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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 1271325 times)

Salsacookies

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4320 on: January 16, 2016, 10:06:57 pm »

I think I'd like my previous character to become an enemy, if that's okay.

I'll give you power examples later.
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star2wars3

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4321 on: January 16, 2016, 10:12:01 pm »

((So basically you are giving DG his very own character. More or less ))
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Whisperling

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4322 on: January 16, 2016, 10:43:01 pm »

1) I'm gonna need some examples of spells that afinity would have.

((Just off the top of my head:))

Spoiler: Examples (click to show/hide)

((Those last two would probably require some fancy bonuses, for obvious reasons.))
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Salsacookies

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4323 on: January 16, 2016, 10:44:56 pm »

((So basically you are giving DG his very own character. More or less ))
((Yes))
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Salsacookies

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4324 on: January 16, 2016, 10:54:37 pm »

As a basic summary, my character is a mix of Anti-Mage/Cleric. He enforces the Multiversal Laws of Reality and Morality, established by Status Quo, founder of the Sheriff Magi, or more commonly called, White-hats. Bernardo's purpose here is simply that magic has been severely abused in this location, and he's cleansing it, and returning it to normality.

Bernardo's spells consist of disabling and executing lawbreakers, rewarding those who follow the law and those who wish to redeem themselves and plea for mercy, and cleanse the land of excess magic and broken laws of physics. So I see him as primarily a debuffer, with a few buffs for those who follow the Status Quo.
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star2wars3

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4325 on: January 16, 2016, 11:11:41 pm »

((So based on that, in general is he friendly to other mages?))
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((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.))

Salsacookies

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4326 on: January 16, 2016, 11:19:58 pm »

((No, not very friendly at all. These large groups of power-hungry Magi cause all sorts of damage to normality, what with making fireballs from nothing, or healing and ripping portals to other dimensions for whatever they want. The fact that it's all condensed in a small area greatly multiplies the ripple effects elsewhere. He will always hear out a plea bargain though.))
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Whisperling

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4327 on: January 16, 2016, 11:59:19 pm »

((Just out of curiosity, how much would he mind knowledge and/or binding magic? Seems like they would be a bit less destructive than all the summoning and such that's going on, but I guess you never know.))
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Salsacookies

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4328 on: January 17, 2016, 12:04:55 am »

((It really depends on how much it screws with conventional reality. The more magic breaks what makes sense, the more it unacceptable and necessary to fix it becomes. So knowledge, would be okay, as long as it didn't start to become too dark, then it begins to infringe on morality. Binding would be kinda okay, as long as it wasn't anything too reality breaking or evil.))
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NAV

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4329 on: January 17, 2016, 12:41:59 am »

((I'm guessing he has serious problems with summoning, but not so much with healing?))
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Whisperling

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4330 on: January 17, 2016, 12:43:32 am »

((You know, he'll probably hate Jace...))
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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4331 on: January 17, 2016, 07:05:06 am »

((I foresee turmoil and bloodshed in the future. Welcome back, Salsa!))
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star2wars3

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4332 on: January 17, 2016, 08:43:15 am »

((Given that my character is trying to close a creepy eldritch portal, wouldn't that give my character 1 saving grace in the eyes of your new character))
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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.))

Salsacookies

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4333 on: January 17, 2016, 08:46:27 am »

((Yes, that would. He'd probably try to set you on the "right path" since it seems to him you are misguided, but have good intentions))
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Whisperling

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4334 on: January 17, 2016, 10:47:45 am »

((I just realized that I haven't actually posted an action. I blame my horrible, busy schedule.))

Using one +1+1 knowledge essence, enchant my clothes so that they make anyone trying to aim at me "know" I am slightly to the left or right of my actual position.

Four knowledge essences afterwards. As always, keep my luck ring and the fortress' luck field in mind should one fail.
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