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Author Topic: Shard of Keb - Turn 5  (Read 10647 times)

~Neri

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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!
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Rolepgeek

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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?
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~Neri

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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.
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~Neri

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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.
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~Neri

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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 »
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cerapa

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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.
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Varee

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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?
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cerapa

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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
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~Neri

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Re: Shard of Keb - Turn 3
« Reply #128 on: July 10, 2014, 01:04:40 am »

The currently active plan will be colored adorably.
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Varee

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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
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~Neri

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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.
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Varee

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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)

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10ebbor10

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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.
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~Neri

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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.
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Varee

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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
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