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Poll

What happens now?

Import YG2 stuff to YG-lite
- 9 (27.3%)
Import YG2 stuff to YG-lite
- 10 (30.3%)
Start from scratch for YG-lite
- 4 (12.1%)
Start from scratch for YG-lite
- 3 (9.1%)
Do both
- 5 (15.2%)
Do both
- 2 (6.1%)

Total Members Voted: 18


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Author Topic: Ye Gods 2 OOC [31/137] [Sign-ups go here]  (Read 247137 times)

micelus

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Re: Ye Gods 2 OOC (~24-48h to launch) [18/137]
« Reply #90 on: August 18, 2015, 06:27:48 am »

Explanations:
11. Reread this: changing their names? I really don't care about unwanted interference since I think it adds to the game.
As for the 7.x questions: I like 7.2 and 7.3.

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Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
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Kilojoule Proton

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Re: Ye Gods 2 OOC (~24-48h to launch) [18/137]
« Reply #91 on: August 18, 2015, 06:38:48 am »

DreamerGhost and micelus: Survey results updated
Spoiler: Survey results now (click to show/hide)
Spoiler: Survey explanations (click to show/hide)
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Rolepgeek

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Re: Ye Gods 2 OOC (~24-48h to launch) [18/137]
« Reply #92 on: August 18, 2015, 06:44:22 am »

Nah, it sounds like it does prevent use of it's mirror, I'm fine with stacking technomancy.

Spoiler: Survey Issues (click to show/hide)
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micelus

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Re: Ye Gods 2 OOC (~24-48h to launch) [18/137]
« Reply #93 on: August 18, 2015, 06:53:28 am »

Made a small edit to my sheet.

Spoiler (click to show/hide)
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Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
You win Nakeen
Marduk is my waifu
Inanna is my husbando

DreamerGhost

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Re: Ye Gods 2 OOC (~24-48h to launch) [18/137]
« Reply #94 on: August 18, 2015, 07:00:28 am »

Magics:

I'll be bringing back my ritual magic form Litany
Spoiler: Ritual magic (click to show/hide)

Manifesst Anima - magic that creates and controls arcane constructs that have physical presence. Think Bigbys magic or green lantern.
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Kilojoule Proton

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Re: Ye Gods 2 OOC (~24-48h to launch) [18/137]
« Reply #95 on: August 18, 2015, 07:22:28 am »

micelus: Updated

DreamerGhost: Added Ritual magic, stacks ?.??, mirrors Celestial magic (1/2 free schools used)
Added Manifest Anima, stacks Telekinesis, mirrors Whimzy/Glubber (2/2 free schools used)

Rolepgeek: votes counted
Spoiler: survey results so far (click to show/hide)
Spoiler: survey explanations (click to show/hide)
Hmm, the sun is rising!

ADDIT: Added in survey stuff
« Last Edit: August 18, 2015, 07:24:34 am by Kilojoule Proton »
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tntey

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Re: Ye Gods 2 OOC (~24-48h to launch) [18/137]
« Reply #96 on: August 18, 2015, 07:23:22 am »

Kilojoule, how you going to manage everybody?
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Kilojoule Proton

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Re: Ye Gods 2 OOC (~24-48h to launch) [18/137]
« Reply #97 on: August 18, 2015, 07:27:21 am »

Mostly everyone manages everyone else and I just crank out price checks, resolve/relay secret actions and their results, and summarize what happened. This should be a bit easier than before with a decent set of helper scripts for automating the repetitive tasks.
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Spiderking50

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Re: Ye Gods 2 OOC (~24-48h to launch) [18/137]
« Reply #98 on: August 18, 2015, 07:33:38 am »

Changing my two schools (I'm still unsure of how this works, but I like these enough).

Putremancy is the magic of decay and slimy creepy things. At low levels it can cause plants to die, mushrooms to grow, summon spiders and other creepy things, and generally upset one's stomach. At higher levels it can cause creatures and objects to age quickly, create abominations, spread diseases, and prevent aging. Some practitioners find that the pillars of this school come easily to them (if they live in caves or have seen much decay) and thus specialization and ingenuity are common.

Umbramancy is the magic of darkness. Even novice users can use it to hide well in the shadows. At low levels it allows for hearing through shadows, moving shadows, hiding in darkness, seeing better in darkness and a lesser shadow companion. At medium levels it allows for complete darkvision, the creation of darkness within an area, and the ability to make objects out of shadow temporarily and a shadow servant. At higher levels it allows individuals to enchant objects with darkness and to summon more powerful shadow servants as well as fast traveling through darkness. Practitioners of this path find the first levels extremely easy and even non-mages can pick up a truck or two. However, the higher levels which create permanent effects are tricky to master.
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tntey

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Re: Ye Gods 2 OOC (~12-36h to launch) [20/137]
« Reply #99 on: August 18, 2015, 07:34:01 am »

Scripts?
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Speaking of lowest intelligence, that reminds me of the fact that it's probably your first time in prison. Don't worry, I can give you some tips, having spent some time in a few myself. The best way to make friends here is to drop the soap during shower time. Try it, I'm sure you'll love making friends like that!

IcyTea31

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Re: Ye Gods 2 OOC (~12-36h to launch) [20/137]
« Reply #100 on: August 18, 2015, 07:59:11 am »

Spoiler: CS update (click to show/hide)
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hector13

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Re: Ye Gods 2 OOC (~12-36h to launch) [20/137]
« Reply #101 on: August 18, 2015, 08:36:50 am »

Spoiler (click to show/hide)

Uh... I was never part of a pantheon in the previous game, can someone explain to me how they were supposed to work, and how they were different from the Council, please?
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TheBiggerFish

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Re: Ye Gods 2 OOC (~12-36h to launch) [20/137]
« Reply #102 on: August 18, 2015, 09:11:47 am »

Uh, KJP, you did notice the "Technomancy (as per my description) is applied+formalized thaumaturgy/metamagic"?
((Because it is.  Other than that:  In order: Metamagic/enchantments, technomancy should it need to be given a slot, whatever-the-heck-it-is-mancy))
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Re: Ye Gods 2 OOC (~12-36h to launch) [20/137]
« Reply #103 on: August 18, 2015, 09:15:17 am »

Mörkö is prolly underestimating why people are fearful of clowns. But he'll prolly get along with Meow regardless.
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Dutrius

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Re: Ye Gods 2 OOC (~12-36h to launch) [20/137]
« Reply #104 on: August 18, 2015, 09:16:31 am »

Reposting for reference.

Spoiler: Arkford (click to show/hide)

I suppose I'd better define Resonance magic (Echoturgy).
Spoiler: Resonance (click to show/hide)
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