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Author Topic: Roll to be a Celestial Space Wizard - Turn 30, page 23  (Read 35797 times)

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 14, page 14
« Reply #210 on: June 28, 2015, 02:49:10 pm »

((Could i check radio signal at other stars without using a turn?))

You're receiving them, you just can't travel to more than one per turn because then I'd have to write up a long description of each only for you to ignore it and leave for the others. By the time you come back the situation might have changed.

I need more nodes to work with... a lot more.
3 chains - intercept the three orbs and drain them. assuming *nasty* things happen when they are intercepted I will be dropping everything to manage what happens.
orbital node: stop relaying power to planetary node, switch back to collection.
additionally: make as many nodes as I comfortably can without using Greater potions. and spread them out in a cloud around me.

"drain" the orbs?

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Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 14, page 14
« Reply #211 on: June 28, 2015, 03:16:20 pm »

draw all the mana and other energy that I can out of them. convert them to fuel for my and use.

basically the chains are going to try to eat them. even if they're portals it takes energy to make them move, and they should be able to take that power at least. after that it'll be trivial to deal with them if I even want to bother.
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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.))

H4zardZ1

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Re: Roll to be a Celestial Space Wizard - Turn 14, page 14
« Reply #212 on: June 28, 2015, 04:36:39 pm »

Not changing my turn. Check aldebaran (?)
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Pancaek

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Re: Roll to be a Celestial Space Wizard - Turn 14, page 14
« Reply #213 on: June 28, 2015, 04:40:05 pm »

eh, what's a bit of radiotion. Activate the transmitter. IF unable to establish some form of communication liek that, find some some other way. Telepathy, perhaps?
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_DivideByZero_

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Turn 15
« Reply #214 on: June 28, 2015, 09:59:29 pm »

Roll 15
Spoiler: Starmap (click to show/hide)


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



Alexandreus (Yourmaster)

bring balloons back.

The balloons don't put up any particular resistance as you re-enter the ship and drag them through the airlock, still inflated. Actually, the balloons wouldn't fit, [1][3] it's easy to temporarily manipulate the pressure around the balloon using electrical power from the lights inside the airlock. That causes the balloons to contract to a small, temporary size.

Old Man: What are you?

Your Inventory:
2x Gas Sifter
2x Aerostatic Balloon
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)

eh, what's a bit of radiotion. Activate the transmitter. IF unable to establish some form of communication liek that, find some some other way. Telepathy, perhaps?

The transmitter has always been active, it's been broadcasting the "No Fun Allowed" message from before. It doesn't seem to take two-way communication though. The figure makes a twisting motion with his hands. [-] By reading subtle clues in his body language and expression, you deduce he is pretending to open a door that is locked with a key.

(([-] stands for roll hidden.))

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
3 chains - intercept the three orbs and drain them. assuming *nasty* things happen when they are intercepted I will be dropping everything to manage what happens.

There's no mana to be found in the orbs since mana is a molecular substance and there doesn't seem to be anything  molecular about these orbs. They just seem to be particularly small tunnels, but with some kind of protection--you can't get at them and any contact just pushes them away. Inside them, you do see what looks like a distorted 350K ovoid inside the ball, merged with a distorted crescent at a far lower temperature. This image appears in all three of them.
It would be quite a lousy spell if your enemy was giving you mana.

The orbs simply bounce back toward you no matter how hard your chains shove them away.

Quote
orbital node: stop relaying power to planetary node, switch back to collection.

Collection was always active. Beaming power ended. However, at around the same time you feel an immense heat coming from the orbs. [3] You are able to block it with your barriers, but you realize that if it had been faster and more deadly, it would have seriously injured you before you could react. After all, wizards are not invincible. They have human reflexes just like anyone else.

The heat coming from the orbs stops after just a few seconds after you stopped the power beaming.

Quote
additionally: make as many nodes as I comfortably can without using Greater potions. and spread them out in a cloud around me.

[5] + [5] You make two nodes quickly at your current position. Since you never left the star, this means you have more nodes near the sun.

(Autostop at -1 affinity since you have +1 in creation.)

(4)+(4)+(1)(6) ((You can now see her rolls))
You witness three more orbs appearing at your side, which continue to follow you around you. These new orbs appear to be at 300K with a slightly-higher temperature crescent shape visible, but identical in form and behavior otherwise. One seems bigger than the other two, and it doesn't repel as much from you.

...

Specializations:
Rift Tunnels (+1 Affinity)

Active Nodes:
3 Basic Node (Max 3 tTNT) (Proxima Centauri) (Energy: 0.0 tTNT @ 30 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: 0.0 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 (x9) (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)

Press all of the buttons!

[4] Hmm, nothing breaks, but it seems at first glance that the POWER_DOWN command has overridden the RETRACT_SHIELD command. A progress bar appears as does text reading "booting down."

Then you realize that the command was heeded: a hissing comes from the far wall, raising the shield closer to you. The shield itself does not move out of the way to stop protecting the rest of the ship--this is called a shadow shield for a reason. But there is a space around it which you can walk around, as the only part of the plate raised.

More bat-things come out (an uncountable swarm, to be exact). The one around you starts to get aggressive, chipping at your shoulder with tiny talons and making squeaking sounds.

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)


Naira Adverio (H4zardZ1)

Aldebaran seems quiet. Most giant stars tend to be. Any civilization would have been destroyed long ago and a new one hasn't had a chance to spring up yet. You never know what might pop up at some time or another, though. The star's radial velocity has oddly changed, perhaps due to some internal explosion or somesuch.


Sirius appears to be quite a solitary system for the amount of signal noise you picked up. It has no planets, although you notice two things: two (apparently independently-moving) space drives following an extremely loud radio source.

Your Inventory:
Jet Fog
Lesser Mana Potion (x20) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x5) (Consume to negate 10 points of negative affinity in a stat for one turn)
Black Dust (x5)

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Yourmaster

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Re: Roll to be a Celestial Space Wizard - Turn 15, page 15
« Reply #215 on: June 28, 2015, 10:29:36 pm »

"I am a lesser god, if you would like to compare my powers to something else. My power comes from the energy around us which forms naturally in space clouds, called mana. One day, I shall find followers, and I will bring forth their people to greatness."
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10/10.
Wants to rape and enslave my innocent night faeries ;-;

H4zardZ1

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Re: Roll to be a Celestial Space Wizard - Turn 15, page 15
« Reply #216 on: June 28, 2015, 11:00:30 pm »

"Not as i excepted, through there's still something."
Go to the radio source.
Edit: Check arcturus.
« Last Edit: June 28, 2015, 11:31:58 pm by H4zardZ1 »
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Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 15, page 15
« Reply #217 on: June 28, 2015, 11:05:10 pm »

Spoiler: griping (click to show/hide)
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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 15, page 15
« Reply #218 on: June 29, 2015, 12:29:27 am »

Spoiler: griping (click to show/hide)

((No offense but you're making a lot of assumptions that might not necessarily be true. The orbs are a kind of tunnel, and tunnels are lightweight enough that you can move them around easily if you're the one that created them. Remember that all wizards are capable of rudimentary telekinesis. You should be able to move your own micro-tunnels around as well))
« Last Edit: June 29, 2015, 12:48:04 am by _DivideByZero_ »
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H4zardZ1

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Re: Roll to be a Celestial Space Wizard - Turn 15, page 15
« Reply #219 on: June 29, 2015, 12:38:21 am »

((Can i make nodes?))
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Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 15, page 15
« Reply #220 on: June 29, 2015, 12:47:52 am »

((A tunnel is a hole, a void, a lack of something. how much does the inside of an empty cup weigh? how hard is to to move the interior of the empty cup without moving the cup? the entire concept of weight doesn't apply to a spatial distortion or tunnel. what color is C sharp? how many nothings are there in a vacuum? the system you're describing makes no sense.))
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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 15, page 15
« Reply #221 on: June 29, 2015, 12:53:26 am »

((Can i make nodes?))

Nodes are a specific crystal thing Lengon's character turns mana potions into. She can cast spells through them since they're made of mana. You should be able to accomplish the same thing since the rules apply to everyone, but given your character's abilities I don't think you need them.

((A tunnel is a hole, a void, a lack of something. how much does the inside of an empty cup weigh? how hard is to to move the interior of the empty cup without moving the cup? the entire concept of weight doesn't apply to a spatial distortion or tunnel. what color is C sharp? how many nothings are there in a vacuum? the system you're describing makes no sense.))

((I don't know anything about real wormhole geometry. But most versions I know of have some kind of rest mass because it's not just the spatial distortion that holds itself together, it's some sort of negative energy arranged in a way that keeps the system stable. You have to be able to push it around or your own dimensional cape won't work.

Unless you're willing to actively cast a spell each time you want to move your cape. :) ))
« Last Edit: June 29, 2015, 12:55:53 am by _DivideByZero_ »
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Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 15, page 15
« Reply #222 on: June 29, 2015, 01:02:13 am »

Unless you're willing to actively cast a spell each time you want to move your cape. :) ))
That's where direct links come in. that pocket is tied to the physical cape, and is moved around by it and theoredically the cape could be moved by moving the pocket. the location of that pocket is fixed relative to the cape, and in relation to that cape, the pocket itself never, ever moves.

those darn mini-tunnels though are bouncy. they aren't fixed relative to anything.

additionally, if they were fixed relative to me than I should be able to directly un-tie them from me, and Marie would need to have cast a spell on me to link them to me in the first place. neither of which is the case.
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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.))

H4zardZ1

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Re: Roll to be a Celestial Space Wizard - Turn 15, page 15
« Reply #223 on: June 29, 2015, 01:15:04 am »

((With them... i can create black cannonballs. Large, colony-dropping cannonballs. I think it is useful when attacking someone.))
« Last Edit: June 29, 2015, 01:25:59 am by H4zardZ1 »
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 15, page 15
« Reply #224 on: June 29, 2015, 01:30:33 am »

Unless you're willing to actively cast a spell each time you want to move your cape. :) ))
That's where direct links come in. that pocket is tied to the physical cape, and is moved around by it and theoredically the cape could be moved by moving the pocket. the location of that pocket is fixed relative to the cape, and in relation to that cape, the pocket itself never, ever moves.

those darn mini-tunnels though are bouncy. they aren't fixed relative to anything.

additionally, if they were fixed relative to me than I should be able to directly un-tie them from me, and Marie would need to have cast a spell on me to link them to me in the first place. neither of which is the case.

((They're not fixed to Nino, they just accelerate toward you when you move too far. It's not an instant reaction by any means. And there's no such thing as "tying" something to a physical object. The tunnels are a physical object. The rule I've used so far is that they can be moved via telekinesis or by applying a force tangent to its direction, as if it were a ring and you were holding a pole.

You can stick the cape to the inside just by having two metal rings buried inside the material on both sides of the tunnel, each wider than the tunnel itself. Now what happens if the tunnel is so tiny that nothing can fit through? It can't force something inside of it without an energy input, so it bounces off to conserve momentum))

((With them... i can summon black cannonballs. Large, colony-dropping cannonballs. I think it is useful when attacking someone.))

((Conservation of mass still applies.))
« Last Edit: June 29, 2015, 02:11:09 am by _DivideByZero_ »
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