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Author Topic: Roll to be a Celestial Space Wizard - Turn 30, page 23  (Read 35841 times)

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 11, Mini-roll on page 11
« Reply #165 on: June 19, 2015, 07:33:56 pm »

((Do I have the materials around me needed to create nitroglycerin?))

Nitroglycerin: C3H5N3O9
Carbon: Found in steel, carbon dioxide, plastic
Hydrogen: Found in water and plastic
Nitrogen: It's in the air
Oxygen: Also in the air
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Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 11, Mini-roll on page 11
« Reply #166 on: June 19, 2015, 07:57:35 pm »

((Wrong, because you are having time pass without letting me make actions. I started that at the same time as I started retracting the blade. she stood still and let me retract it, then spoke, then entered her rift network in front of me, then used it (which is listed as moving slower than a direct route) to get behind me, popped out, had a full-blown conversation with mira, then popped back in again.

and you're saying I'm not allowed to react to any of it? are you kidding me? especially with an action that I had started before any of it had even begun? that's insane.

as I said, I started combat early. not my fault that she didn't realize what I was doing.))

((just to be clear - fuck turn structure, i'm focused on ingame time. I do not care that it's technically the same turn. I've had plenty of actual in-game-time to do them sequentially.))
« Last Edit: June 19, 2015, 08:02:11 pm 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.))

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 11, Mini-roll on page 11
« Reply #167 on: June 19, 2015, 08:02:56 pm »

((Talking is a free action. EDIT: If you want to react to it though, you are free to, but you stated you were configuring the nodes--you can't do too things at once without a penalty, like I said. You can interrupt her, sure, but then you can't have been configuring the nodes during this time. Your choice.))
« Last Edit: June 19, 2015, 08:06:13 pm by _DivideByZero_ »
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Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 11, Mini-roll on page 11
« Reply #168 on: June 19, 2015, 08:08:38 pm »

((is teleporting behind your combat opponent? because she did that too as a "free action". at the same time as she was "free action" talking. and she was "free action" auto-evading an immediate threat. and she got to "free action" re-enter her rifts afterwards too. and Mira is getting "free action" spells too.

She is getting 5 actions a turn, minimum, because I STRONGLY doubt she's going to be actionless when I attempt to disrupt her network. and is doing it without superspeed.))
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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 11, Mini-roll on page 11
« Reply #169 on: June 19, 2015, 08:11:43 pm »

Take the four elements from the environment as well as the energy and for a lot of nitroglycerin, preferably in solid form. Form a shield around me (Of something heavy enough to resist the blast), then condense the nitroglycerin into one tiny point in front of the debris and ignite it.
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 11, Mini-roll on page 11
« Reply #170 on: June 19, 2015, 08:39:23 pm »

((is teleporting behind your combat opponent? because she did that too as a "free action". at the same time as she was "free action" talking. and she was "free action" auto-evading an immediate threat. and she got to "free action" re-enter her rifts afterwards too. and Mira is getting "free action" spells too.

She is getting 5 actions a turn, minimum, because I STRONGLY doubt she's going to be actionless when I attempt to disrupt her network. and is doing it without superspeed.))

((In all honesty, you have 3 redirection. I should never have even warned you about it. We're talking a 3.7% chance of failure to a 1.2% chance of failure here. That's a difference of 2.5%. You can fail twice and still reroll. That's the whole point of the affinity system: you can safely multicast twice with little to no chance of failure. The system was made purposefully broad so that these mechanics have meaning gameplay-wise.

I apologize that my answer is basically "game mechanics, deal with it," but if you going to argue that it doesn't make sense (plot logic) for your character to receive a penalty (game logic), then you have to argue within game logic. My answer to the argument within game logic is simple: Marie has a trait that says 'Making rift tunnels to regions within visual range is a free action.' She's had this from the beginning (there has been no indication of a roll for her in any of the posts so far). And in all honesty I didn't expect you to attack her, so I'm not just adding this in as a clause to make your life harder. She's just an inherently powerful NPC.

So yeah, I hope we can figure this out so we stop filling this thread with OOC chat.))

Take the four elements from the environment as well as the energy and for a lot of nitroglycerin, preferably in solid form. Form a shield around me (Of something heavy enough to resist the blast), then condense the nitroglycerin into one tiny point in front of the debris and ignite it.

((Since I just went over this with Lenglon, I'll explain why you don't get a -1 anywhere. Creating a barrier is Creation, while transmutation is Transformation. Since Transformation is independent of Creation, the abilities do not overlap.

Also, you're more skilled at Creation than Tafaw, so you're doing the action.))


Derp, that didn't make much sense. Transformation is related to Creation.
« Last Edit: June 22, 2015, 01:15:36 pm by _DivideByZero_ »
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Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 11, Mini-roll on page 11
« Reply #171 on: June 19, 2015, 09:26:32 pm »

((if the penalty is that small, then i'll just take the penalty and move on. not worth the trouble.))
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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.))

Pancaek

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Re: Roll to be a Celestial Space Wizard - Turn 11, Mini-roll on page 11
« Reply #172 on: June 22, 2015, 12:05:06 pm »

Observe the tank some more. If nothing happens after a while, look around for some kind of communications device.
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 11, Mini-roll on page 11
« Reply #173 on: June 22, 2015, 01:46:03 pm »

Roll 12
Spoiler: Starmap (click to show/hide)


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



Alexandreus (Yourmaster)

Quote
As you approach, you notice a huge strike lightning strike hit the transmitter. It seems fine, as the strike hit the antenna. You think this seems to be a one-off event, but as you approach even closer, another strike occurs.

There seems to be some multicolored particles lining the clouds around the transmitter. The transmitter tends to move with the clouds, since it's blown by the wind.

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)

Observe the tank some more. If nothing happens after a while, look around for some kind of communications device.

Nothing is happening, as usual. You would think if this thing activated in space it would harm the inhabitant inside. But without you doing anything, it's not going to suddenly resuscitate the person inside. Because you haven't even turned it on.

There is a communications device right next to you (the radio transmitter). On the tank, it is unclear if there is an antenna or not because there is no power to the pod. Yes, it was somehow unplugged before you opened the container. One would think the pod would be attached to the beacon's power source, but apparently it was just left here without any connections.

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)

See Coolrune206's rolls for info

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)

Quote
Yeah... no - Stellar node, whisker-laser power to Cent I node, Cent I node, recieve power from Stellar node and burn any algae it can acquire as targets. Cent II node, burn any algae it can acquire as targets.

[5] You configure your nodes to function as a phased laser array and give them a set of simple instructions to execute using a computer architecture similar to early electronics, but with sophisticated processing units. They adjust into a lasing structure oriented toward the surface, allowing them to target patches of discolored ground while also adjusting for atmospheric refraction without yourself having to do any of the calculations manually.

1 tTNT of energy is enough to vaporize 2 tonnes of water, but lasers are by nature inefficient (Laser light is more organized that omnidirectional light. There will always be losses due to entropy.), and atmospheric losses also scatter and defocus your beam. This brings it down by over half, which is almost nothing on its own considering that the scattered laser is also going to be hitting rock and wasting energy on that as well. You can't have a perfectly accurate laser beam from this distance through an atmosphere.

The laser power output is a few hundred KW (that is, this is the value at which you can sustain it at using your Proxima node) which, while enough to take out planes and missiles, isn't quite enough power to kill off an established lifeform. You have a LOT of ground to cover--the fields are visible from space, after all.

Quote
so I will - I've been learning about her rift network while she's been getting her mind-reading data. I'm going to use that information to disrupt her network in the area around me. I don't need to make a working network of my own, I just need to break hers.

Rift tunnels are not a regular part of euclidean space, and you can't simply "sense" for them or feel them--that makes no sense, because they are spatially isolated from the rest of the world.
There is also no such notion as tunnels "around" you. If you cannot directly observe them, they are causally separated from you.

The only way to probe for tunnels is to make a tunnel of your own, and intersect an existing tunnel. [4] If you do this, you manage to strike into a tunnel, although it doesn't seem like a "network," it's just one long column. Mirror reflections of your backside paint the walls of the tunnel around you, clearly indicating the orientation of the tunnel based on the their distortion.
Tunnels always appear straight when you're inside one. There isn't really a way to tell where this one leads until you get there. The only way to fully remove the tunnel is to remove its mouths, as that is where the negative energy is. The rest of the tunnel's curvature is a complex function of the tunnel's position within the overall landscape of dark energy and other tunnels.

Quote
Chains - autodefend. She's going to flank me and there's nothing I can do about that until her rifts are down, especially with the star's background heat making it hard to see. Just be ready to block whatever she comes at me with. She isn't going to be able to remain passive-aggressive once I get the ball rolling.

The chains tend to lash out at your light-echoes along the tunnel walls. This could be because the echoes are not the same color as you, light actually gets slightly redshifted and further distorted every time it passes from one side of the tunnel to the other.

They haven't actually attacked the echoes yet, but they do seem to be acting strangely.

...

Specializations:
Rift Tunnels (+1 Affinity)

Active Nodes:
1 Basic Node (Max 1 tTNT) (Proxima Centauri) (Energy: .5 tTNT @ 10 tTNT/day)
1 Basic Node (Max 1 tTNT) (Proxima Centauri I) (Energy: 0.0 tTNT @ 1 tTNT/day)
1 Basic Node (Max 1 tTNT) (Proxima Centauri II) (Energy: 0.5 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 (x10) (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)

Quote
Take the four elements from the environment as well as the energy and for a lot of nitroglycerin, preferably in solid form. Form a shield around me (Of something heavy enough to resist the blast), then condense the nitroglycerin into one tiny point in front of the debris and ignite it.

[2][4] You make some nitroglycerin by taking apart some of the plastic in the furniture and acquiring nitrogen from the air. You concentrate the material in front of the furniture, although liquids aren't compressible and so whether it's in a "tiny point" or not is debatable.
[1][3] Next, you form a barrier around yourself in the form of a bubble of vacuum, which will absorb the pressure wave and keep your face healthy.
The explosion is particularly violent and may have done even more damage to the engine bloc, but at least the barricade is now out of the way.

On the other side is a scattering of unmoving robotic bodies. These are presumably the androids. Whatever happened here, they seem to be offline, although the fact that they are scattered is probably due to the explosion. They must have been very close to the door. One floats in the center of the passage, split in half by violent forces. About eight more are attached to the walls by magnetic soles.

The claw seems to be pulling itself down the hall.

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 22, 2015, 01:49:06 pm by _DivideByZero_ »
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Coolrune206

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Re: Roll to be a Celestial Space Wizard - Turn 12
« Reply #174 on: June 22, 2015, 01:52:09 pm »

Follow the will of the claw. If any androids come online, just meld their limbs to the walls/floors like I did to the last ones.
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Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 12
« Reply #175 on: June 22, 2015, 02:05:07 pm »

((I don't care where the tunnels go. I don't care about sensing them. I don't care about just about anything you said concerning them. I just want them gone. I think you should explain to me in plain English what I'm dealing with here. It's damned obvious that it's a sci-fi concept instead of real science, but you haven't actually explained the mechanics of what keeps the tunnel stable. they take energy to establish, and aren't the normal status quo. because entropy is a thing, they should require energy to maintain. as a rule of thumb, it's ALWAYS easier to break things than to build them, yet you're saying this is an exception to the above. if these are negative entropy constructs, then using them I should be able to create an infinite (limit exponentially approaching infinity but never actually reaching it if you want to be technical) energy generator out of the things.))
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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 12
« Reply #176 on: June 22, 2015, 02:46:03 pm »

((I don't care where the tunnels go. I don't care about sensing them. I don't care about just about anything you said concerning them. I just want them gone. I think you should explain to me in plain English what I'm dealing with here. It's damned obvious that it's a sci-fi concept instead of real science, but you haven't actually explained the mechanics of what keeps the tunnel stable. they take energy to establish, and aren't the normal status quo. because entropy is a thing, they should require energy to maintain. as a rule of thumb, it's ALWAYS easier to break things than to build them, yet you're saying this is an exception to the above. if these are negative entropy constructs, then using them I should be able to create an infinite (limit exponentially approaching infinity but never actually reaching it if you want to be technical) energy generator out of the things.))

Quote
The only way to fully remove the tunnel is to remove its mouths, as that is where the negative energy is.

((Addition to the above: Once you remove one opening, the lack of tension causes the other to become unstable and spit whatever was inside the tunnel out at its location.

EDIT: You can manipulate the openings from a distance, even inside the tunnel, but you have to know where it is. Your magic can only affect things that you know or can visualize. It doesn't work off of its own knowledge.

Tunnels do not require energy to maintain for the same reason your cape's dimensional pocket doesn't require energy to maintain. It's a stable structure.

There are no negative-entropy processes in this setting.))
« Last Edit: June 22, 2015, 02:48:39 pm by _DivideByZero_ »
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Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 12
« Reply #177 on: June 22, 2015, 03:13:04 pm »

((Ah, now THAT I can work with.))
((Note: I don't actually enter the tunnels under any circumstances, so I'm assuming the chains lashing out section does not occur. because going inside is damned stupid.))
I build a node and send it into the tunnel in an arbitrary direction. when it reaches an opening, it shuts it.
I don't actually care that the planetary lasers are being inefficient, I just need them to have enough power concentrated at a single point to be partly functional and do their job as a distraction. as long as they are causing harm, it's good enough.
in the meantime, I check for additional tunnels near me by making more of my own into the surrounding space, repeating the process of building and sending a node down the network to shut it down whenever I find a tunnel. I do this until I can be reasonably sure that I have established a surrounding space clear of rift tunnels.
After that all that (assuming no interference or feedback - which i don't expect to be the case, but i might as well put this if in here to save time) I begin making a pack of nodes at my location near the star. I'm looking to end up with about 20 of the things.
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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 12
« Reply #178 on: June 22, 2015, 03:27:51 pm »

((Note: I don't actually enter the tunnels under any circumstances, so I'm assuming the chains lashing out section does not occur. because going inside is damned stupid.))

((Yup, I figured you wouldn't go in, but I wrote the last part before I reworded the middle part. My fault for not being clear.))

Quote
I build a node and send it into the tunnel in an arbitrary direction. when it reaches an opening, it shuts it.

((I'm not sure if you'd need multiple nodes. The node would get spit out of the tunnel area along with your own tunnel's second opening, so you can recover the node by sending it back through your own tunnel.

This is good, because each node costs a potion and you should probably save them when possible (you can turn nodes back into potions). I'm not sure how many potions you'd be willing to lose if you couldn't recover the nodes.

Since you only have 10 lesser potions left, you could use a greater mana potion to create a SuperNode with the capacity and rate of 10 nodes (or split it up into many regular nodes). Greater potions are not just more concentrated, though, they're actually a more potent and efficient form of mana, but it's still the same particle count. So the resulting nodes will have slightly lower energy generation due to a smaller size, but will store 10x more energy per unit size.))
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Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 12
« Reply #179 on: June 22, 2015, 03:54:37 pm »

((Nope, still using the little ones. I'm going to need the Greaters later. Right now Marie doesn't realize how serious I am. Once I've locked her down and stopped her effectively-invulnerable bullshit I'm going to have a high-speed direct confrontation, and I'll need to have that much power available in a single potion because I won't have the time to use more than one.
again, because I am focused on in-setting time, and would like to express rather extreme disdain for turn structure as a whole because time doesn't take turns. it's a constant flow and stops for no-one.))
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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.))
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