Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

what specialty should we take

mushrooms
- 3 (60%)
constellations
- 2 (40%)

Total Members Voted: 5

Voting closed: June 28, 2016, 02:42:23 pm


Pages: [1] 2

Author Topic: Magi(SG), turn 5(1st lack of a turn update!)  (Read 1787 times)

HugeNerdAndProudOfIt

  • Bay Watcher
    • View Profile
Magi(SG), turn 5(1st lack of a turn update!)
« on: June 25, 2016, 05:43:23 pm »

*THUD* *Click*. Oh boy, what have you gotten yourself into now? For that matter, who are you? Something to do with magic. Oh, right, you are a Magi, a person with control over a certain kind of magic, But what kind was that again? (Hi! This is my first forum game, time to chose your magic specialty, the more specific your specialty, the easier it is to cast spell related to it, but if you cannot find a link between an effect and your specialty, you cannot bring about that effect. spells effects are determined by me rolling a d20 and adding or subtracting any modifiers, if it beats a target number than the spell takes effect, as you grow stronger, it will become easier to cast spells.)
« Last Edit: July 01, 2016, 05:59:51 pm by HugeNerdAndProudOfIt »
Logged
Don't eat ghosts, that's how we got into this mess to begin with.

Ardent Debater

  • Bay Watcher
    • View Profile
Re: Magi(SG), turn 0(decisions, decisions)
« Reply #1 on: June 25, 2016, 05:59:14 pm »

Our Specialty is Mushrooms! People don't like us for our smell, but once they get to know us, they'll realize that we're really a Fungi!
Logged

High tyrol

  • Bay Watcher
    • View Profile
Re: Magi(SG), turn 0(decisions, decisions)
« Reply #2 on: June 25, 2016, 06:31:39 pm »

we are a astrologer and a scholar who wields constellation magic
Logged

HugeNerdAndProudOfIt

  • Bay Watcher
    • View Profile
Re: Magi(SG), turn 0(decisions, decisions)
« Reply #3 on: June 26, 2016, 04:10:15 pm »

ok, lets have 1 more day for new posts/ideas, and then ill put up a vote between the ideas
Logged
Don't eat ghosts, that's how we got into this mess to begin with.

HugeNerdAndProudOfIt

  • Bay Watcher
    • View Profile
Re: Magi(SG), turn 0(decisions, decisions)
« Reply #4 on: June 27, 2016, 04:32:12 pm »

poll is up
Logged
Don't eat ghosts, that's how we got into this mess to begin with.

crazyabe

  • Bay Watcher
  • I didn't start the fire...Just added the gasoline!
    • View Profile
Re: Magi(SG), turn 0(decisions, decisions)
« Reply #5 on: June 28, 2016, 01:36:55 pm »

PTW
Logged
Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

HugeNerdAndProudOfIt

  • Bay Watcher
    • View Profile
Re: Magi(SG), turn 0(decisions, decisions)
« Reply #6 on: June 28, 2016, 05:42:15 pm »

Ok, the votes are in, and Mushroom magic it is!

How did you get into this situation?! You were just trying to solve the issue some people have with the taste of mushrooms, is it your fault you mixed up 'getor' with 'getnig' and changed the spell from 'give fungus animal taste' to 'give fungus animal hunting prowess'?
Oh well, at least your getting released tomorrow, but what to do now?

By the way this game is set in a quasi-mideaval society, but magic replaces some modern convenances.
Logged
Don't eat ghosts, that's how we got into this mess to begin with.

Ardent Debater

  • Bay Watcher
    • View Profile
Re: Magi(SG), turn 0(decisions, decisions)
« Reply #7 on: June 28, 2016, 06:17:58 pm »

Ok, the votes are in, and Mushroom magic it is!

How did you get into this situation?! You were just trying to solve the issue some people have with the taste of mushrooms, is it your fault you mixed up 'getor' with 'getnig' and changed the spell from 'give fungus animal taste' to 'give fungus animal hunting prowess'?
Oh well, at least your getting released tomorrow, but what to do now?

By the way this game is set in a quasi-mideaval society, but magic replaces some modern convenances.

Let's have a nice, long heartfelt, (mostly one-sided) discussion about philosophy, religion, and politics with the Black Mold growing on our cell wall!
Logged

High tyrol

  • Bay Watcher
    • View Profile
Re: Magi(SG), turn 0(decisions, decisions)
« Reply #8 on: June 29, 2016, 08:52:29 am »

Ok, the votes are in, and Mushroom magic it is!

How did you get into this situation?! You were just trying to solve the issue some people have with the taste of mushrooms, is it your fault you mixed up 'getor' with 'getnig' and changed the spell from 'give fungus animal taste' to 'give fungus animal hunting prowess'?
Oh well, at least your getting released tomorrow, but what to do now?

By the way this game is set in a quasi-mideaval society, but magic replaces some modern convenances.

Let's have a nice, long heartfelt, (mostly one-sided) discussion about philosophy, religion, and politics with the Black Mold growing on our cell wall!
1+ but add logistics to the list of discussed topics 
Logged

HugeNerdAndProudOfIt

  • Bay Watcher
    • View Profile
Re: Magi(SG), turn 0(decisions, decisions)
« Reply #9 on: June 29, 2016, 01:24:27 pm »

Let's have a nice, long heartfelt, (mostly one-sided) discussion about philosophy, religion, and politics with the Black Mold growing on our cell wall!

You begin a conversation with the Mold, it takes you five minutes to realize that the mold is not responding, OK, what now?
Logged
Don't eat ghosts, that's how we got into this mess to begin with.

Ardent Debater

  • Bay Watcher
    • View Profile
Re: Magi(SG), turn 2(Mold!)
« Reply #10 on: June 29, 2016, 01:58:38 pm »

Well Clearly, the Mold is simply an excellent listener! Let's continue to regale it with Tales of our Magical Prowess!
Logged

HugeNerdAndProudOfIt

  • Bay Watcher
    • View Profile
Re: Magi(SG), turn 2(Mold!)
« Reply #11 on: June 29, 2016, 05:28:41 pm »

you began talking to the mold, but are informed of complaints over the fact that you are apparently taking to yourself.
Logged
Don't eat ghosts, that's how we got into this mess to begin with.

Ardent Debater

  • Bay Watcher
    • View Profile
Re: Magi(SG), turn 2(Mold!)
« Reply #12 on: June 29, 2016, 06:14:07 pm »

Then we'll simply inform those who are complaining that we're having a stimulating conversation with some hospitable lichens, and that they could learn from the Mold's etiquette!
Logged

FallacyofUrist

  • Bay Watcher
  • Blatant furry. Also a hypnotist.
    • View Profile
Re: Magi(SG), turn 2(Mold!)
« Reply #13 on: June 29, 2016, 06:54:16 pm »

Can we magic it to be able to speak?
Logged
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.

High tyrol

  • Bay Watcher
    • View Profile
Re: Magi(SG), turn 2(Mold!)
« Reply #14 on: June 29, 2016, 10:23:56 pm »

Can we magic it to be able to speak?
do this
Logged
Pages: [1] 2