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Poll

one or 2

wahid (1)
- 2 (14.3%)
itnanii(2)
- 4 (28.6%)
laa araf (dont care)
- 8 (57.1%)

Total Members Voted: 14


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Author Topic: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2  (Read 22004 times)

adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #420 on: February 06, 2011, 02:42:48 pm »

FIXED
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Furtuka

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #421 on: February 06, 2011, 02:48:48 pm »

4+4+6=14

I create a spiecies of unintelligent fireproof lizards living in and around the magma lake they secrete a highly flammable and somewhat sticky liquid from their skin. they have a crest on their heads that When agitated they will bang it together with a piece of bone also on their head creating sparks. You can guess what happens next

I also use advance race to have the dreshes how to carve tools and weapons such as spears and knives out of bone.. they become proficient in bone carving
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lemon10

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #422 on: February 06, 2011, 02:50:04 pm »

I roll 8+19=27
I command (27-4=23) the created (eg. ones that used to be elven/human/thorian) negar to make the city of Chokla, one half is in the land of the dark, where they can reside without fear of the day, and the other half is in the land of the light, where it is always day (the city in this area is also etheral, and immune to any kind of damage), and they are always ethereal and free of danger of reprise.
I create the avatar Ekona (23-8=15), a negar who used to be a dark elf, skilled in magic at life, his new nature as a negar has expanded his power. Upon his turning he bound the souls of all the living negar to him, making him both exponentially more powerful and hard to kill, but also meaning that if dies, then all the bound negar will die with him.
I create the order of the dragon hunters (15-6=9) a group of negar whos goal is to turn dragons to further expand the power of the negar.
I advance the negar civilization (9-5=4) with greater magical powers in combat, and the ability for strong mages to defy the night/day for up to a minute (eg. they can stay etheral at dark for a minute, or stay solid for up to a minute after sunrise).
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Furtuka

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #423 on: February 06, 2011, 02:51:45 pm »

Since the Negar are apparently now intelligent can I have at least a vague description in order to make a token?
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lemon10

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #424 on: February 06, 2011, 03:00:43 pm »

The nagar aren't really intelligent for the most part. Their are two kinds of negar

The natural ones, they spawn naturally as part of the world, they are rather dumb, and come in sizes from tiny to big (created ones can give them basic orders that they try to fulfill).
Natural negar Drats, i can't come up with a good look for them, ill just go the lovecraft route and say that they are indescribable.  ;D
The created ones, when a negar turns a sentient creature, they become a negar with all the powers they had in life, equally intelligent, perfectly black skin and eyes and hair (which is hard to break and they regenerates rapidly if the wound isn't from magic/iron).
Mabey just use some variation on the created negar for a token.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Furtuka

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #425 on: February 06, 2011, 03:20:16 pm »

I just went with a creepy eye

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squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #426 on: February 06, 2011, 03:28:06 pm »

I have a massive backlog of stuff to make, especially since the Negar are now more prominent...
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adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #427 on: February 06, 2011, 03:51:22 pm »

I must advance Gnomes ( gnome copters ) and elves ( laser guns )
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squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #428 on: February 06, 2011, 03:51:58 pm »

Please, don't.
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Furtuka

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #429 on: February 06, 2011, 03:52:08 pm »

laser guns do not fit in with this setting

gnome copters are okay as long as they are either clockwork or steampunk
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adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #430 on: February 06, 2011, 03:56:49 pm »

I know I was kidding about the laser rifles the gnome copters I was not. I dont see any tech I need to give elves really.
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Furtuka

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #431 on: February 06, 2011, 08:40:51 pm »

thats good
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squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #432 on: February 06, 2011, 10:01:34 pm »

Hey, just a note guys.  When uploading the images, make sure it's 1985x610 pixels.  Every time the image is resized, even by a few pixels, I have to remake the clickable map.
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elitetaco3519

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #433 on: February 06, 2011, 11:12:02 pm »

Holy crap, I just relized how awesome this world is :)
Anyway if it is my turn I rolled an 8 and ill use 4 to command the dwarves to make the city of: well idk what's dwarf for grand city? Oh well ill just call it: Far-bin-nur. Idk what it means in dwarf, its open. So can somebody place that for me? Somewhere in the mountians. Thanks
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"...my word is poontang." Full Metal Jacket

squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #434 on: February 06, 2011, 11:26:00 pm »

4 + 5 + 2 (bonus) = 11 points.  Woo.  One moment.

I create the Architects, a group of Quarrus who want to claim the Spire as their own.  For now, they sit idly, but their existence will bring them to fight the Dreshes for ages to come.  I then command the order to create a city in the Media Mountains, right near the Dwarves.  This creates tensions within each other as well, though it's more arguing about digging techniques and the perfect home design.  They call the city "Dwarfail".  They swear it's pronounced "Wah-Aisle", though it's obviously...



I have two point left.  (6 to make order, 3 to command)
« Last Edit: February 06, 2011, 11:38:03 pm by squeakyReaper »
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