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Poll

Should freshly entering mages be given +10/+10 worth of random essences?

Yes
- 19 (46.3%)
No
- 9 (22%)
It should be more than that
- 6 (14.6%)
It should be less than that
- 7 (17.1%)

Total Members Voted: 41


Pages: 1 ... 261 262 [263] 264 265 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1181598 times)

FallacyofUrist

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3930 on: November 27, 2015, 02:01:13 pm »

((The poll votes have gotten ridiculous. Clearly we have incredibly varying opinions on the matter.))
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DreamerGhost

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3931 on: November 27, 2015, 03:50:08 pm »

GRAND COMPENDIUM (up to turn 46)

I'm trying to make a full list of notable characters and their relations (basically who killed who, not some alliances). Later, I'll try to add Power Comparison (my own analysis of mages, but may include other opinions) and Latest Sightings (Because map is quite difficult to understand sometimes).

SECTION 1: MAGES OF THE DUCK ISLAND

Those, who travel the duck. Living and dead, powerful and... not so much.
Descriptions are mostly taken from DG introductions.

Spoiler: Active ones (click to show/hide)


Spoiler: Living in Shadows (click to show/hide)

!WARNING! TOO MUCH COLORS.
Spoiler: Place of the Dead (click to show/hide)


ADDENDUM: LESSER CREATURES

Worthy foes of magi, as well as their minions. And lovely pets. Living and otherwise.

Spoiler (click to show/hide)
This is awesome. But why four dead mages are in the Active list?
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The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

Sarrak

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3932 on: November 27, 2015, 04:06:30 pm »

Turn 46. I could not plow through everything we've been up to in one go. So, when I update, some more mages will come and go to pile of the dead bodies...
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Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

star2wars3

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3933 on: November 27, 2015, 09:09:17 pm »

Skelliborn
Action:
Grab a few of the crystal shards for later use and help The Gambler get the big shard that he is eyeing. Between the two of us get all the crystal. If the other party members show up, share some of the crystal shards.

In order to make my crystal more carriable, combine /magic the crystals into a crystal blade.
« Last Edit: November 29, 2015, 11:33:02 am by star2wars3 »
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((Batshit evil, pessimistic neutral and clumsy good cover nearly entire spectrum. Sadly, but optimists are a rare breed, that is currently running into extinction.))
((That tends to happen when you're optimistic enough to wait out the apocalypse. I wish them plenty of luck, but chances are they'll need it.))

endlessblaze

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3934 on: November 27, 2015, 09:29:13 pm »

((and none of my chars arein there))
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Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

DAPARROT

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3935 on: November 28, 2015, 03:27:11 pm »

Determine if the crystal be ready is obedient to me and/or intelligent
If the first is true, walk towards the castle with all of my birds
Otherwise, try not to anger it,attempt to talk to it if it is intelligent
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I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

thegamemaster1234

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3936 on: November 29, 2015, 03:16:42 am »

Rather than the typical disappointment one would feel at the loss of a cold fusion reactor, Jiksap was intrigued. It was a cold fusion reactor, not a hot one; why, then, would it explode in a very hot manner? He was immediately filled with the desire to find out.

Examine the wreckage, if any, of the fusion reactor. If there are no remains, examine the residual energy of the explosion (if necessary, summon a scanner to assist with this). If anything of interest is found, meditate on it. If not, search around some more. A beast of such magnitude must have been killed by something of equal greatness - and those are often machines. Even broken or shattered into fragments, such a thing could be useful...

Oh, and, uh, the normal three essences routine (two if I summoned a scanner).
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DreamerGhost

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3937 on: November 29, 2015, 05:30:05 am »

Due to common ocurance of missing PM'ed turns, please post in thread at least some sort of message. Even if none of the results will show up in the thread, it should help me to keep track of PMs.
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The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

Crimson

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3938 on: November 29, 2015, 11:05:19 am »

If there's some crystal left, take it. Then continue on my trek while creating two force essences.
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ATHATH

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3939 on: November 29, 2015, 11:53:41 am »

I have sent my turn.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

Elephant Parade

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3940 on: November 29, 2015, 12:27:49 pm »

I'm pretty sure I sent a turn.
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Beirus

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3941 on: November 29, 2015, 01:13:38 pm »

I'm pretty sure things were done.
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DreamerGhost

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3942 on: November 29, 2015, 01:33:20 pm »

I'm pretty sure things were done.
I risk sounding a bit favoritist here, but you were around from turn one and it was pretty rare for you to not write a turn. Most evryone else are somewhat more fuzzy in my memory.
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The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

Beirus

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3943 on: November 29, 2015, 02:30:58 pm »

I'm pretty sure things were done.
I risk sounding a bit favoritist here, but you were around from turn one and it was pretty rare for you to not write a turn. Most evryone else are somewhat more fuzzy in my memory.
((And yet Jase still doesn't have any accomplishments on Sarrak's list. I could have sworn he already made the salt fields and Cthulhu grass by Turn 46.  :P))
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Because everything is Megaman when you have an arm cannon.

FallacyofUrist

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3944 on: November 29, 2015, 02:48:58 pm »

((This poll has gotten absurd. I wonder which option will have the most votes next?))
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