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Poll

Confiscation of Sandow's Property

Nothing
- 4 (36.4%)
A little
- 0 (0%)
Some
- 1 (9.1%)
A bit
- 1 (9.1%)
A bunch
- 0 (0%)
A lot
- 1 (9.1%)
A ton
- 1 (9.1%)
All of it
- 3 (27.3%)

Total Members Voted: 11


Pages: 1 ... 178 179 [180] 181 182 ... 249

Author Topic: Cobalt Fortress: Days 48 onward: This is the spring of our discontent  (Read 148397 times)

dragonshardz

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2685 on: December 23, 2010, 10:02:42 pm »

I'll probably end up doing this soon - working on last-minute Christmas gift.

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2686 on: December 23, 2010, 10:44:35 pm »

OK fine, I'll take Fine Chef, no need to get testy over it.  :P

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2687 on: December 23, 2010, 10:46:21 pm »

Since I've been adding traits slowly over time, everybody can pick a new Good and Bad trait of any type!
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2688 on: December 23, 2010, 10:53:32 pm »

Do you mean change one of the ones we already have or we all have to pick 2 entirely new ones, because my character doesn't need any more negative traits, magic-scarred is going to bite me in the ass sometime already, I know it.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2689 on: December 23, 2010, 10:55:48 pm »

No, I think you  do need more negative traits.
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Nirur Torir

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2690 on: December 23, 2010, 10:56:44 pm »

I haven't forgotten to pick something, I'm just still ... deciding, yes. And dealing with holiday gatherings of relatives.
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V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2691 on: December 23, 2010, 11:00:52 pm »

I don't suppose I can just pick two that cancel each other out?

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2692 on: December 23, 2010, 11:05:36 pm »

No, you can only cancel bad Caste traits.
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2693 on: December 23, 2010, 11:06:27 pm »

FFFFFFFUUUUUUUUUUUUU



I'm not liking this.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2694 on: December 23, 2010, 11:08:43 pm »

Actually, Mystically Scarred would be perfect for you. I was going to give it to you anyway, but you can 'buy' it too.
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2695 on: December 23, 2010, 11:11:05 pm »

Ahhhh, fine, Mystically Scarred and Intimidating.  Maybe I'll be able to Intimidate the crap out of the demons that pop out of the ground around me because I'm both Magically and Mystically Scarred.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2696 on: December 23, 2010, 11:12:15 pm »

Magically Scarred means that things actually happen. Mystically is like a phobia. Physical vs Mental, you know. At least it's justified in your case.
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

IronyOwl

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2697 on: December 23, 2010, 11:13:02 pm »

Magically, mystically, eldritchly, and arcanely crippled, scarred, disfigured, deformed, twisted, and burned.

But think of all the good traits!
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2698 on: December 23, 2010, 11:13:41 pm »

yeah yeah, I know I have lots of good traits too, but I get the feeling that my bad ones are beginning to outweigh my good ones.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Chapter 1: Struck Earth: Days 12-18
« Reply #2699 on: December 23, 2010, 11:15:30 pm »

You're still the most innately powerful character in the expedition. It just so happens that you have been repeatedly screwed over by supernatural forces. And a person.
« Last Edit: December 23, 2010, 11:22:22 pm by Shade-o »
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"
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