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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 ... 314 315 [316] 317 318 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1182316 times)

FallacyofUrist

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4725 on: February 25, 2016, 07:21:12 pm »

((Does having essences and not using them decrease your initiative? Or is it just using essences?))

Wayfarer noted that his mask had shifted into a helmet. Useful. But of course, anyone who looked at him would have to see his horribly scarred face. Wayfarer was going to have to make another solid force mask.

Wayfarer removes his helmet from his head, then heads straight north, making 4 solid force essences as he goes.
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Andres

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4726 on: February 25, 2016, 07:23:20 pm »

Go up 1 tile and up-left 3 tiles. Boost my speed with Kinesis magic. Punch Chorkinaan in the skull, using kinesis magic to increase the kinetic energy of his skull going through his brain. (This ensures so that even if I get high POT/low CMP roll, it's his skull that explodes (as opposed to going straight backwards) rather than my hand.)

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ironsnake345

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4727 on: February 25, 2016, 09:45:34 pm »

PM action
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DAPARROT

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4728 on: February 25, 2016, 10:07:02 pm »

call out to the birds of the forest, asking about what dangers lie within

make 2 essences
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NAV

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4729 on: February 25, 2016, 10:15:10 pm »

"Well I have no idea which way to go. You're the luckiest Gambler so could you guess a random direction?"

Follow Gambler! Also heal Gambler because his sheet says he's still injured and poisoned.
If Gambler doesn't do anything then guess my own direction to go.
Don't just blindly walk into obstacles though. Go around or fly over anything in the way.

Oh, and remember to give Skelliborn back his enchanted swiss army knife.
And of course make 3 essences. Healing.

To Grundar:

"Don't worry, we'll find the perfect place to plant it. For now try to find Jase or Crimson and stick with them until we find each other."
« Last Edit: February 27, 2016, 06:59:48 pm by NAV »
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Sarrak

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4730 on: February 25, 2016, 11:15:31 pm »

*cough* "Damn it!" *cough*

Try again! To hell with additional essences, swim to the closest land after heating up.
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AoshimaMichio

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4731 on: February 25, 2016, 11:57:15 pm »

Uproot.
Summon powerfull fertilizer. Essences used: three +1/+1, chaotic +2/+1 and +1 POT.
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ironsnake345

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4732 on: February 26, 2016, 12:22:10 am »

"Well I have no idea which way to go. You're the luckiest Gambler so could you guess a random direction?"

Follow Gambler!
Also heal Gambler because his sheet says he's still injured and poisoned.

To Grundar:

"Don't worry, we'll find the perfect place to plant it. For now try to find Jase or Crimson and stick with them until we find each other."
((How's it feel having outlived an in-game world?))
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thegamemaster1234

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4733 on: February 26, 2016, 12:56:56 am »

((Does having essences and not using them decrease your initiative? Or is it just using essences?))

Wayfarer noted that his mask had shifted into a helmet. Useful. But of course, anyone who looked at him would have to see his horribly scarred face. Wayfarer was going to have to make another solid force mask.

Wayfarer removes his helmet from his head, then heads straight north, making 4 solid force essences as he goes.

((Nothing said your helmet was revealing your face. Many helmets, especially during the Medieval era, completely covered the head except for eye slits.))

((Also, I noticed that on my sheet it calls the shards "red dragonshards", even though there is no clear link between them and a dragon (but a decently clear one to a certain long-dead sea monster). Kind of a cool name though? :P))
« Last Edit: February 26, 2016, 01:03:29 am by thegamemaster1234 »
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ironsnake345

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4734 on: February 26, 2016, 02:53:03 am »

((I've actually got quite a few character ideas if cornucopia dies. All of them silly, all potentially deadly.))
Spoiler: clowning around (click to show/hide)
Spoiler: beware of message (click to show/hide)
« Last Edit: February 26, 2016, 11:42:44 am by ironsnake345 »
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I think I just retroactively murdered a less lucky version of myself from a parallel universe. Also do I still have a baguette?
Are my memes dank enough for you?
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star2wars3

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4735 on: February 26, 2016, 06:15:17 am »

So guys. My master who I'm apprenticed too just sent me an image of a crystal tower I'm supposed to go to. Interested?

Skeliborn

Action:

Try to store the eldritch portal within the  5 throwing knifes.

(I'm thinking that if you align the 5 blades as the points of a Pentagram the eldritch portal reforms between the blades)
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thegamemaster1234

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4736 on: February 26, 2016, 07:00:53 am »

((I've actually got quite a few character ideas if cornucopia dies. All of them silly, all potentially deadly.))
Spoiler: clowning around (click to show/hide)
Spoiler: beware of message (click to show/hide)
((These are really cool, I'm looking forward to the danmaku character as bullet hell games are one of my favorite genres (using a gigawings style Reflect/Laser Barrier would be pretty awesome, btw - provided you have a projectile to reflect). You might want to fix Jeremy though; he's only got six statpoints allocated right now.))
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H4zardZ1

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Re: Roll to Magic: Turn 143 Back on track
« Reply #4737 on: February 26, 2016, 08:20:07 am »

It would probably be fine if nobody knocked it around too much. Probably.
(Looks like it was fragile.... I have an idea! But wait... how do i do that?)
"Hey, anyone here can give me an elastic string or dart?


Shape the gem into an orb.

((Using that low result CMP roll due to pain maluses into a grenade.... cheap))

((I've actually got quite a few character ideas if cornucopia dies. All of them silly, all potentially deadly.))
Spoiler: clowning around (click to show/hide)
Spoiler: beware of message (click to show/hide)
The sign idea reminds me of a joke. Sending it in...
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thegamemaster1234

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4738 on: February 26, 2016, 10:47:59 am »

((Regarding silly but potentially deadly characters... (no stat sheets provided)))
Spoiler: Pied piper (click to show/hide)
Spoiler: Bake sale (click to show/hide)
Spoiler: Obesity outbreak (click to show/hide)
Spoiler: SCP-#€@ (click to show/hide)
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FallacyofUrist

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Re: Roll to Magic: Turn 144 Fun and !!FUN!! for all
« Reply #4739 on: February 26, 2016, 10:58:09 am »

Spoiler: Bake sale (click to show/hide)
((I like this one. After Wayfarer, I might run her- but with some changes.))
Spoiler: Some Changes (click to show/hide)
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