Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 [9] 10 11 ... 13

Author Topic: Shard of Keb - Turn 5  (Read 10637 times)

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #120 on: July 09, 2014, 11:13:19 pm »

3: Move Southeast, examine corpse if we useful.
4: Manifest Frenzy.
1: Manifest Portal Energy Gather. (Plan next turn to give 1 Energy Transfer.)
8: Manifest Bone Flechettes.
2: Move Southwest before Dashing South East and then South again, stopping in front of 1. (Two turns from now we will increase the amount of tanking for 2 since we will be able to transfer energy from 1 into 2 and magitank him.
9: Manifest Bone Flechettes.


I'm thinking change 9 to Bone Flechettes then also since 9 is on a corpse.

New plan!
Logged

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #121 on: July 09, 2014, 11:19:47 pm »

Nine will always continually spit out new Shadows, yes?

I feel we should probably keep Nine as safe as possible.

What do you think about 1 damage, 6 range, 75% accuracy, Kevak?
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #122 on: July 09, 2014, 11:23:44 pm »

Wait, 9 is in a portal isn't it?

The portal manifests shadows. Bleh. I think I mean a different one.

One sec, going to check which one it is. Gonna edit plan.
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #123 on: July 09, 2014, 11:24:42 pm »

3 manifest Bone Flechette.

9 move East so the next shadow can come through.
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #124 on: July 09, 2014, 11:26:26 pm »


Plan Meow Woof Honk Honk.

3: Manifest Bone Flechettes.
4: Manifest Frenzy.
1: Manifest Portal Energy Gather. (Plan next turn to give 1 Energy Transfer.)
8: Manifest Bone Flechettes.
2: Move Southwest before Dashing South East and then South again, stopping in front of 1. (Two turns from now we will increase the amount of tanking for 2 since we will be able to transfer energy from 1 into 2 and magitank him.
9: Move East.


I'm thinking change 9 to Bone Flechettes then also since 9 is on a corpse.
« Last Edit: July 10, 2014, 01:04:12 am by Kevak »
Logged

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #125 on: July 09, 2014, 11:33:33 pm »

There is now way too much bolded text here. Spoiler the old ones or remove their bold or something.

And don't forget to give the plan a snappy name.

And if multiple versions of something have been discussed, please specify which one you mean. In this particular case the bone flechettes.
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Varee

  • Bay Watcher
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #126 on: July 10, 2014, 12:33:32 am »

Well we got three corpse so dont make too many bone flecher


Also can we bargain the dash move too? Like instead of 6 range and 100 percent to eight range and 70 or somethin?
Logged
Living on the opposite part of the world is sometime a problem

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #127 on: July 10, 2014, 12:56:47 am »

I'm gonna have to say no to that.

It wouldn't be  15% to-hit <> 1 range
It would be 15% to-hit <> 1 range + 1 damage + 1 dodge
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #128 on: July 10, 2014, 01:04:40 am »

The currently active plan will be colored adorably.
Logged

Varee

  • Bay Watcher
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #129 on: July 10, 2014, 02:02:15 am »

welp my attempt to cheat the gm failed :P

also kevak we can only draw energy every other turn or new shadow wont come though
Logged
Living on the opposite part of the world is sometime a problem

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #130 on: July 10, 2014, 02:05:43 am »

He said we can draw 1 energy every turn without destabilizing the portal or preventing shadows from coming though.
Logged

Varee

  • Bay Watcher
    • View Profile
Re: Shard of Keb - Turn 2
« Reply #131 on: July 10, 2014, 02:08:05 am »


Logical jumps are allowed however, and you make a good point that the energy coming through the portal is foreign to this world, and familiar to you. You may manifest the ability to gather 1 energy from the portal. Draining more than 1 every second turn stops the inflow of Shadows though, and may damage the portal. (So you can alternate Gather and Manifest with exactly one Shadow)

Logged
Living on the opposite part of the world is sometime a problem

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #132 on: July 10, 2014, 02:56:45 am »

Any chance we can manifest a merge ability. Just adds al the stats and abilities together.
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Shard of Keb - Turn 2
« Reply #133 on: July 10, 2014, 04:08:00 am »


Logical jumps are allowed however, and you make a good point that the energy coming through the portal is foreign to this world, and familiar to you. You may manifest the ability to gather 1 energy from the portal. Draining more than 1 every second turn stops the inflow of Shadows though, and may damage the portal. (So you can alternate Gather and Manifest with exactly one Shadow)

Ah, then we can make 1 into a tank.
Logged

Varee

  • Bay Watcher
    • View Profile
Re: Shard of Keb - Turn 3
« Reply #134 on: July 10, 2014, 04:26:10 am »

If you only get 1 every second turn assuming you start draining next turn then manifest e transfer it might make 1 die from foriegn before you can give it so i think you might need to rethink the plan or lose a shadow
Logged
Living on the opposite part of the world is sometime a problem
Pages: 1 ... 7 8 [9] 10 11 ... 13