance



Keep in mind that we always could climb the tree again, for another free-pass into the city. Keep also in mind that we are are quite exhausted from all that running and climbing around on rooftops – it will be difficult to run away from them outside, should they get wind of our true position out there.

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