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Author Topic: Roll to be a Celestial Space Wizard - Turn 30, page 23  (Read 35798 times)

Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #105 on: June 03, 2015, 07:34:14 pm »

"Then a disaster you shall have. I agree to your terms."
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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.))

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #106 on: June 05, 2015, 02:24:28 pm »

((My rolling schedule is getting slower lately due to a combination of factors, my bad.))

Roll 7
Spoiler: Starmap (click to show/hide)


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



Alexandreus (Yourmaster)

Look for more life signs.

[4] There are more balloons from below. You fly deeper, although it's getting to the point where you can physically swim through the gas. Your skills as a shaman are the only thing keeping you from being compressed into a pulp.

Suddenly, a large metal sphere enters your field of view--you could not see if before due to the atmospheric haze surrounding you. The sphere opens an iris door on the front and starts moving toward you, manoeuvring the door toward you.

Your Inventory:
Chromatic Staff (Unique spells that are multicast cost 25% less affinity that turn.)
Lesser Mana Potion (x19) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x4) (Consume to negate 10 points of negative affinity in a stat for one turn)
Antimatter Catalyst (x5)




Michel (Pancaek)

Yo, fuck the police. Go and see what the surface of Titan is like. Land there and take a walk, enjoy the sights.

Titan is pretty fun. Your cloak flares around a lot, but you realized that by holding on to the corners you can actually glide around in the atmosphere and flap to gain height. The low gravity allows for lots of crazy things.
Landing, you take a walk along the shores of the northern hydrocarbon lake, walking through some freezing-cold organic goop that tends to build up on the surface. It's currently raining, although unlike the rain on Earth a lot of it evaporates upon hitting the ground, creating a sort of standing mist.

Conveniently, low gravity means you can sense trace concentrations of mana in the lakewater. The mana must be suspended it Titan's winds and kept from condensing there, before raining down in a much more concentrated form. In other words, the lakes are a slowly replenishing mana source (although the atmosphere isn't). Titan's atmosphere is more massive than Earth's, however, so there should be plenty to work with. To bottle the mana yourself you'll need some flask material and some kind of apparatus to filter out large mana molecules from the small ethane and methane molecules in the lake.

As for the police, Titan's atmosphere is hazy and makes it difficult to see any bases or structures. But you listen on to present radio signals and see no difference since you arrived. Maybe your small profile let you visit unseen.

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)

Stand back and watch what happens with the wizard that refuses to speak to me. Failing them doing anything interesting, learn what I can about my surroundings.

You hear words through your pressure suit, a mix of garbling and screeching noises (to your ear). Somehow you must be sharing atmosphere with the wizard at the moment--he probably connected his bubble with you to speak.
"You leave. I enter ship. I need enter ship. Ship important. No ship for you. Ship Resteroth's. Not your. You leave."

The wizard goes on to reach toward the airlock and... pull the handle. Was it there before? You must have missed it somehow. He enters the ship, and you can see lights inside.

The space around you is pretty barren and empty. Sirius A is nearing the end of its life, but over its history it ejected pretty much all small objects from its vicinity with its radiation pressure. Sirius B died long ago, taking whatever planets may have existed with it. This left two solitary stars out in space.
The nearby stars are also pretty clear of civilization. With few neighbors, you wonder how a ship got here in the first place.

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)

"Then a disaster you shall have. I agree to your terms."

Speaker: Fantastic! As my new student, you may now refer to be as Marie Laplace or Einstein, whichever you prefer. For your first lesson, I will show you the basic geometry of a volumetric wormhole.

She opens up a gap in space, which she pulls herself in by the edges. You notice room-temperature air leaking through the gap.

Should you choose to enter, you will see a long tunnel with a light at the end.
Marie: As three dimensional beings, we cannot violate the iron law of relativity. Everything has a speed limit. This does not preclude us from changing the geometry of space, however. This tunnel leads to a place close to the sun, and to get there we have to cross the same distance that we must cross in normal space. However, I've filled this tunnel with air from my network. That means that we can ride the wind, expending no propellant and accelerating using the power source up ahead. Do you wish to travel there now? I assume you may want to set up some nodes in close solar orbit for power.

Active Nodes:
1 Basic Node (Max 1 tTNT) (Proxima Centauri II) (Energy: .5 tTNT @ .5*1 tTNT/day)
1 Basic Node (Max 1 tTNT) (Proxima Centauri I) (Energy: 0 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)

Modify airlock door to have a handle on it, which when turned, will force the door open.

[2][3] The handle bubbles into existence over your hand.
You open the airlock successfully, although the handle works not because it meshes well with the door's mechanisms, but because you ripped out most of the internal mechanisms as material for the handle.

There is also no handle inside. Whoops. But you can animate the handle on the other side since you know where it is.

There are some lights inside the airlock, probably to make it easier to navigate toward it from space. The inside has instructions scribbled in an alien language. [4] You try to read memetic patterns innately encoded in handwriting, and surely enough the text was stencilled on by hand rather than printed. Through your mask, you read the words: Please check seal before operating. To engage, twist both dials.
((Note to other players: This is not a spell cast, but rather due to Resteroth's mask. Normally players can only cast one spell per turn without incurring a penalty.))

There are two dials on the inner door. They aren't like normal dials, but rather seem to be fixed. Instead, there is a hole on the side that allows you to sort of slip an appendage in and find a turning part inside. However, you can't get enough of a finger inside to easily turn the dial. This must have been designed by a race with long fingers.

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)

« Last Edit: June 05, 2015, 05:42:15 pm by _DivideByZero_ »
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Coolrune206

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #107 on: June 05, 2015, 02:45:18 pm »

Growl, then return to the outside of the ship and beckon to the other wizard. "You. Need assistance. Inaccessible button. Press button. Or make Button Accessible. I read wall."
When he comes in, observe how he twists the dial. While he does this, explain- ""Wall says 'Check if seal before doing, twist two dials.'"
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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."

Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #108 on: June 05, 2015, 03:18:37 pm »

she doesn't seem aware of my nodes primary functions. yet she somehow knew about the hidden pocket in my cloak. interesting.
I enter the hole behind her.
"I suppose, though I don't have much need for them at this time. I'm more interested in your information."
Let the information flow! To the local sun or not, either is fine with me.

note: again, there should already be a second node set up at the second tar-planet, but you don't seem to be tracking it.
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.))

Yourmaster

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #109 on: June 05, 2015, 03:31:50 pm »

Go in.
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10/10.
Wants to rape and enslave my innocent night faeries ;-;

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #110 on: June 05, 2015, 05:42:25 pm »


note: again, there should already be a second node set up at the second tar-planet, but you don't seem to be tracking it.
Fixed.
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #111 on: June 08, 2015, 02:07:38 am »

Bump for our two friends.
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Pancaek

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #112 on: June 08, 2015, 05:59:03 am »

((ack. sorry))

Go and check out the source of radio signals on titan. If there are none, go check out saturn instead. Let's go and check out that orbital beacon then, eh? 
« Last Edit: June 09, 2015, 08:39:03 am by Pancaek »
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #113 on: June 08, 2015, 03:38:12 pm »

((ack. sorry))

Go and check out the source of radio signals on titan. If there are none, go check out saturn instead.
Quote
Titan doesn't seem to be giving off any signals, though. The signal is coming from an orbital beacon around the orbit of Iapetus
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Pancaek

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #114 on: June 09, 2015, 08:37:23 am »

((ack. sorry))

Go and check out the source of radio signals on titan. If there are none, go check out saturn instead.
Quote
Titan doesn't seem to be giving off any signals, though. The signal is coming from an orbital beacon around the orbit of Iapetus
((I have teh best reding comrehnshion skillz.))
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #115 on: June 09, 2015, 05:45:54 pm »

One more bump for Urist Arrhenius, otherwise I'll have to auto (I don't want to because he's questionably interacting with another player)
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_DivideByZero_

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Roll to be a Celestial Space Wizard - Turn 5
« Reply #116 on: June 10, 2015, 06:04:35 pm »

Growl, then return to the outside of the ship and beckon to the other wizard. "You. Need assistance. Inaccessible button. Press button. Or make Button Accessible. I read wall."
When he comes in, observe how he twists the dial. While he does this, explain- ""Wall says 'Check if seal before doing, twist two dials.'"

Coolrune206, I think you will need to rewrite this action. There is no sign of Urist showing up at the moment. Unless you want me to control his character like a zombie, in which case I'd do it to move things along.

In the meantime, here are the rest of the actions.

Roll 8
Spoiler: Starmap (click to show/hide)


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



Alexandreus (Yourmaster)

Go in.

The door surrounds you and closes once you are in, leaving you standing inside a cramped cylindrical airlock, seemingly designed for a vacuum--there are lockers on both the floor and ceiling.
The inner door opens, revealing a round, spacious chamber held up by what looks like scrap metal pylons hastily bolted together and built into a much sleeker original structure. The curved walls are themselves scratched with equipment marks, burns, and liquid stains.
In the center of this chamber you see a wide platform hung by cables and suspended over a whirring pile of machinery and tubes. The pedestal itself contains what looks like a sleeping bag, an industrial refrigerator, and a tall set of green tubes with grow-lights lining the sides.

A single man from the platform, who looks vaguely human but not exactly, sees you and climbs onto what looks like a motor attached to one of the cables holding the platform up. The cable reaches fairly close to your current position (there is no balcony or ladder to get down from your current position, which is halfway up the chamber). The man wears a headset with a thick black visor, but he flipped the visor up to look at you.

Your Inventory:
Chromatic Staff (Unique spells that are multicast cost 25% less affinity that turn.)
Lesser Mana Potion (x19) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x4) (Consume to negate 10 points of negative affinity in a stat for one turn)
Antimatter Catalyst (x5)




Michel (Pancaek)

Let's go and check out that orbital beacon then, eh? 

Grabbing a parcel of gas, you head out and check the beacon. It appears to be powered by a large solar array, and its body is a cylinder with two antennae on opposite ends. It happens to be labelled "Earth-Luna Orbital Guard Forces -- Do not open".

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)



Nino (Lenglon)

she doesn't seem aware of my nodes primary functions. yet she somehow knew about the hidden pocket in my cloak. interesting.
I enter the hole behind her.
"I suppose, though I don't have much need for them at this time. I'm more interested in your information."
Let the information flow! To the local sun or not, either is fine with me.

Marie Laplace--or Marie Einstein, flies down the corridor toward the light, followed closely by yourself. The edges of the tunnel look like elongated, thin versions of yourself aligned with the direction of the tunnel, a side-effect of the geometry involved. It's essentially a hall of mirrors, except that instead of seeing your front in the mirror you're actually looking at your back. Pretty weird.

The trip is extremely fast because you have virtually infinite deltaV. The only downside is that it's getting incredibly hot as you near the sun. You emerge from the wormhole right in front of the star, such that its disk takes up a fair margin of your field of view and you can see the star's vigorous flare activity.
Marie: For centuries I have been studying this star and looking for ways to reduce its x-ray output. The star is highly convective, as you can tell, and convection is typically associated with magnetic fields. These magnetic fields twist and turn in ways that even my equations cannot predict with the limited information I have. My goal, then, is to forge windows into the star's interior so I can gather the needed data. Look,
You see a black spot in front of the star, surrounded by the warping of space.
Marie: The high-energy blue light coming from this window is a result of the high internal temperature of the star. But this is only the edge of the core. The core itself is much too dense, and I cannot place a tunnel through it.

[4] The patterns of distortion around the gap remind you of the event horizon of a black hole. Then again, wormholes are basically the same thing, except that through the use of Casmir potentials and skilful application of quantum entanglement, you can make the net gravitational attraction of the thing close to zero. The problem of course is the instability of the tunnel since both mouths must feel the same forces with respect to each other, but it seems that Marie is using a different technique, one that allows tunnels to be knitted together and twist around. They can stretch freely through stretching their geometry. It's worth trying to mimick it sometime.

...

You have a vague idea how to make stretchable rift tunnels (1/3)

Active Nodes:
1 Basic Node (Max 1 tTNT) (Proxima Centauri I) (Energy: 0 tTNT @ 1 tTNT/day)
1 Basic Node (Max 1 tTNT) (Proxima Centauri II) (Energy: .5 tTNT @ .5 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)
« Last Edit: June 10, 2015, 10:11:07 pm by _DivideByZero_ »
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Have I now become your enemy by telling you the truth? (Gal 4:16)

Yourmaster

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #117 on: June 10, 2015, 07:59:00 pm »

"Interesting setup you have here, I must say. I'm unsure, do you know how to use antimatter?"
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10/10.
Wants to rape and enslave my innocent night faeries ;-;

Coolrune206

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #118 on: June 10, 2015, 08:37:47 pm »

(Meh, zombify.)
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #119 on: June 10, 2015, 10:08:51 pm »

(Meh, zombify.)
Growl, then return to the outside of the ship and beckon to the other wizard. "You. Need assistance. Inaccessible button. Press button. Or make Button Accessible. I read wall."
When he comes in, observe how he twists the dial. While he does this, explain- ""Wall says 'Check if seal before doing, twist two dials.'"

(5) The other wizard's fingers manage to fit inside, although the wizard (a she, actually) mentions that this is a remarkably inefficient means of control. Nonetheless, the door opens with a hiss as air fills the chamber. You're not sure if it can pump the air back or if the atmosphere needs to be vented every time the airlock is opened otherwise.

As the circular plate swings back, you realize you've got company on the other side.

Three humanoids, each wearing cobbled metal armor built from sheets of scrap, adorned with hanging bones, point spears at you and the other wizard from inside. They don't look friendly, given the nature of their outfit, but maybe they're willing to underst--[2] Nope, they try to rush you.
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