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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 ... 31 32 [33] 34 35 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1270653 times)

Beirus

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #480 on: September 10, 2014, 02:33:51 pm »

((Did you use the staff on that one? Looked like you were just casting off of essences.))
Logged
Because everything is Megaman when you have an arm cannon.

NAV

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #481 on: September 10, 2014, 02:37:01 pm »

((Did you use the staff on that one? Looked like you were just casting off of essences.))
((Moot point. the staff provides +1 POT, not CMP.
And yes, I did use the staff.))
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.

Beirus

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #482 on: September 10, 2014, 02:40:04 pm »

((Did you use the staff on that one? Looked like you were just casting off of essences.))
((Moot point. the staff provides +1 POT, not CMP.
And yes, I did use the staff.))
((Ah. Now I want one of those. You can never have enough POT.))
Logged
Because everything is Megaman when you have an arm cannon.

DreamerGhost

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #483 on: September 10, 2014, 03:25:12 pm »

Your math was off. That roll should've been a 4, not a 3.
Spoiler: NAV's Notes (click to show/hide)

See if I can find Grundar, and what he found.

((I kinda regret updating the charsheet now, as I have no way to check if that was +1POT or +1 CMP. Also, I always add staff to rolls, more POT is almost never a problem. Should I not do that?))
Logged
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.

Beirus

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #484 on: September 10, 2014, 04:21:28 pm »

Your math was off. That roll should've been a 4, not a 3.
Spoiler: NAV's Notes (click to show/hide)

See if I can find Grundar, and what he found.

((I kinda regret updating the charsheet now, as I have no way to check if that was +1POT or +1 CMP. Also, I always add staff to rolls, more POT is almost never a problem. Should I not do that?))
((I think you should leave it. It's funnier and nobody needs NAV running around in an adamantine mech right now.))
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Because everything is Megaman when you have an arm cannon.

The Froggy Ninja

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #485 on: September 10, 2014, 05:26:33 pm »

Use Both essences on a rock that can translate languages and put it in the funnel

DreamerGhost

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #486 on: September 11, 2014, 04:27:59 am »

((Found a way to check. Yeah, I missed a +1. Don't have time now, so will fix it when I can. For now, the mech gets unbolted.))

Logged
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.

Beirus

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #487 on: September 11, 2014, 03:27:00 pm »

((DG, would you say the mech is inherently magical?))

"Hey Crimson, if this teleporter is like the other one I found, you need shards to activate it."

Two more aether essences.
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Because everything is Megaman when you have an arm cannon.

DreamerGhost

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #488 on: September 11, 2014, 04:08:48 pm »

((No magic in the mech. Golden box delivered by golden automaton won't make iron in said box golden. There are both advantages and disadvantages to this, which will be revealed next turn. Should one want to summon a magical mech, they should summon a golem.))
Logged
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.

Crimson

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #489 on: September 11, 2014, 06:22:21 pm »

((Hmmm... You know, one day, one of us will mess up while using a ton of magical essences and accidentally annihilate the entire map.))

"Ok... Two shards for the portal!"

But create a force essence before that.
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NAV

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Re: Roll to Magic: Turn 26 Ninja Magic
« Reply #490 on: September 11, 2014, 07:08:37 pm »

Entire island quacked from the power of the spell cast.
((Lol. We are fighting on the back of a giant duck.))
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.

Sarrak

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #491 on: September 12, 2014, 03:08:32 am »

"So it seems that I found my best opponent for using magical arts... Big, unresponsive and durable. Curse this door!"

Seeing that death magic and my honed body failed in opening the door, I use shadow magic to phase doorlock out of reality (-1 for ethereal, 1 shadow essence).

((You added my shadow essence to death ones.))

Entire island quacked from the power of the spell cast.
((Lol. We are fighting on the back of a giant duck.))
((True. While a bit frightening, this seems to be fun.))
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.

DreamerGhost

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #492 on: September 12, 2014, 09:32:26 am »

((The duck thing is too silly to fix. It is now canon.))

((You added my shadow essence to death ones.))
((Which one?))
Logged
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.

Sarrak

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  • Venit leger cerebrum amissa
    • View Profile
Re: Roll to Magic: Turn 27 Unstealable
« Reply #493 on: September 12, 2014, 10:05:12 am »

((+1/+1 - one is death, one is shadow. You can check this in turns 25&26 - seems like you added a shadow essence from turn 26 to essence from turn 25.))
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.

Beirus

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    • View Profile
Re: Roll to Magic: Turn 27 Unstealable
« Reply #494 on: September 12, 2014, 10:57:32 am »

((Is it a magic duck?))
Logged
Because everything is Megaman when you have an arm cannon.
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