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Author Topic: Roll to be a Celestial Space Wizard - Turn 30, page 23  (Read 35705 times)

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #75 on: May 29, 2015, 11:23:46 pm »

If communication is possible, Tafaw speaks out in a common language, "We have a common cause, yes? To enter this ship."

Due to lack of contact with other wizards, there is no universal language. There is, however, an alteration spell that most wizards eventually learn, which transforms word meanings into a commonly interpretable language. So you can communicate without any difficulties.
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Have I now become your enemy by telling you the truth? (Gal 4:16)

Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #76 on: May 29, 2015, 11:39:08 pm »

"You are insecure, and showing signs of your weakness. Be quiet. I have not harmed your children, and will be leaving soon. You do not have what I seek."

I have no reason to stay here. On to the other Tar-planet I go.
Logged
((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #77 on: May 30, 2015, 04:04:03 am »

"You are insecure, and showing signs of your weakness. Be quiet. I have not harmed your children, and will be leaving soon. You do not have what I seek."

I have no reason to stay here. On to the other Tar-planet I go.

Speaker: Weakness? No, I assure you that this is my system, and in it I am anywhere and everywhere at once. My equations govern everything: the motions of the planets, the growth of my garden, and the meddlings of travelers. But you are an anomaly, you did not do as was predicted by the adjusted equations. What is it that you seek? I could most certainly help, if you do not harm my plans.
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Have I now become your enemy by telling you the truth? (Gal 4:16)

Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #78 on: May 30, 2015, 06:51:10 am »

"No"
GM: if the speaker wants to keep talking to me, they need to keep up. I'm not letting their desire to talk to me affect what I am doing, and will leave them behind mid-sentence if they don't move with me.
« Last Edit: May 31, 2015, 01:52:27 am by Lenglon »
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

Coolrune206

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #79 on: May 31, 2015, 08:08:56 am »

There is still electricity running through the ship, correct? If it is possible using my powers, try to redirect that electricity to this door and cause it to open. If this is not possible, start smashing little holes in the metal around the door to find a control panel or what not.
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"You are a shameful gaggle of cowards who has made a mockery of the challenge, but you have avoided death. Sit and eat."

Urist Arrhenius

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #80 on: May 31, 2015, 09:01:39 am »

There is still electricity running through the ship, correct? If it is possible using my powers, try to redirect that electricity to this door and cause it to open. If this is not possible, start smashing little holes in the metal around the door to find a control panel or what not.
Eh! You! I'm talkin to you!
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Coolrune206

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #81 on: May 31, 2015, 09:04:35 am »

There is still electricity running through the ship, correct? If it is possible using my powers, try to redirect that electricity to this door and cause it to open. If this is not possible, start smashing little holes in the metal around the door to find a control panel or what not.
Eh! You! I'm talkin to you!
If communication is possible, Tafaw speaks out in a common language, "We have a common cause, yes? To enter this ship."

Due to lack of contact with other wizards, there is no universal language. There is, however, an alteration spell that most wizards eventually learn, which transforms word meanings into a commonly interpretable language. So you can communicate without any difficulties.
Logged
"You are a shameful gaggle of cowards who has made a mockery of the challenge, but you have avoided death. Sit and eat."

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #82 on: May 31, 2015, 01:24:25 pm »

((You can literally change the meanings of your words as they enter a person's mind. I.e. you can talk to anyone.

I'll update later today. Yourmaster doesn't seem to be replying, so it looks like we're down to four players unless anyone wants to hotjoin.))
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Whisperling

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #83 on: May 31, 2015, 02:20:44 pm »

((You can literally change the meanings of your words as they enter a person's mind. I.e. you can talk to anyone.

I'll update later today. Yourmaster doesn't seem to be replying, so it looks like we're down to four players unless anyone wants to hotjoin.))

((*Raises hand.*

I'd need some time to make a character, though.))
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #84 on: May 31, 2015, 02:32:48 pm »

((Scratch that last comment about rolling today. Waiting on Pancaek as well.))

((You can literally change the meanings of your words as they enter a person's mind. I.e. you can talk to anyone.

I'll update later today. Yourmaster doesn't seem to be replying, so it looks like we're down to four players unless anyone wants to hotjoin.))

((*Raises hand.*

I'd need some time to make a character, though.))

No problem, it doesn't seem like there's any competition. ;)
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Pancaek

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #85 on: June 01, 2015, 08:37:03 am »

((sorry about that. I could've sworn I already posted an action))

Can I ride this bigger probe down to below the surface? If yes, ride it until it reaches it's destination. If not, use the nitrogen ice surface as propellant to go check out another nearby planet.
« Last Edit: June 01, 2015, 05:41:42 pm by Pancaek »
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Urist Arrhenius

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #86 on: June 01, 2015, 10:26:07 am »

Examine the outside of the ship for identifying markings, weapons, or any means to get inside.
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #87 on: June 01, 2015, 02:33:28 pm »

((sorry about that. I could've sworn I already posted an action))

Can I ride this bigger probe down to below the surface? If yes, ride it until it reaches it's destination. If not, use the nitrogen ice surface as propellant to go check out another nearby planet.

Unlikely that a large probe could survive in the crushing depths of Neptune, but yes, if the probe can survive it then you definitely can.
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Pancaek

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #88 on: June 01, 2015, 05:41:28 pm »

((sorry about that. I could've sworn I already posted an action))

Can I ride this bigger probe down to below the surface? If yes, ride it until it reaches it's destination. If not, use the nitrogen ice surface as propellant to go check out another nearby planet.

Unlikely that a large probe could survive in the crushing depths of Neptune, but yes, if the probe can survive it then you definitely can.
((I think I'll just go to another planet then.))
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #89 on: June 02, 2015, 04:21:44 pm »

((Sorry for the delayed turn))

Roll 6
Spoiler: Starmap (click to show/hide)


((Note that italicized words in your character sheets can be hovered over for additional info))



Alexandreus (Yourmaster)

Pretty much no longer exists in this game.



Michel (Pancaek)

use the nitrogen ice surface as propellant to go check out another nearby planet.

To create a rocket, you need heat and propellant. The nitrogen acts as propellant (once you turn it into a gas, that is), but without a heat source you can't do much. Fortunately the radiators on the probe you're riding vent out a lot of infra-red radiation. Heat!

The nearest planet is actually Saturn, not Uranus (which is currently on the far side of the Sun). You start moving, but detect a periodic radio signal using a simple encoding that you can crack by hand during the months-long travel time. The message says, in some dialect of English: "Saturn is reserved for Earth-Luna resource development only. Make no attempt to land on Titan or set up permanent bases in the system. Violators will be boarded and taken into custody."
Titan doesn't seem to be giving off any signals, though. The signal is coming from an orbital beacon around the orbit of Iapetus.

Your Inventory:
 Travel Kit (A bunch of items that you can channel through. The glasses grant you DiseaseVision)
Lesser Mana Potion (x25) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Seeking Dust (x5)

Spoiler: Michel (Pancaek) (click to show/hide)



Tafaw (Urist Arrhenius)

Examine the outside of the ship for identifying markings, weapons, or any means to get inside.

The ship is either unarmed, or the weapons are concealed. No barrels of any sort can be seen, and the lenses visible must be camera lenses rather than lasers--they are much too small otherwise.
Said lenses also seem to be tracking you and the other wizard. So the ship is definitely 'alive' in that something is going on inside.

The airlocks and cargo bay are probably the only ways inside. There are rumors of a celestial wizard who managed to get inside a ship through its engine nozzle once, but when he tried to do it a second time he was burnt to a crisp.

The other wizard seems to have blasted his way through the spaceship's outer layer. You see vaporized bits of metal floating away.

Your Inventory:
Pressure Suit (A suit decorated with a silk shawl, made of many metals.)
Lesser Mana Potion (x22) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Morphic Dust (x5)




Nino (Lenglon)

"You are insecure, and showing signs of your weakness. Be quiet. I have not harmed your children, and will be leaving soon. You do not have what I seek."

I have no reason to stay here. On to the other Tar-planet I go.

Speaker: Hmph.

You travel to the other tar planet using air-propulsion to make an orbital transfer. In the meantime, your node collects about a day's worth of energy (this planet's years aren't that long) at about 500 W/mē insolation and 50% solar efficiency, so just around 2 gigajoules. In other words, .5 tons of TNT.
This node will be able to hold only about 1 tTNT. You can try shrinking the node to make it more durable, but it would also generate less power. You can set the max storage to n, where 1<n<100 and the energy collection multiplier is 1/n. (This will not require a roll since you can do this while travelling).

Once you reach the other tar planet, you notice that this one is a tad bit more interesting. There is a dense equatorial belt of hydrocarbon lakes that seems to be burning at all times, releasing a lot of energy compared to the 1000 W/mē insolation from the sun at this distance. However, there is a massive ash belt above the burning lake, blocking out most insolation. The energy your node can collect from the fires is roughly 10 tTNT per day, but you're not sure how long this burning will last.
There also seems to be a dark discoloration around the coasts of this equatorial lake.

The woman from before appears again, once more from behind you inside a dimensional pocket.
Speaker: I surmise that these big crystals you're putting up are some kind of solar collector. It all seems rather inefficient if you ask me, to store all the energy inside the crystals themselves. You'd certainly have a lot to gain if you could route the energy directly to a source, but given our past dealings I don't think you'd accept any learning.

Active Nodes:
1 Basic Node (Max 1 tTNT) (Proxima Centauri II) (Energy: .5 tTNT @ .5*1 tTNT/day)

Your Inventory:
Dimensional Cape (Contains a non-Euclidean pocket. Does not negate the mass of whatever you are carrying, though.)
Dragon Chains (x5, highly durable self-levitating chains with a dragon's head as the final link)
Oblivion Blade (A programmable shapeshifting weapon made of memorymetal. Morphs based on how it's swung.)
Meta Potion (x10) (A pressurized rod of metastable helium stabilized inside a Critical Resonance Matrix. Handle with care.)
Lesser Mana Potion (x12) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Barrier Dust (x5)

Spoiler: Nino (Lenglon) (click to show/hide)



Resteroth (Coolrune206)

There is still electricity running through the ship, correct? If it is possible using my powers, try to redirect that electricity to this door and cause it to open. If this is not possible, start smashing little holes in the metal around the door to find a control panel or what not.

You look over the vessel to get a feel for its parts. Unfortunately for you, this vessel is well-designed and so it has no exposed electrical conduits that you can easily detect. A wizard like you, for all your power, still cannot directly feel or sense current (although you can sense magnetic fields using extensions of mana). As such you'll need to extend some mana into the ship to get a better view. The problem: spaceships are airtight.
To get that better view, you decide to make some holes near the airlocks to expose some control mechanisms. You have no weapons, so you resort to vaporizing small pieces of the armor (focusing heat from the ionized gases around you), [5] revealing a large vacuum space underneath the outer layer. The spacecraft's pressure hull is located beneath the outer layer, but the control mechanisms for the airlock seem to be sealed inside plastic containers and bolted onto the pressure hull. You should be able to augment the airlock mechanism, although you are not alone right now. The other wizard might be better suited to this. ((You can't cast multiple spells on the same turn without an affinity hit. I have to give Urist a chance in case he wants to troll you/keep you from entering for whatever reason. Game rules.))

You hear some words in an alien language through sound. It appears that the other wizard is creating vibrations in your atmosphere bubble, although he (or she) is wearing a pressure suit and thus has no atmosphere bubble for you to perturb back. The words, though you do not know the language, still hold meaning through use of memetics--self-referential mental 'programs' that can cause effects in a conscious mind. Any information transmission method can host a memetic agent, whether good or bad, although few wizards are skilled with the field past encoding messages inside otherwise irrecognizable speech.
The words are, "We have a common cause, yes? To enter this ship."[/glow][/color]

Your Inventory:
Masks (A set of masks used to express yourself. You can modify sound waves and visual stimulus coming through.)
Lesser Mana Potion (x27) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Antimatter Catalyst (x10)

Logged
Have I now become your enemy by telling you the truth? (Gal 4:16)
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