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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


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Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1264283 times)

NAV

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3810 on: November 21, 2015, 01:28:19 pm »

If you edit a post fast enough it doesn't leave any evidence.

Like this one for example!
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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.

DreamerGhost

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3811 on: November 21, 2015, 01:39:55 pm »

The "fast enough" being before anyone else posts. If your post is the last one, edit messages don't show up.
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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.

BlitzDungeoneer

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3812 on: November 21, 2015, 02:04:22 pm »

Actually, it's a certain time window.
I've checked before, and IIRC if it's been 5 minutes or so, maybe less, since the post or someone else posts, the edit message shows up.
Otherwise, not so much.
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Elephant Parade

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3813 on: November 21, 2015, 02:58:26 pm »

Actually, I'm pretty sure it's before anyone sees your post. It's definitely not "before anyone posts", but the time window seems to vary.

Or maybe I'm wrong, but that's how I remember it working.
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BlitzDungeoneer

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3814 on: November 21, 2015, 03:04:59 pm »

Your explanation probably makes the most sense, EP.

Still, it's definitely not 'before anyone posts'.
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Elephant Parade

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3815 on: November 21, 2015, 03:20:57 pm »

Need a curse removed, FAST? Why not buy the CurseMaster3000TM?
  • Curse your enemies!
  • Curse your friends!
  • Curse your equipment! Or don't, because that would be dumb.

The auction starts now! Bid essences! Bid soul thingies! Bid castle-entering privileges! (Hint: Bid that last one.)

(Note: Absurdly evil people need not apply.)

((In case it wasn't obvious (I'm pretty sure it was), I'm looking for a team to join. Team Castle would be ideal, since I like castles, but the team part is the important part.))
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Beirus

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3816 on: November 21, 2015, 04:33:30 pm »

((I got no problem with it, and I doubt Jase would since you havent threatened him and/or attacked him/the other mages in the castle. Nothing stopping you from entering the castle. If you want to kill the demonologist too, that'd be nice.))
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Because everything is Megaman when you have an arm cannon.

Elephant Parade

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3817 on: November 21, 2015, 04:35:34 pm »

((I got no problem with it, and I doubt Jase would since you havent threatened him and/or attacked him/the other mages in the castle. Nothing stopping you from entering the castle. If you want to kill the demonologist too, that'd be nice.))
(Is there a PM group for the castle?)
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Whisperling

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3818 on: November 21, 2015, 06:03:50 pm »

Need a curse removed, FAST? Why not buy the CurseMaster3000TM?
  • Curse your enemies!
  • Curse your friends!
  • Curse your equipment! Or don't, because that would be dumb.

The auction starts now! Bid essences! Bid soul thingies! Bid castle-entering privileges! (Hint: Bid that last one.)

(Note: Absurdly evil people need not apply.)

((In case it wasn't obvious (I'm pretty sure it was), I'm looking for a team to join. Team Castle would be ideal, since I like castles, but the team part is the important part.))

((Unless I've been left out of the loop on something, the castle wasn't made by a team, per se. Just a temporary collaboration to cast a single, massive spell. It's public property, assuming you don't try to kill everyone.

The closest thing this game has had to a serious, persistent team have been two-person partnerships. FECES too, I suppose, but that's a recent development. So, yeah, there isn't really a non-evil team, as such.

If you want an ally, and you're not going to be particularly murder-happy, I might be interested in partnering/teaming up. I can't say that I represent any real group, though.))
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star2wars3

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3819 on: November 21, 2015, 09:08:58 pm »

((Don't count out the expedition. It may be temporary (at least I think that was the current plan) but we are a 4 mage team. (We would love if you'd join us E P.And if you want team to be in the expedition groups name, how about the E-Team for a shorthand form of the Expedition.)))
« Last Edit: November 21, 2015, 09:10:52 pm 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.))

Elephant Parade

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3820 on: November 21, 2015, 09:12:59 pm »

Sold, for a total of 0 essences and 0 soul shards, to Team Castle!
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FallacyofUrist

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3821 on: November 22, 2015, 12:10:52 am »

((No! Join Forces of Evil and Chaos Elite Squad today for free torturing of foes!))
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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

star2wars3

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3822 on: November 22, 2015, 06:48:26 am »

((No! Join Forces of Evil and Chaos Elite Squad today for free torturing of foes!))
((You do realize that if a mage wants to torture anyone, they are going to to try to torture that person. It doesn't matter which side they are on.))
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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.))

Elephant Parade

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3823 on: November 22, 2015, 11:08:45 am »

((Seeing as my whole "gimmick" is going to centre around it being a colossal pain to attack me, I'd prefer to avoid provoking people into doing so. That would pretty much ruin the point.))
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Sarrak

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Re: Roll to Magic: Turn 130 Happenings all around.
« Reply #3824 on: November 22, 2015, 11:42:42 am »

This went... strangely, Kahel admitted. He expected his plan to succeed flawlessly, yet this state promised some unexpected advantages as well. Interesting...

Walk away from the castle and to the volcano. I remember having an unfinished business there... And 4 temperature essences, please.
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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.
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