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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 1264377 times)

star2wars3

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3015 on: October 04, 2015, 04:40:13 pm »

"Well that was dangerous. Thats a bigger tear in the fabric of space time than when I shattered the fourth wall. I have no doubt that changes have begun throughout the world. And not all of them are good changes. Gambler. My time table has sped up slightly. Any chance we can make the deal now?"

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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.))

BlitzDungeoneer

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Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #3016 on: October 04, 2015, 04:57:19 pm »

Hmm... Sharpen the blunt iron sword, and keep making essences. Try 3 this time.
((*ahem*))
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DreamerGhost

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Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #3017 on: October 04, 2015, 04:59:35 pm »

Hmm... Sharpen the blunt iron sword, and keep making essences. Try 3 this time.
((*ahem*))

((Knew I had missed something.))
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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.

endlessblaze

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3018 on: October 04, 2015, 04:59:55 pm »

"that....was.....awesome"

go inside
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I nominate endlessblaze as our chief military executive!

DAPARROT

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3019 on: October 04, 2015, 05:02:44 pm »

....uhhh what just happened?

Go inside,try to find the garden
Make 2 essences
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I should probably introduce the actual plot soon
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fillipk

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3020 on: October 04, 2015, 05:03:00 pm »

"That... That was something else.  Oh and can anyone lend me 7 shards so I can summon a chef minion"

Go inside and check out the bar, if I get the shards then use them to summon a non-magical minion, otherwise make 3 essences
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

Whisperling

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3021 on: October 04, 2015, 06:09:59 pm »

...Well.

James, I presume you still want to know where that troll got off to?



Determine Grundar's location and general situation via a spell, using enough +1 CMP and +1 POT essences to get me +2+2, and tell James.

If Gambler offers me the +l luck ring, take it and whisper something in his ear.

Go and pick up the blue pyramid I found before, since it seems I forgot to do that.

If nobody who walks into the fortress seems to be in danger, go in and take a shot at finding the library.

Make two essences after all that.
« Last Edit: October 04, 2015, 09:45:17 pm by Whisperling »
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XXXXYYYY

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3022 on: October 04, 2015, 06:43:24 pm »

"'T's 'Eautiful."
After a short pause, the Gambler speaks to Visnor,"Would ya be willing to accept a ring o' luck for information on tha portal?"
Trade for the knowledge, then head inside and feel for the auras and determine their strength. Make a small cut on a finger, flip one of the coins a few times, get a feel for the Aether, etc. No need to use magic. Then make 4 essences.
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Oooooooo. I know. ClF3. That should be a fun surprise.

star2wars3

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3023 on: October 04, 2015, 07:16:56 pm »

"Darn. The Gambler is busy.

Well I'm out of time and out of options. I have no choice but to summon it.

Blade of Light come from the sky.
Blade of Truth I'm out of time.
Blade of Lightning, Blade of fire.
All these things in a blade I desire.

Hephestus I call on you.
To make this reality come true.
So summon forth to the mortal plane.
The Legendary Blade: Vortex Bane "


Action: walk inside the castle. Then Summon The Legendary Blade: Vortex Bane
Mods:
Solid -1
Summon -1

Essences Spent:
ALL OF THEM (aka.)
4 Blade essences +1/+1
Chaotic blade essence +2/+1
Blade essence +1CMP

Soul Shards Spent:
5 Total:

4 on Potency
1 on Cmp

Other Objects Used In the Summon:
The silicon sphere is sacrificed to Hephestus. Hay, its my life's work. Maybe He'll take pity on me.


Notes: The beings who came from the rift passed through a time space etc. vortex. Therefore there weakness...

Also am I using essences in an aloud manor by the basic game rules. I'm not sure.
« Last Edit: October 05, 2015, 02:21:21 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.))

Beirus

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3024 on: October 04, 2015, 08:36:42 pm »

"Hm...it's a start." Jase states before heading into the castle.


Head for the council chambers. Actually, since this place is animate, I want one of those moving sidewalk things to take me there, like the ones in the airport. On the way, Aether sense for those spirits or anything irregular. Make an essence afterwards.
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thegamemaster1234

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3025 on: October 04, 2015, 11:41:05 pm »

Jiksap gawks at the marvelous structure, which was so wondrously crafted by the Great Power from That Which Doesn't. Knowing that the first Council is likely to be held, Jiksap rushes in without further ado.
Get to the choppa council room! My steampunk hover chair is waiting! (Also create two essences)
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AoshimaMichio

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3026 on: October 05, 2015, 12:59:33 am »

"Hmm, this is most... intriquing."

3 plant essences. Proceed into the tower and locate the garden or any other plants in should garden be non-existant. Identify plants available.
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I told you to test with colors! But nooo, you just had to go clone mega-Satan or whatever.
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H4zardZ1

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3027 on: October 05, 2015, 01:56:06 am »

"What an incredible building it is."
((Feels like this))
Enter the council chambers. 3 electric essences on the way.
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conein

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3028 on: October 05, 2015, 02:32:25 am »

"Alright I think I'll just... leave this place right..."

flee to the castle!
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ATHATH

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Re: Roll to Magic: Turn 119 Deals with divinity
« Reply #3029 on: October 05, 2015, 07:57:02 am »

DG, you may wish to update the map.

Also, does anyone want to brainstorm what other cool things we could do with > 100 Pot?
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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
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