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Author Topic: Trials of the Necrovoyager: 5200 - Damn pirates  (Read 34835 times)

notquitethere

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Re: Trials of the Necrovoyager: The Gnomish Problem
« Reply #630 on: April 17, 2016, 02:30:09 pm »

I vote B

If we destroy them, the normal gnomes gain a level, and they regenerate all lost members. Also, we don't have enough weapons for the 22 gnomes.

But I have a question for the GM:

Do these cursed gnomes come with weapons?

Because we can easily kill them otherwise, and they won't be able to damage us (0 melee damage).

They also take double physical damage. This will be easy for us.
it's likely they'd spread through the ship looking for weapons.
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Zormod

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Re: Trials of the Necrovoyager: The Gnomish Problem
« Reply #631 on: April 17, 2016, 02:43:47 pm »

I think it'd be safe to let Crazyabe use them for a while.
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FallacyofUrist

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Re: Trials of the Necrovoyager: The Gnomish Problem
« Reply #632 on: April 17, 2016, 03:07:30 pm »

I think it'd be safe to let Crazyabe use them for a while.
+1.
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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.

piratejoe

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Re: Trials of the Necrovoyager: The Gnomish Problem
« Reply #633 on: April 17, 2016, 03:09:35 pm »

So,everyone gets a free power level?
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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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Re: Trials of the Necrovoyager: The Gnomish Problem
« Reply #634 on: April 17, 2016, 03:14:51 pm »

Okay. But the cursed gnomes are going to be the fodder of the next encounters, I guess.

FallacyofUrist

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Re: Trials of the Necrovoyager: The Gnomish Problem
« Reply #635 on: April 17, 2016, 03:17:01 pm »

Okay. But the cursed gnomes are going to be the fodder of the next encounters, I guess.
((If they survive that long(not used as fuel), yep. Definitely.))
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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.

notquitethere

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Re: Trials of the Necrovoyager: The Gnomish Problem
« Reply #637 on: April 18, 2016, 05:11:56 am »

The Cursed gnomes, twisted stunted little things, slowly change colour to match the remaining Rex gnome.

Okay it looks like you're absorbing the cursed gnomes... everyone who is currently alive gains a power level. So, choose your next technique!

Travel Phase - 4200 - 5200

The next encounter will be 10 centuries. Forgotten will return half-way through and will have 5 centuries to research. Use your time wisely!
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SOLDIER First

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Re: Trials of the Necrovoyager: Travel 4200 - 5200
« Reply #638 on: April 18, 2016, 05:48:50 am »

Cadmilsius gains Eerie Mist.
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notquitethere

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Re: Trials of the Necrovoyager: Travel 4200 - 5200
« Reply #639 on: April 18, 2016, 06:33:02 am »

Cadmilsius gains Eerie Mist.
Great. It's not noted on the power list, but Mist will travel through vents like oxygenation does (so if you mist the marsh, vent 1 and the Replicator will also become misty).
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Tomcost

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Re: Trials of the Necrovoyager: Travel 4200 - 5200
« Reply #640 on: April 18, 2016, 07:10:38 am »

Suffering chooses Psychic Scream!

Updated character sheet:


And it and all the shades will stay at Vent 1, as always.


So, gentlemen, who is going to fix the rooms?

FallacyofUrist

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Re: Trials of the Necrovoyager: Travel 4200 - 5200
« Reply #641 on: April 18, 2016, 08:44:00 am »

((Sheet updated.))


((A little note on the dependency: it should be pretty easy to fulfill, right? There's quite a bit of dark space around...))

After manifesting a new gift, D. heads to the... not the Mausoleum? No, he heads to the Forest and works on building that, and then to the Stasis Chamber and works on building that... before promptly heading to the Mausoleum to sleep.
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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.

notquitethere

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Re: Trials of the Necrovoyager: Travel 4200 - 5200
« Reply #642 on: April 18, 2016, 09:47:22 am »

((A little note on the dependency: it should be pretty easy to fulfill, right? There's quite a bit of dark space around...))
It refers to absolute darkness, which can be got with the Dark Candle, entering a pit or tomb in the Mausoleum. Everywhere else is merely shaded. Also, it's Violence Dependency that you get from the 3rd form.
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piratejoe

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Re: Trials of the Necrovoyager: Travel 4200 - 5200
« Reply #643 on: April 18, 2016, 01:18:45 pm »

Spoiler: Remi now power lvl 4 (click to show/hide)
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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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Re: Trials of the Necrovoyager: Travel 4200 - 5200
« Reply #644 on: April 18, 2016, 01:34:31 pm »

We Gain the Wood Patching Technique. We Assist in the Repair and Construction of All Buildings, If All Currently Under Construction Buildings are Finished We Move on to the Plan Below, If That All Gets Finished We Spend one Century Per room Engraving Each Room on the Ship. If that is Finished I Stuff 1/2 of The Cursed Gnomes into the Replicator, All the Wooden Staffs, and 10 bone, and Make the Weapon Described Below. Afterwards I Work on Praying and Pranking.
Spoiler (click to show/hide)
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