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Author Topic: Trials of the Necrovoyager: 5200 - Damn pirates  (Read 34905 times)

piratejoe

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Make ze vent.
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

Tomcost

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Make ze vent.
The GM is asking if you want to cover all the external walls of the rooms, or just to connect them, because the cost will vary (covering the external walls cost more, but prevents heores from teleporting there)

notquitethere

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I was thinking of it covering all the walls except for the left wall on what would be the new teleport bay,but i wasn't expecting it to cost so much metal,so unless we have the excess bones to convert to metal don't make the vent We have the bones needed via the bone grove,make the vent.
Okeydoke. The cost is one metal per segment, and the segments. For comparison, the existing vent is three segments long.
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notquitethere

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One last question for piratejoe: regarding this teleport bay, do you want to build a door to Corridor A on the north end? If not, do you want the other medium door slot to be on the west side?
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piratejoe

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Re: Trials of the Necrovoyager: Year 2400-3200 Traveling
« Reply #514 on: March 25, 2016, 01:44:55 pm »

Yes i do.
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

crazyabe

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Crazyabe, I like your plans: with the bone corridor, I assume you want it to be a proper extension of corridor A (i.e. it'll all still count as one room)?
Yep.
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notquitethere

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Crazyabe, I like your plans: with the bone corridor, I assume you want it to be a proper extension of corridor A (i.e. it'll all still count as one room)?
Yep.
Did you you pick a new technique now you're power 4?
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notquitethere

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Re: Trials of the Necrovoyager: Year 2400-3200 Traveling
« Reply #517 on: March 25, 2016, 08:05:38 pm »

Travel Phase 2400 - 3200

There are now 8 gnomes.

During the long centuries between 2400 and 3200, the crew of the Necrovoyager carry out a program of expansion.

The shades settle in for the long haul, centuries of indifference.

D. grabs a bone club and sleeps for eight hundred years.

Remilia builds a teleport bay, assisted by one of the gnomes, who helps keep the costs low, though not the production time (6 centuries /2 x2 = 6 centuries | -3 metal, -2 crystal).

Meanwhile, seven gnomes put all bone stuff in the bonegrove and make a pit room below the temple [2 stone, 1 wood, 6/7= 1 century] (I’m doing it this way as you don’t have the metal at this stage for the door)

The seven gnomes then make an Alchemy Lab below that (-2 crystal with frugal, -2 stone, 20 centuries/7 = 3 centuries).

By this stage, the corpses in the bonegrove are rotted and a new crop has slowly grown [+14 bone = 26 bone].

They then extend Corridor A, connecting it to the library and the Pit (8 bone, four centuries /2 = 1 century)

Leaving [26-8, +1] 19 bone. 18 bone is converted in the alchemy lab to 9 metal.

They use one metal to build a small door out of the alchemy lab [7 gnomes, 1 metal, 1 century].

Remilia then dons the deflecting prism and builds a vent to shield the bone grove and small Mausoleum. The 8 gnomes might as well help to prevent a century of boredom [8 metal, 1 century]

Seven centuries have passed and all is built, so the gnomes go mad for one century [rolling… 10! They receive a rare moment of clarity.]

After so long in dark of the pits, Francis merges into the darkness, becoming a shadow once more.

You now have a teleportation bay! You can now invite new players to the game as level 1 characters (or they can invite themselves).

Spoiler: Ship Inventory (click to show/hide)


Encounter Phase

[Rolling... 10! Rolling on the table of Space Horrors... Rust Elemental]

In the year 3200 a strange whiff of iron floats through the vents from the direction of the teleportation bay…

Rust Elemental: A medium-sized rust elemental beams aboard and moves from room to room consuming one random metal thing per room until it's visited every room (including fixtures if the room is part-metal). Has 10 health and takes half physical damage, is immune to mental, holy, fire and necrotic damage.

Power Source: All!

The rust elemental appears in the teleportation bay. He chews on some flux-induction cables [-1 durability to Teleportation Bay! ¾ durability remaining!] before wandering off into Corridor A…

Spoiler: Ship (click to show/hide)
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Tomcost

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #518 on: March 25, 2016, 08:26:13 pm »

Suffering goes invisible and does nothing. Because it can't do anything.

The other shades also shadow-hop to the Vent where Suffering is. Because they can.
((If this just creates unnecessary work for the GM, ignore this last part. After all, it won't do anything))



Okay, we need 20 physical damage to defeat this thing. D can do 12 this turn. And there is not anybody else who can do more this turn. The other vampires and gnomes should move to do the rest of the job next turn.

FallacyofUrist

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #519 on: March 25, 2016, 08:28:03 pm »

"... give me a minute."

D walks into Corridor A and thwacks the rust elemental with his bone club, taking the option for attack that does the most damage.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Tomcost

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #520 on: March 25, 2016, 08:37:26 pm »

((I'm seriously thinking about going Concentrated Essence to be able to help with physical matters. Hmm, or maybe I should go with Cold Snap?))

Question: Does Cold Snap target your own allies? Does it target yourself if you happen to have Concentrated Essence?

crazyabe

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #521 on: March 25, 2016, 08:42:03 pm »

All of I Charge Corridor A and then Drop a Silver Chisel to Stall that Ugly Pile of Scrap.
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piratejoe

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #522 on: March 25, 2016, 09:23:47 pm »

"Well,at least the gnomes get to keep busy after this." CHARGE INTO CORRIDOR A.
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

notquitethere

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #523 on: March 26, 2016, 05:27:51 am »

((I'm seriously thinking about going Concentrated Essence to be able to help with physical matters. Hmm, or maybe I should go with Cold Snap?))

Question: Does Cold Snap target your own allies? Does it target yourself if you happen to have Concentrated Essence?
it targets everyone (like most aoe powers), but I'm going to say that ghosts and shades are immune even if they have concentrated essence.
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notquitethere

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #524 on: March 26, 2016, 06:15:16 am »

Crew Turn

D. moves and attacks the rusting monstrosity with his bone of reckoning [5+6 physical, /2 = 6 dam] as it lumbers around the corridor.

The gnomes rush in with a silver chisel. The vampire D. recoils in horror as Rex throws it at the ground.

Remilia charges into the same corridor.

Shades hang tight in the vent.

Rust Turn

The rust elemental gobbles up the silver chisel and D. sighs a sigh of relief. The elemental sniffs then moves onto the large Mausoleum...

Spoiler: Positions (click to show/hide)

Crew
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