Darkness Rising

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Re: Darkness Rising

Postby BLANDCorporatio » Mon Jun 04, 2012 2:52 pm

What do you think's in the daily rations?
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Re: Darkness Rising

Postby MarbitChow » Mon Jun 04, 2012 2:59 pm

BLANDCorporatio wrote:OOC: I propose a motion to give Bill, Coil and Triage a couple of XPs for good rp. /OOC
Done, done, and done. (See edited post on the previous page.)
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Re: Darkness Rising

Postby The Colonel » Mon Jun 04, 2012 3:03 pm

Would exploding uncroaked work?
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Re: Darkness Rising

Postby MarbitChow » Mon Jun 04, 2012 3:15 pm

The Colonel wrote:Would exploding uncroaked work?

Your understanding of croakamancy and shockamancy are too limited to determine if this would work or not. You would need Master-class Croakamancy (lvl 8), plus either intimate knowledge of Shockamancy (at least 2 spells) or access to a Master-class Shockamancer to conduct such experiments.
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Re: Darkness Rising

Postby The Colonel » Mon Jun 04, 2012 3:30 pm

If I reach level 8 and we get a thinkamancer, I want to try this. I think It would work for thinking. A mind meld will combine the minds in a gestalt allowing the gestalt to get a grip on theories the parts would not understand.
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Re: Darkness Rising

Postby BLANDCorporatio » Mon Jun 04, 2012 3:38 pm

Indeed, like wtf gestalt means.

(j/k)

Anyway, I sense someone wants to bring forth Diablo 2's most useful skill :twisted:
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Re: Darkness Rising

Postby The Colonel » Mon Jun 04, 2012 3:49 pm

What is (j/k)?

And what is Diablo 2's most useful skill?

Gestalt
A collection of physical, biological, psychological or symbolic entities that creates a unified concept, configuration or pattern which is greater than the sum of its parts (of a character, personality, or being)

In this case I am referring to the combination of the minds of another caster and Bill.
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Re: Darkness Rising

Postby BLANDCorporatio » Mon Jun 04, 2012 4:12 pm

The Colonel wrote:What is (j/k)?


It means, "just kidding".

The Colonel wrote:And what is Diablo 2's most useful skill?


Arguably, Corpse Explosion. Exactly what it says on the tin.

The Colonel wrote:Gestalt
A collection of physical, biological, psychological or symbolic entities that creates a unified concept, configuration or pattern which is greater than the sum of its parts (of a character, personality, or being)


I was afraid you'll do that.
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Re: Darkness Rising

Postby Exate » Mon Jun 04, 2012 4:16 pm

The Colonel wrote:(stuff) ... "Sorry about that, I tend to get ideas and go off tangent. So food, yes chilli should cover up the rotting smell."
Yuri, unfortunately, popped with no knowledge of nor strong inclination for knowledge of magic. For one entirely unversed in magical theory Bill's ramblings are meaningless as so much gibberish, and he can only grunt noncommittally until the very end. "No rotting smell unless you uncroak them. Keep forever, just like proper rations. Don't know about nutrients or nothin', but we could feed some prisoners some instead of normal rations and find out."

The OOC logic here is that we can store corpses indefinitely with no decay modifiers, unlike standard Erfworld; therefore, in this game's implementation of it they do not rot between being claimed and uncroaked. Unusual, but verifiably true.
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Re: Darkness Rising

Postby The Colonel » Mon Jun 04, 2012 4:19 pm

Well yes, but there is still that titan awful smell that even I do not want to be near when I'm eating.

like I said, I did not understand you were saying Just Kidding.

And yes, my uncroaked mines will truly become uncroaked mines.
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Re: Darkness Rising

Postby MarbitChow » Mon Jun 04, 2012 4:39 pm

Exate wrote:The OOC logic here is that we can store corpses indefinitely with no decay modifiers, unlike standard Erfworld; therefore, in this game's implementation of it they do not rot between being claimed and uncroaked. Unusual, but verifiably true.

(Erfworld corpses depop unless 'claimed' for some purpose, such as turning them into trophies. Most residents of Erfworld don't bother to claim bodies unless there's a croakamancer around, and then the 'mancer usually animates them immediately. I'm simply letting you keep them 'on ice' by assuming you 'reclaim' them each turn until you need them. Any corpses left in a hex that you're not in will depop normally. There isn't a new mechanic in this world - just a side that has no problem handling corpses regularly. :) )
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Re: Darkness Rising

Postby BLANDCorporatio » Mon Jun 04, 2012 4:43 pm

"Handling" corpses?
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Re: Darkness Rising

Postby MarbitChow » Mon Jun 04, 2012 5:07 pm

Psst... Hey, BLAND...
Spoiler: show
Image
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Re: Darkness Rising

Postby ETheBoyce » Mon Jun 04, 2012 5:17 pm

MarbitChow wrote:Junetta rages at Coil, "No, Coil. Unlike the abomination that is Croakamancy, Shockamancy is just a tool, like an arrow or a spear. Shockamancy is not vile - you are. On the very next turn after you were 'captured', the Titans saw fit to grant the Elves another Shockamancer, but THIS one knows the value of life. She knows that her gifts are to be used to end combat quickly and mercifully, to limit the loss of life to our side, and she does not revel in the pain she causes. Unlike you, beast."


"Abomination? The Titans created it! It is Naughtymancy just like Shockamancy and Retconjuration, your body is just a Tool just as mine is, yours was made to heal wounds mine to inflict them! And a Croakmancer was given the gift of using these tools after they have been broken! Your objections are born of prejudice, not truth!"

T. Coil smiles a nasty smile at the Healamancer.

"A new Elven Shockamancer?! Oh but the Titan's do reward me! I shall enjoy teaching her the truth of our discipline!"
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Re: Darkness Rising

Postby MarbitChow » Mon Jun 04, 2012 8:56 pm

The stack gathers together and ventures forth to the Ruin Hex. Imps scout the hexes in advance of the group; the path is clear. Yuri and Rolf each carry a dead elf slung over one shoulder. Coil occasionally zaps one and giggles when it twitches. The stack enters the portal, and discovers a room with a low ceiling, barely 10' high. Cupid grumbles as he realizes he'll be grounded. Across the room, four menacing-looking metal golems begin to advance. The golems air-guitar as they advance, and music echoes around the chamber. Although the room is poorly lit, hidden light sources reflect off the golems, scattering rainbows in the dark cavern.

Image

Player Stats
Tod (Swodaems): Spearman {Lvl 3, 20xp, 2 AP Banked} [ 8 Combat / 7 Defense / 20 Hits. Strike. Special: Leadership] (Ward-8)
T. Coil (ETheBoyce): Caster {Lvl 3, 17xp} [ 7 Combat / 3 Defense / 12 Hits. Fire. Special: Shockamancy (Hiya, Hoboken, TooGeeWonCee). 24 Juice.] (Ward-8) Scroll: Revitalize x3. Scroll: Renew x2
Yuri (Exate): Warrior {Lvl 3, 17xp, 2 AP Banked} [ 11 Combat / 12 Defense / 32 Hits. Attack. Special: Heavy.] (Ward-8) Corpse: Humanoid
Rolf (Werebiscuit): Warrior {Lvl 3, 15xp, 2 AP Banked} [ 12 Combat / 11 Defense / 32 Hits. Attack. Special: Heavy.] (Ward-8) Corpse: Humanoid
Cupid (HerbieRai): Flier {Lvl 3, 16xp, 2 AP Banked} [ 8 Combat / 6 Defense / 16 Hits. Fire. Special: Fly] (Ward-8)
William Showend Tell (BLANDCorporatio): Archer {Lvl 3, 15xp, 2 AP Banked} [ 14 Combat / 5 Defense / 18 Hits. Fire. Special: Well-Armed] (Ward-8)
Triage (WaterMonkey314): Caster {Lvl 3, 18.1xp, +1Com/Def Banked} [ 6 Combat / 3 Defense / 12 Hits. Fire. Special: Healamancy (Revitalize, Renew, Minor Ward). 24 Juice.] (Ward-8) Scroll: Hoboken
Bill (The Colonel): Caster {Lvl 3, 17xp, 1 AP Banked} [ 6 Combat / 4 Defense / 12 Hits. Fire. Special: Croakamancy (Reanimator, Bone Puppeteer). 24 Juice.] (Ward-8) Scroll: Bone Puppeteer. Scroll: Lucky Streak

Portal Units
Spoiler: show
Mg1 Metal Golem [ 9 Combat / 12 Defense / 50 Hits. Attack x2. {Heavy, Dance Fighting, Rage, Grounded : Immune to Shockamancy Stunning Effects} ]
Mg2 Metal Golem [ 9 Combat / 12 Defense / 50 Hits. Attack x2. {Heavy, Dance Fighting, Rage, Grounded : Immune to Shockamancy Stunning Effects} ]
Mg3 Metal Golem [ 9 Combat / 12 Defense / 50 Hits. Attack x2. {Heavy, Dance Fighting, Rage, Grounded : Immune to Shockamancy Stunning Effects} ]
Mg4 Metal Golem [ 9 Combat / 12 Defense / 50 Hits. Attack x2. {Heavy, Dance Fighting, Rage, Grounded : Immune to Shockamancy Stunning Effects} ]
Last edited by MarbitChow on Tue Jun 05, 2012 10:45 am, edited 1 time in total.
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Re: Darkness Rising

Postby Exate » Mon Jun 04, 2012 9:36 pm

Urgh. Four 11/14/50 enemies with two attacks each... that's going to be a bit of a problem.

Still, they're more than 8 squares distant and have only melee attacks, so we might as well take a round to have our ranged units blast them as they close. I suggest focusing fire on MG2.
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Re: Darkness Rising

Postby The Colonel » Mon Jun 04, 2012 10:24 pm

GAAAK IT'S OVER FORTY NINE! Do I RAISE OR DO I FIRE!?

"permission to say cock"
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Re: Darkness Rising

Postby WaterMonkey314 » Mon Jun 04, 2012 10:39 pm

With the enemies so close together and melee only, this seems like a fight for T. Coil. (assuming he's picked up an AoE spell). Triage will either Fire the most heavily wounded enemy or heal a wounded ally (priority to ally healing).
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Re: Darkness Rising

Postby MarbitChow » Mon Jun 04, 2012 11:35 pm

Reminder: Moves are due by Tuesday, June 5th @ 9pm Central Time.
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Re: Darkness Rising

Postby ETheBoyce » Tue Jun 05, 2012 12:12 am

We should wait for the enemy to move first, then Tod should advance and Stab the nearest one (presumably Mg2). Me, Will, and Cupid should shoot/shock the same guy. Bill should Raise an archer with Mighty Blow, if it is low enough that we have have a chance of croaking it before it acts next round the heavies should advance and attack it, Triage should heal whichever one of them is wounded.
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