Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 161 162 [163] 164 165 ... 203

Author Topic: Cabal: Wizard Open World Game  (Read 367855 times)

Radio Controlled

  • Bay Watcher
  • Morals? Ethics? Conscience? HA!
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2430 on: April 13, 2020, 05:37:20 am »

((Gonna take a moment to post that staff testing since there's some neato lore in there, and at least syv seemed interested.

That said, since you guys apparently also get lore and mechanics explained on the irc from time to time, could I ask you also put that in here when you can? For example, those bits about how the people view Telcal and such that syv mentioned, since I'm sure other people would like to know about it as well!))

Logged


Einsteinian Roulette Wiki
Quote from: you know who you are
21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

Devastator

  • Bay Watcher
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2431 on: April 13, 2020, 05:47:49 am »

(Umm, not sure that thing's telling the truth.  Would a nature sceptre burn?)

(Most of the questions we've gotten answered are related to specific power use questions and what not.  There was some lore stuff related to the Daughters of Telcal, but I don't have that, I'm afraid.  Most of it is in the turns.)
« Last Edit: April 13, 2020, 05:53:17 am by Devastator »
Logged

Radio Controlled

  • Bay Watcher
  • Morals? Ethics? Conscience? HA!
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2432 on: April 13, 2020, 07:06:12 am »

((I think that was less "I will burn your staff" and more "that sunbro sceptre may be pretty dope, but try to raise it against me and I will fuck your shit up so bad fam".))
Logged


Einsteinian Roulette Wiki
Quote from: you know who you are
21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

Devastator

  • Bay Watcher
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2433 on: April 13, 2020, 10:05:57 am »

(I meant that it seems dubious that a nature sceptre would have HOT BURNINATION powers.)
Logged

piecewise

  • Bay Watcher
  • [TORTURE_FOR_FUN]
    • View Profile
    • Stuff
Re: Cabal: Wizard Open World Game
« Reply #2434 on: April 14, 2020, 03:32:00 pm »

Continue my Route

Spoiler: Nina (click to show/hide)

Lets see here...next is...Wismuth if memory serves.  Its a small town in the hills. Originally it was site of quite a alchemical and thaumic manufacturing plant and research station of sorts. Golems, magicoal, thaumic machinery, Magical batteries, all manner of magical items and technology got their start there. These days though, its pretty barren. The remnants of the factories and research stations are still there, built into the mountains, but the only inhabitants are descendants of the former workers who haven't left even after the end of the age of magic. Like Fearce is the capital of mechanical knowledge, Wismuth is the capital of old Thaumic knowledge. Though its now mostly an intellectual curiosity and occasionally the place to get ancient machines repaired.  The citizens that remain mostly exist as guides or sellers of supplies for those going past the mountains and into the forests or plains beyond.  Its most striking feature is the great pillars of metallic rainbow crystals that sprout up among the stone and crawl on the cliffsides like ivy.

You ask about issues there and they say that some of the populace have been hearing strange sounds. Ringing in the night.


Quote from: Arachne
"This place is a hunting ground. Not sure if its after the clients normally, or if its just feeding on the human wreckage that this place creates. Either way there's an apex predator here and it doesn't like me intruding."
"Neat! Think it's sapient? Can you give me any more details? Size, shape, smell, sounds it made, any of that kind of thing? I wonder if it has any weaknesses? Might be out of my league if it worries you so much, though. Still, I AM an ascetic, eh? Good job on escaping and diverting attention, by the way."

She tells you that the impression she got was of a giant liquid shadow in the vague shape of a feline. Like some sort of smoke puma or the like. Of course that might not be its true form. It likely has a human form like herself, as well as being able to shift into other forms to better strike at prey.

Enchant Arachne's poison with [toxin] top increase it's efficacy against magical monsters for a while. I forget how mana usage works: do I have to declare something here? Also enhance her forelegs with Force to make them stronger so if she gets attacked she can repel the creature. Then, have her spin her webs around our hunting ground (somewhere near the compound, but not immediately within it where the creature is - close enough that we can lure him out but not so close that we are gonna be attacked while making the trap. Enchant her webs with Black Flux to act as a power snare for magic, leaving the strands that the spider would crawl on untouched. Then go out and look like lunch to the hunter.


Spoiler: Felix Testimony (click to show/hide)
[10+1 v6] [4+1 v6] The first spell is successful, the second fails. -12 mana.

You leave her to spin webs and head out to find the predator. You walk to the rough location where you think it should be, the pool area, but its gotten busier here. The fires are mostly out and people are coming back in to look around and go back to their rooms. Hmm.

((Did some discord staff testing, tl;dr we Sunbros now.))

Convert 200 gold into 40 mana.

Start traveling towards Kaolin. Try to leg it until we get to the areas where it is dangerous to walk due to environmental hazards and/or reported monster activity, then teleport to Kaolin itself (guessing we can walk up to Calamine?)

For the sunbro scepter, when we pass through a town have a local artisan make us a staff assembly/cover that encloses the scepter so we can tote it around without it being seen by everyone, with a little bit left exposed so we can still touch it and use it while in the assembly (make sure not to show it around either). How much gold?

Also, while traveling try out the scepter a bit on some local wildlife or insects. Try to determine what stat it rolls (if any), what the range is, How many at once, whether it can just influence actions or also physiology, and more like that (I can come up with a list of specific tests if you want).

Oh, and finally, small question: if I cut open our black biometal bird in search of words, is that likely to yield a word such as 'bird', or is that a bit too cheap of a way to find words?



Spoiler: Darwin Zeppeli (click to show/hide)
Off to Kaolin we go. Serve as Darwin's trusty steeds for the part we do on foot.

I'd like to go through Darwin's books along the way there. Just looking for everything I can find about Alizarin, Telcal, covenants and other gods. I'm a barbarian who hasn't been paying attention in class and suddenly needs a crash course in wizard history 101.


Spoiler:  Écalir Speedwagon (click to show/hide)

[2]
Eclair holds a book up to his beak for a few minutes and then remembers he can't read. Darwin is gonna have to read this to him.

Converted
We'll assume it costs you...15 to get up to Kaolin. Its quite chilly up here, hope you have warm clothing.

You get yourself a big box made for the scepter. Its kind of like the case for musical instrument, but with a small hole in the bottom to let the point of the staff touch things while the box is closed. 2 gold.

Basically, it works like this: It only works on Plants. No bugs or animals. Fungi work though, in great disregard for taxonomy. For many minor things you need no roll. So if you wanted a tree to bow itself over to form a bridge, you just have to ask it. For more major things, especially things that could harm the plants, a will roll may be needed. Telling a tree to tear itself out of the ground and tumble down a hill onto your enemies for instance. And things which require gross modifications of form or size will require mana. You can tell a shrub to transform into a horse, but it can't really do so without mana. Once it is transformed though, riding it will just be asking.

There's nothing in a biometal creature you make. Least nothing really. They don't have organs or have any sort of internal patterning like a normal creature. If you cut them open there's basically just movement tissue. So no, can't steal words from their guts.


Now, Kaolin is a big temple city, lots of pilgrims, small temples to minor gods, large temples to major ones, and the main temple to the sun right at the tip top. You can ask whoever you want about monsters, but how they'll respond might vary.





And now for the big turn crew

((Did some discord staff testing, tl;dr we Sunbros now.))

((This concept interests me, even if it's irrelevant to me in-game!  Please, tell me more!))

Was that "Contain" a sculptor word?  I really thought I'd only be able to find Invoker words here, but I'm totally happy if that's for me.

Invest seventy mana into leveling end to +4.  Inspect any strange effects this causes.  (Already included in sheet)

Anyway, copy whatever the storage mechanism for mana is in the furnace, and set up a test drainer in the magicoal room.  Ekrov has a day to spend on this, so he'll confirm that it works, then set up a more permanent drainer if he does.  Use some of the massive supplies of gold wiring that have been collected.  Watch the thing for awhile, to make sure it's working, or to figure out what needs to be changed if this action isn't sufficient to set up a passive mana generator that'll function on its own for the next month or so at least.

Aside from that, I want to enchant that pair of iron rods that allow teleportation between them when fed mana.  They should be capable of transporting one person with a heavy load (up to a second person piggybacking), and I want them to work like the thaumic items--shove mana in, you get the effect, no rolls or anything.  If it wuld make it simpler, have one of the rods be permanently fixed in position, inside the central room that contains the King's Bunker (but not inside the bunker, obviously).

One last question.  Are any of the gravid keystones perfectly round?  Maybe the king's key?  My sculpture needs something perfectly round, and it'd be the ultimate flex to use the ultra rare king's key for that.

...Aaaaand also melt some magicoal chunks.


Spoiler: O.o (click to show/hide)
If you're a sculptor, then any words you find written down cannot be used. You can still understand them though. Sculptors gain words only through sculptures.

Ok. You don't glow like Saeko. Instead you sort of have veins of magic running through your skin. Ever seen tron? Or Zone of the enders? Or Fable will lines? Like that. Big glowing lines running through your flesh.

There is no storage in the furnace itself. The mana is piped up to a main line and then off into the ruins elsewhere.  In any case, the draining method of the furnace is very simple: Mana flows through this gold wire, so they created a mesh of it to catch the mana and guide it off wherever it needed to go. You can test this very simply using a single wire, sticking it in the coal room and then taking the end outside. Mana will flow through the wire and out on your end. The issue is that in order to efficiently drain the pile  you'd need to basically encase it in a faraday cage of wire. The tighter the mesh, the more effective the draining.

Alright. The fixed position would help. The easiest would be two in fixed positions, but if you can't manage that then one moving and one fixed is second best. To actually "entangle" them would be pretty cheap. D8 or maybe d10 depending on exact words. The cost for teleportation would vary on distance.

No. They actually vary slightly among both the kinds and individual stones. They seem almost organic, like river stones, all somewhat similar but not identical. The King's key is a sort of squat teardrop shape, slightly elongated with a blunt "Point".

I think I'm gonna start reducing the amount you can eat dependent on how big the actions you make are. 38 mana, 1 coal.

Consume more coal. Level up Strength if mana goes above 100 at any time.

Keep looking for words inside of golems.

Test out the Force attack buffs. Find a rock outside and clap my hands together, casting a d6 Lightning Strength attack on it.


Spoiler: Zavi (click to show/hide)
5 coal, 189.

No luck this time.

Force, as I understood it, basically increases the kinetic energy of any attack you make. As per your spell...I have no real idea what you're doing here. Clapping your hands together and then casting lightning strength on a rock? Are you strengthening the lightning and striking the rock? Strengthening the rock with lightning (whatever that means) or strengthening your hands with lightining?

You confuse me.

Time to move furniture today, in preparation for trying to package up the core tomorrow.

Use three temporary buff spells to help with this process (10ish hour duration, length of a working day.)  A d8 strengthen (strength) spell on self to help pick up and shove around heavy objects, a d8 Strengthen Speed spell on self to help move more quickly and get more work done, and a d6 Strengthen Grow Expand spell on self to increase size, which should also help remove and carry stuff out.

Then move out much of the stuff in the core room.  Aim for the following:

Stuff on the top of the room, should the gravity normalize inside this chamber, to keep it from falling on or damaging stuff below it.
The contents of the library.
The contents of the laboratory and workshop.
Particularly valuable or fragile-looking pieces.
Cloth hangings, clothing or other lightweight valuables, to ensure they remain intact.

Up to ten temporary Strengthen Reverse-expand spells will be used to help shrink the stuff that's being carried out as loot.  The duration for these is ~12 days, so they'll re-enlarge once back at the capital.  Aim for max value, as best as Saeko can judge, but pick out at least one statue to keep.

Crew is to haul the loot items up to the surface.  If Saeko has plenty of time, have her help with that.

In the evening, go for a pleasure flight.


Spoiler: Saeko Hirahara (click to show/hide)
[7+3,2+3,5+3 v 3, 5, 2] so -10 mana.

We'll assume you get all that out, save for a few things from the lab that are literally attached to the ground.

5,6,6,6,  3,  1,  4, 4,10, 4
5,8,6,12,13,13,11,10,5,  4

[-49 mana.]

Ok, consider it stored.

Flying in the evening is possible, though it gets harder the later it gets because the nice thermals of the day start to die off and you have to flap instead of soar more.

Devastator

  • Bay Watcher
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2435 on: April 14, 2020, 03:45:41 pm »

I'm assuming 'Lightning Strength' means a Lightning spell, but Strength-based because it's a short-ranged attack.
Logged

Radio Controlled

  • Bay Watcher
  • Morals? Ethics? Conscience? HA!
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2436 on: April 14, 2020, 04:27:18 pm »

Buy a set of warmer clothing if you think it's necessary. Also a chocobo sweater vest and such for our birbman.

Know to +1. Then, I'd like to go through our books, looking for everything I can find about Alizarin, Telcal, covenants and other gods. Tell what I learn to Ecalir in the form of bedtime stories. I gave an example in the discord for the general template. ;)

Then start asking around about that monster, preferably to people who stand to give some sort of useful information and not just superstitious claptrap, such as people who venture into the mountains or who have encountered it and lived to tell the tale, should such people exist. Perhaps even see if there are any corpses that were retrieved for us to investigate.

Finally, for that staff, what is the range on it? How many can it influence at once? And if we were to make a 'shrub-horse' as in your example, what would the end result look like?


Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: April 17, 2020, 03:05:43 am by Radio Controlled »
Logged


Einsteinian Roulette Wiki
Quote from: you know who you are
21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

Egan_BW

  • Bay Watcher
  • Strong enough to crush.
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2437 on: April 14, 2020, 04:36:22 pm »

Cast a permanent d8 Human Lightweight enchantment and a permanent d8 Human Toxin enchantment to resist all toxins on Saeko. Retry failures.

More coal. If I go above 100, level Str, then End.

Look for Words buried in the golden conduits.

If Saeko removes the Core from the bunker, wear my mana-flow limiting cloak.


Spoiler: Zavi (click to show/hide)
« Last Edit: April 14, 2020, 07:42:15 pm by Egan_BW »
Logged

Devastator

  • Bay Watcher
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2438 on: April 14, 2020, 07:37:31 pm »

Cast a spell to strengthen Zavi's endurance to d8.  Use a similar Grow Strengthen Permanent over a day effect to hopefully make it cost less than a d12.  Retry failures.

Today I'm going to remove the core.  Remove some gold cable from a destroyed wall and use the Cloth spell to make it into some gold cloth.  Then cut out and make a bag of the sealer suit material, and sew the gold cloth to one side.  Turn it so that's the inside of the bag.

Get help from Ekrov if I'm too clumsy to manage it.

Once the bag is ready, go to the core room, fly up, and snag the core inside the bag.  See if that allows me to remove it.  If it works, put the bag with the core inside my backpack for safekeeping.

If it all goes well, finish the day by disassembling one of the control suits, looking for the control words, and if not, recovering the precious metals it's made out of.

Crew is to continue excavating the top of the palace.


Spoiler: Saeko Hirahara (click to show/hide)
« Last Edit: April 14, 2020, 07:40:10 pm by Devastator »
Logged

syvarris

  • Bay Watcher
  • UNICORNPEGASUSKITTEN
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2439 on: April 16, 2020, 12:32:01 am »

Okay, I can't use the contain word since I'm a sculptor, so... can Saeko use it?  I had been meaning to find words for her anyway.  If she can use it, it needs a die size, I think.

Set up the mana drainer inside the magicoal pile room.  It does not need to encase the pile, and I don't want to take any risks setting up a giant drainer--I just want a decently large net that'll steadily siphon off mana to storage, even if it's massively inefficient.  As for the nature of the storage... well, I can't recall you describing thaumic mana batteries before, but seeing as how practically everything in this place uses the same mana wires, I figure Ekrov has seen some kind of mana storage by now.  Set something up.

Next, the teleport rods.  Go find an out-of-the-way room that is locked behind an aristocrat door, which does not contain anything important.  Set up the teleport rod inside that room, it'll be an iron rod as tall as a person, set into a base that keeps it rigidly supported and fixed in position.  Use magic to summon it up if necessary, I don't care.  Using "Iron", "Banish", and "Human", Enchant it to be able to teleport a person to or from a specific other rod of iron which is only a foot long, when a passphrase is spoken and magic is pumped into it or the handheld rod.  Teleports only teleport the person spending the mana, along with whatever they're holding aside from the rod itself (so you can teleport back to where it is).  We'll probably set up a more permanent arrangement later, so for now a simple person transporter is good enough.

...And don't tell Zavi about this.  Saeko can know, of course, and will get told the passphrase, but Zavi and the crew don't need to know anything.

Spend 80 mana buffing Senses to +3 from +1 (already accounted for)

Finally... remember the super high-quality painting Zavi drew of Saeko?  Animate the image of Saeko into a fully existant, real person, with a duration of six days (the length of time we have left in Gravid, and which may be extended if it's not a terrible idea).  Words are Human, and Animate.  Once the clone is summoned, talk to her and interview her; I want to know what her mind and powers are like.  Is her mind based off of Zavi's impression of Saeko, as she was the artist?  Or Ekrov's, since he's the animator?  See if Saeko will help, and have her ask about things only Saeko would know--does the clone of her have her memories, despite her not being involved in its creation at all?  Does the clone Saeko have any magic, or mana?  Does she have the physical and mental acuity of Saeko, or only the capability Ekrov's magic could grant her?  Is there anything else interesting that Ekrov notices?

And melt magicoal.  Hey, even if it's only 1 chunk, it's something.


Spoiler: O.o (click to show/hide)

Egan_BW

  • Bay Watcher
  • Strong enough to crush.
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2440 on: April 16, 2020, 12:29:43 pm »

Glob. PW, for information on painting, review below post:
oh, and "attractive" isn't a synonym for "sexualized" here, you stupid skeleton


I told PW that the painting is actually potentially important. He asked me to describe what it actually looks like. I did so. He told me to keep note of it myself, because he would not remember.

Spoiler: taking note (click to show/hide)
Logged

Pancaek

  • Bay Watcher
  • Real stupidity beats artificial intelligence
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2441 on: April 17, 2020, 04:27:24 am »

Take in the sights as I'm following Darwin. What is the vegetation like around here, what plants/trees do I see? Also just keep an eye and ear out for danger and/or interesting things

Spoiler:  Écalir Speedwagon (click to show/hide)
Logged

piecewise

  • Bay Watcher
  • [TORTURE_FOR_FUN]
    • View Profile
    • Stuff
Re: Cabal: Wizard Open World Game
« Reply #2442 on: April 17, 2020, 10:37:11 am »

hurt wrist typing with left hand only posts will be short


Buy a set of warmer clothing if you think it's necessary. Also a chocobo sweater vest and such for our birbman.

Know to +1. Then, I'd like to go through our books, looking for everything I can find about Alizarin, Telcal, covenants and other gods. Tell what I learn to Ecalir in the form of bedtime stories. I gave an example in the discord for the general template. ;)

Then start asking around about that monster, preferably to people who stand to give some sort of useful information and not just superstitious claptrap, such as people who venture into the mountains or who have encountered it and lived to tell the tale, should such people exist. Perhaps even see if there are any corpses that were retrieved for us to investigate.

Finally, for that staff, what is the range on it? How many can it influence at once? And if we were to make a 'shrub-horse' as in your example, what would the end result look like?


Spoiler: Darwin Zeppeli (click to show/hide)
Take in the sights as I'm following Darwin. What is the vegetation like around here, what plants/trees do I see? Also just keep an eye and ear out for danger and/or interesting things

Spoiler:  Écalir Speedwagon (click to show/hide)

4 gold

ok. if you want more prose, wait till later. if ok short
Spoiler (click to show/hide)

Comes at night, likes the ruins to the south, and cramped mountain passes. Ambushes loners or small groups.

Range is hard to say. roughly mile.  Seems to have no limit,


Cast a permanent d8 Human Lightweight enchantment and a permanent d8 Human Toxin enchantment to resist all toxins on Saeko. Retry failures.

More coal. If I go above 100, level Str, then End.

Look for Words buried in the golden conduits.

If Saeko removes the Core from the bunker, wear my mana-flow limiting cloak.


Spoiler: Zavi (click to show/hide)
[1v1][5v3] -4 mana. You lose like 10% weight, and gain resistance, not immunity. But good. Dice higher

196

No dice

ok

Cast a spell to strengthen Zavi's endurance to d8.  Use a similar Grow Strengthen Permanent over a day effect to hopefully make it cost less than a d12.  Retry failures.

Today I'm going to remove the core.  Remove some gold cable from a destroyed wall and use the Cloth spell to make it into some gold cloth.  Then cut out and make a bag of the sealer suit material, and sew the gold cloth to one side.  Turn it so that's the inside of the bag.

Get help from Ekrov if I'm too clumsy to manage it.

Once the bag is ready, go to the core room, fly up, and snag the core inside the bag.  See if that allows me to remove it.  If it works, put the bag with the core inside my backpack for safekeeping.

If it all goes well, finish the day by disassembling one of the control suits, looking for the control words, and if not, recovering the precious metals it's made out of.

Crew is to continue excavating the top of the palace.


Spoiler: Saeko Hirahara (click to show/hide)
[1+4v7][7+4v10] 17 mana. ok.

Core bagging goes fine. But core won't move from hovering position. Needs something else. A "Release mechanism".

Half way done.

Okay, I can't use the contain word since I'm a sculptor, so... can Saeko use it?  I had been meaning to find words for her anyway.  If she can use it, it needs a die size, I think.

Set up the mana drainer inside the magicoal pile room.  It does not need to encase the pile, and I don't want to take any risks setting up a giant drainer--I just want a decently large net that'll steadily siphon off mana to storage, even if it's massively inefficient.  As for the nature of the storage... well, I can't recall you describing thaumic mana batteries before, but seeing as how practically everything in this place uses the same mana wires, I figure Ekrov has seen some kind of mana storage by now.  Set something up.

Next, the teleport rods.  Go find an out-of-the-way room that is locked behind an aristocrat door, which does not contain anything important.  Set up the teleport rod inside that room, it'll be an iron rod as tall as a person, set into a base that keeps it rigidly supported and fixed in position.  Use magic to summon it up if necessary, I don't care.  Using "Iron", "Banish", and "Human", Enchant it to be able to teleport a person to or from a specific other rod of iron which is only a foot long, when a passphrase is spoken and magic is pumped into it or the handheld rod.  Teleports only teleport the person spending the mana, along with whatever they're holding aside from the rod itself (so you can teleport back to where it is).  We'll probably set up a more permanent arrangement later, so for now a simple person transporter is good enough.

...And don't tell Zavi about this.  Saeko can know, of course, and will get told the passphrase, but Zavi and the crew don't need to know anything.

Spend 80 mana buffing Senses to +3 from +1 (already accounted for)

Finally... remember the super high-quality painting Zavi drew of Saeko?  Animate the image of Saeko into a fully existant, real person, with a duration of six days (the length of time we have left in Gravid, and which may be extended if it's not a terrible idea).  Words are Human, and Animate.  Once the clone is summoned, talk to her and interview her; I want to know what her mind and powers are like.  Is her mind based off of Zavi's impression of Saeko, as she was the artist?  Or Ekrov's, since he's the animator?  See if Saeko will help, and have her ask about things only Saeko would know--does the clone of her have her memories, despite her not being involved in its creation at all?  Does the clone Saeko have any magic, or mana?  Does she have the physical and mental acuity of Saeko, or only the capability Ekrov's magic could grant her?  Is there anything else interesting that Ekrov notices?

And melt magicoal.  Hey, even if it's only 1 chunk, it's something.


Spoiler: O.o (click to show/hide)

d12.  She can. Tell her. She rolls to understand.

Magicoal IS mana battery. Other forms exist. Unstable, but can be used.  Wire set up, draining slowly.

With failures, 43 mana cost. Permanent teleportation between the rods.

ok

-14 mana. Acts like Saeko as amnesiac. Remembers things since painted, nothing before. Knows langauge, has personality similar to Saeko. Attempt to do magic results in partial deanimation. 10 mana applied to fix.


1 coal, 29 mana.

Egan_BW

  • Bay Watcher
  • Strong enough to crush.
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2443 on: April 17, 2020, 04:17:18 pm »

Eat coal, leveling Endurance, then Speed.
Go with Ek to examine the Cube Room.

Talk to Painting:
Does she want to pick a name for herself?
Where does she see herself as being?
Is she distressed at all by her current state?
Would she prefer to be outside the painting? (I assume she's still inside there?)


Spoiler: Zavi (click to show/hide)
« Last Edit: April 20, 2020, 04:29:12 am by Egan_BW »
Logged

Devastator

  • Bay Watcher
    • View Profile
Re: Cabal: Wizard Open World Game
« Reply #2444 on: April 18, 2020, 03:32:23 pm »

Go find that release mechanism.  With the stuff removed from the core room, there shouldn't be too much left to go through, but check there.  Then check the control room outside the core room for that, including the pile of non-furnature stuff that was removed.  If it fails, bring in Ekrov to help look, both outside and, while holding hands, inside the core room.  If it still isn't found, try wearing the control suit and seeing if that has a release control on it, assuming the wings and ears can fit inside one.  If they can't, the wings expire in a few hours so try then.

Also, ask Ekrov about getting more mana.


Spoiler: Saeko Hirahara (click to show/hide)
« Last Edit: April 18, 2020, 03:36:39 pm by Devastator »
Logged
Pages: 1 ... 161 162 [163] 164 165 ... 203