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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 ... 145 146 [147] 148 149 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1180423 times)

H4zardZ1

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2190 on: July 03, 2015, 11:49:16 am »

Pseudo.
I will "terraform" the land.
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Whisperling

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2191 on: July 03, 2015, 11:57:12 am »

If you do the lightning-necromancy, I'd be like to tweak its brain beforehand and try to implant something along the lines of Asimov's three laws of robotics.

Partly to see if I can, and partly to ensure it doesn't kill people without explicit orders.  (I support reviving it as long as we know it won't go on a rampage again)
« Last Edit: July 03, 2015, 11:59:04 am by Whisperling »
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magmaholic

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2192 on: July 03, 2015, 12:53:11 pm »

Pseudo.
I will "terraform" the land.
You could make the dragon meat golem build you a castle.
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FallacyofUrist

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2193 on: July 03, 2015, 02:53:43 pm »

"... I think I'm ready now... of course not. This is a deathmatch between MAGES! How am I possibly going to win?"

"Success probability 0%. Recommended action: acquire shards, crush 10 shards for a special affinity. See options in appendix 2 of the pamphlet."

"Wait, did I turn you on? I think not."

No response.

Make three bees essences. Then head north. I've got fighting to do. Have my minions follow me.
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Generic Arms Race.

Would you like to play a game of Mafia? The subforum is always open to new players.

NAV

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2194 on: July 03, 2015, 08:39:49 pm »

"I think it's dead! But something seems off."

Summon landing gear onto my plane. Make 2 summoning essences. Keep circling the dragon.
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

thegamemaster1234

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2195 on: July 03, 2015, 09:00:09 pm »

If you do the lightning-necromancy, I'd be like to tweak its brain beforehand and try to implant something along the lines of Asimov's three laws of robotics.

Partly to see if I can, and partly to ensure it doesn't kill people without explicit orders.  (I support reviving it as long as we know it won't go on a rampage again)

Without a heart to pump blood and oxygen around, everything is going to start failing. Muscles can only function for so long until the lactic acid from anaerobic respiration becomes too prevalent, and the brain can't survive without air. Liquids, too, would be an issue; the dragon's death likely unbalanced the delicate temperature balances that prevented its frigid outside from freezing the inside (which would probably be only temporary or even nonexistent, but it's worth taking notice of). You could start up the respiratory system, but since the circulatory system actually delivers the air, nothing will happen. Good luck with this one.

TL;DR: You got a spare dragon heart implant?
« Last Edit: July 03, 2015, 09:02:10 pm by thegamemaster1234 »
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Whisperling

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2196 on: July 03, 2015, 09:35:42 pm »

TL;DR: You got a spare dragon heart implant?

((I don't, but if somebody with a material or summoning affinity is willing to pitch in, we could easily make a working substitute. Given enough mages, you can do pretty much anything.))

((On a side note, I wonder whether a properly constructed solid-lightening heart would be function as both a typical heart and a method of revival.))
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thegamemaster1234

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2197 on: July 03, 2015, 10:27:00 pm »

((On a side note, I wonder whether a properly constructed solid-lightening heart would be function as both a typical heart and a method of revival.))
((I think I recall DreamerGhost commenting on preventing the solidification of things that really shouldn't be, like fire. I doubt the flow of electrons, otherwise known as electricity, could be considered something with enough tangibility to be made "solid." Lightning is just electricity flowing through the air. Besides, if the result was a heart made of solid electrons, you'd likely create a rather large explosion/discharge. Or not, if the magic is powerful enough that the electrons don't decide to go anywhere, which would be a very interesting material, indeed... functioning properly as a heart though? Who knows!))
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fillipk

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2198 on: July 03, 2015, 10:32:10 pm »

((or you could summon some other dragon's heart and use that.))
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

ATHATH

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2199 on: July 04, 2015, 12:38:22 am »

((or you could summon some other dragon's heart and use that.))
Meanwhile, in Middle-Earth...

"Oh my gosh! Smaug is attacking! Run!"
*Smaug clutches his heart and plummets to the ground*
"Oh. Never mind!"
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*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

H4zardZ1

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2200 on: July 04, 2015, 12:41:35 am »

I have some ideas.
Quick Modifier: Can only work in projectiles. Damage is multiplied by one and half, rounded down. Reduces dodge roll by POT(or CMP, you choose)/4, rounded down, but 1 reduction on the dodge roll always exists.
Cluster Modifier: Allows summoning of multiple objects at the same time, but individually smaller.
Trigger Modifier: Triggers an Modifier when certain condition is achieved(eg. Ethereal when touched something 5 times).
Sense-Extension Modifier: Allows you to sense from an object(Normally can only be used to extend touch, but the more POT you use at this modifier you can smell, hear and even see from the object).
That's okay if you reject this. Of course, yes.
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magmaholic

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2201 on: July 04, 2015, 12:07:04 pm »

If i have essences left,use all of them to teleport the contents of the volcano into the blood lake.
if not,make 3 essences.
Hip-thrust towards the volcano for good measure. What kind of god acts like a beggar? Get your own damn shards.

« Last Edit: July 04, 2015, 01:00:16 pm by magmaholic »
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Beirus

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2202 on: July 04, 2015, 12:40:36 pm »

Two more aether essences.
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Crimson

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2203 on: July 04, 2015, 06:30:54 pm »

Two force essences then one explosion essence.
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magmaholic

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Re: Roll to Magic: Turn 96 Suspicious and illegal terraforming
« Reply #2204 on: July 05, 2015, 12:36:05 pm »

(le bump)
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