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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 ... 260 261 [262] 263 264 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1274182 times)

XXXXYYYY

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Re: Roll to Magic: Turn 131 Anticlimatic impacts
« Reply #3915 on: November 26, 2015, 05:47:28 pm »

Grab some of the crystals as well & study what they are/do. Can its magic be harvested for easier casting?
Grab the big crystal. If it's too big to grab, summon an unbreakable glass chisel, and hit it parallel to a surface. This should split it cleanly into a more usable size. If this works, give the other mages chunks as well.
Make essences - one if a chisel was summoned, two if it was not.
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Oooooooo. I know. ClF3. That should be a fun surprise.

NAV

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Re: Roll to Magic: Turn 131 Anticlimatic impacts
« Reply #3916 on: November 26, 2015, 05:59:26 pm »

"Take care"
Travel south-west to catch up to the expedition.
While traveling see if I can modify the armguard to have a helicopter blade extending from the shoulder. Flight is a very good ability to have, especially when you want to travel fast.
Then forge 3 healing essences of course.

Does the armguard give +1 to strength stat, or +1 to strength rolls? Ideally the second.
« Last Edit: November 29, 2015, 03:26:18 am by NAV »
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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.

Sarrak

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Re: Roll to Magic: Turn 131 Anticlimatic impacts
« Reply #3917 on: November 26, 2015, 06:04:37 pm »

"Interesting. I expected something entirely different..."

Kahel stroked his chin in thought. There were some prospects in harvesting this power. Or taking it for future studies... The main problem was that he became increasingly bored with relaxed lifestyle he lived here. And boredom was not something he'd accept for long...

Cast cooling on the crystal and take it with me to study later. Head back to the lands north of Tower in search of mages to kill, leaving Eterna in peace for now. Some sort of hill is preferable, so that I may oversee the lay of land. 3 essences, so that I may prepare for battle.

((I'm starting mage hunting. James, Jase, Crimson as well as Jiksap and Visnor are probably exempt because of posed danger, past camaraderie and usefulness.

DG, I'd like to clear out all nonactive mages as well. You may want to restrict shard gains or empower them a little as they would be an easy prey otherwise.))
« Last Edit: November 26, 2015, 06:06:15 pm by Sarrak »
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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.

NAV

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Re: Roll to Magic: Turn 131 Anticlimatic impacts
« Reply #3918 on: November 26, 2015, 06:28:17 pm »

((inactive mages could probably be considered soulless, so instead of getting the shards they carry+5, you could maybe just get the shards they carry.))
« Last Edit: November 26, 2015, 07:57:23 pm by NAV »
Logged
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.

fillipk

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Re: Roll to Magic: Turn 131 Anticlimatic impacts
« Reply #3919 on: November 26, 2015, 06:38:07 pm »

I hope you enjoy your ill-gotten gains, fillipk, because you won't be enjoying them for long!

Spoiler: WIP future character (click to show/hide)

no, not really
((If you make a beeline straight for me for no reason what so ever I will call bullshit.  Otherwise you will be a worthy adversary.))

"Gog, finish him."

The Gog will finish him, and I will loot him.
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

Elephant Parade

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Re: Roll to Magic: Turn 131 Anticlimatic impacts
« Reply #3920 on: November 26, 2015, 06:54:41 pm »

I hope you enjoy your ill-gotten gains, fillipk, because you won't be enjoying them for long!

Spoiler: WIP future character (click to show/hide)

no, not really
((If you make a beeline straight for me for no reason what so ever I will call bullshit.  Otherwise you will be a worthy adversary.))

"Gog, finish him."

The Gog will finish him, and I will loot him.
See Invisible isn't on your spell list, apparently.
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fillipk

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Re: Roll to Magic: Turn 131 Anticlimatic impacts
« Reply #3921 on: November 26, 2015, 07:03:14 pm »

((OH no I saw it, I just didn't understand what it was talking about.))
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

Zormod

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Re: Roll to Magic: Turn 131 Anticlimatic impacts
« Reply #3922 on: November 26, 2015, 09:08:28 pm »

Cuberac takes a glace at these cubes, and sighs. They'd have to do, for now. He thenlooks for another room, and crafts 3 essences.
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DreamerGhost

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3923 on: November 27, 2015, 03:29:53 am »

((Viznor fixed.

An argument could be made that killing AFK mages should give less shards, as it is easyer to do, and would be out of character for most characters, and it would be unfair to award the rollplaying munchkins.
A counterargument would be, that by original plot, all mages entered the portal with intent to murder their felow casters for pleasure and profit. And that the afk mages are not exactly off limits for the rest of you.

I most likely won't mark the AFK as soulless.))
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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.

H4zardZ1

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3924 on: November 27, 2015, 03:57:06 am »

"Hm...."
Go one hex east. 4 electric essences.
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Quote from: Rock
Quote from: Comrade Qwasich
Stop bullying children
I can't
I have to bully children
Sigtext and other things

AoshimaMichio

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3925 on: November 27, 2015, 05:57:23 am »

((Who's the pink mage in the forest, a bit north of me?
Edit: Seems to be BlitzDungeoneer.))

Go to north where Alexander seems to be. Play essence roulette.
« Last Edit: November 27, 2015, 06:01:15 am by AoshimaMichio »
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I told you to test with colors! But nooo, you just had to go clone mega-Satan or whatever.
Old sigs.
Games.

Sarrak

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3926 on: November 27, 2015, 07:32:49 am »

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)
« Last Edit: November 27, 2015, 07:39:33 am by Sarrak »
Logged
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.

_Shinju_

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3927 on: November 27, 2015, 08:43:35 am »

I continue on and make 4 essences then look around as I walk to see if I notice anything interesting with my glasses (like a magical aura)
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FallacyofUrist

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Re: Roll to Magic: Turn 131 Anticlimatic impacts
« Reply #3928 on: November 27, 2015, 01:11:21 pm »

((DG, I'd like to clear out all nonactive mages as well. You may want to restrict shard gains or empower them a little as they would be an easy prey otherwise.))
((I'm just going to note that inactive mages may act in self-defense(see Jonas' fight with Alex Raman for an example).))
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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.

endlessblaze

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Re: Roll to Magic: Turn 132 devilbait curse and secret assassins
« Reply #3929 on: November 27, 2015, 01:58:30 pm »

lets see now......

"shape into humanoid form. with a blade for your right arm."
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Kids make great meat shields.
I nominate endlessblaze as our chief military executive!
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