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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 1271406 times)

Salsacookies

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4335 on: January 17, 2016, 11:10:54 am »

Spoiler: Sample Powers: The Law (click to show/hide)
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thegamemaster1234

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4336 on: January 17, 2016, 11:59:36 am »

((Just wondering... what would Bernardo have against a mad scientist and his paleontologist friend?

..He'll probably try to kick our butts the moment we summon a robot dinosaur. Or summon mechanical parts. Or magically repair something. Or build a laser cannon. Oh god. I already have one.

OH NO I FORGOT TO PAY THE ELECTRICITY BILL))
« Last Edit: January 17, 2016, 12:09:09 pm by thegamemaster1234 »
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Salsacookies

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4337 on: January 17, 2016, 12:16:08 pm »

((He's there to clean up, and your entire purpose being there is more than enough to start cracking down. That being said, there's much bigger fish to fry, and seems to me that you wouldn't be in TOO much trouble, comparatively speaking.))
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DreamerGhost

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4338 on: January 17, 2016, 01:46:57 pm »

Spoiler: Sample Powers: The Law (click to show/hide)

I'm gonna give you conditional curses/enchantments (A condition for activation and dispelling both manadatory). I'll also give you "enforce physical law", to prevent bending laws of physics for spellcasting. This, plus summoning law spirit (various ranks) should give you all spells you thought up, if used correctly, without making it too ambigious what you can and can't do.
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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.
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Salsacookies

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4339 on: January 17, 2016, 01:51:45 pm »

((Okay, that sounds good. Thanks.))
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ATHATH

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4340 on: January 19, 2016, 01:40:47 pm »

((Okay, that sounds good. Thanks.))
You could also summon Lawful-Aligned beings, like Formians.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
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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

ironsnake345

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4341 on: January 21, 2016, 01:06:25 am »

((Well. This is most CERTAINLY interesting.))

((I'm just going to leave this here for now))

Name: Chorkinaan
Affinity: Physicality (there may not be a word in the english language; this was the best I could come up with)
Description: A short man always wearing a fancy hoodless black-patterned cloak. He has very long hair, and his right hand has an enormous scar which looks as though half of the skin is gone from it.
STR=3
DEX=3
SPD=0
END=1
POT=1

((The idea here is that he can create magical projections in solid form. The easiest way to do this is to create a simple shape (Cube, pyramid, sphere, cylinder, etc.) which is brittle, as heavy as average wood, moves normally, and fades in about an hour. Creating a complex shape such as that of furniture incurs a -1, as would a shape which moves abnormally. (floating, nonmoving, falls sideways or upwards...) This also applies to shapes which are too big; for every 1-meter cube it fills, barring the first, that's another -1.))

((I'm just doing this because I'm interested, I'd like to be involved somehow, but I'm not sure when that's going to be a thing I can do, so I'm just making my presence known for now. If anyone gave me advice, that would be fantastic.))
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ironsnake345

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4342 on: January 21, 2016, 01:10:18 am »

((Oop, missed a few of the rules. Boy do I feel awkward. Either way, some help and advice would be appreciated.))
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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?
Thanks to the internet-cromancer, my internet has been revived. I'm back, baby!

H4zardZ1

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4343 on: January 21, 2016, 03:58:10 am »

((Well. This is most CERTAINLY interesting.))

((I'm just going to leave this here for now))

Name: Chorkinaan
Affinity: Physicality (there may not be a word in the english language; this was the best I could come up with)
Description: A short man always wearing a fancy hoodless black-patterned cloak. He has very long hair, and his right hand has an enormous scar which looks as though half of the skin is gone from it.
STR=3
DEX=3
SPD=0
END=1
POT=1

((The idea here is that he can create magical projections in solid form. The easiest way to do this is to create a simple shape (Cube, pyramid, sphere, cylinder, etc.) which is brittle, as heavy as average wood, moves normally, and fades in about an hour. Creating a complex shape such as that of furniture incurs a -1, as would a shape which moves abnormally. (floating, nonmoving, falls sideways or upwards...) This also applies to shapes which are too big; for every 1-meter cube it fills, barring the first, that's another -1.))

((I'm just doing this because I'm interested, I'd like to be involved somehow, but I'm not sure when that's going to be a thing I can do, so I'm just making my presence known for now. If anyone gave me advice, that would be fantastic.))
(((Un?)fortunately, it is a word in English. It can mean 2 things:
1. Intense physical orientation (Lower other stats, higher strength)
2. Physical aspect(Which, means, a aspect in a aspect. Confusing, eh?)
In other words, you can not only create various physical shapes, but also add another physical aspects (like weight, strength, melting point, etc.) and convert your own magic(or other stats) into physical power(strength).))
((Cycle, Flow, Fabric and Chain Reaction. Have anyone thought about any of that aspect yet?))
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Sarrak

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4344 on: January 21, 2016, 06:01:22 am »

((So many newer mages... I feel bad deciding on not hunting them for a while. So much easy shards...))
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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.

FallacyofUrist

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4345 on: January 21, 2016, 09:10:49 am »

((I'm just doing this because I'm interested, I'd like to be involved somehow, but I'm not sure when that's going to be a thing I can do, so I'm just making my presence known for now. If anyone gave me advice, that would be fantastic.))
((Join F.E.C.E.S! For extra murder, loot hunting, and [REDACTED]!))
((Advice number two: make 3 essences of your affinity in each non-combat turn, and hopefully in each of your combat turns as well. Essences are the thing used in combat. The thing. Although the boost to a spell you can get from them is capped at +5/+5, that's still pretty substantial...))
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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.

Whisperling

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4346 on: January 21, 2016, 10:15:23 am »

((Yeah, but at +5+5 you end up with horrible speed and dex penalties...))

((As for tips- stay in the eldritch tower for a +1+1 magic bonus and some measure of protection. There's also a library and garden.))
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ATHATH

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4347 on: January 21, 2016, 11:46:53 am »

I think Corporeality might suit your vision better, but you might prefer your current affinity.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*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

star2wars3

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Re: Roll to Magic: Turn 137 Teamwork and Teamslacking
« Reply #4348 on: January 21, 2016, 06:15:48 pm »

((I'm just doing this because I'm interested, I'd like to be involved somehow, but I'm not sure when that's going to be a thing I can do, so I'm just making my presence known for now. If anyone gave me advice, that would be fantastic.))
((Join F.E.C.E.S! For extra murder, loot hunting, and [REDACTED]!))
((Advice number two: make 3 essences of your affinity in each non-combat turn, and hopefully in each of your combat turns as well. Essences are the thing used in combat. The thing. Although the boost to a spell you can get from them is capped at +5/+5, that's still pretty substantial...))

((Better yet join TOAM.  (Although IC your character knows nothing about the existence of either guild)))
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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 #4349 on: January 21, 2016, 06:28:56 pm »

((Or how about you join the Whitehats. Help clean up the mess these greedy mages have made.

As for affinity name, I thing Geometric Manifest sounds cool.))
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Yep, the sig is here
Whoops. Well, shit. Typical salsacookies.
I don't need my cavities checked. I just went to the dentist! Ba-dum-tiss.
I am a Christian
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