.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread (http://forum.shrapnelgames.com/showthread.php?t=9587)

narf poit chez BOOM October 17th, 2003 01:07 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Quote:

Possibly - perhaps they could also produce adreneline activated potions that hang around as an inert substance until activated
<font size="2" face="sans-serif, arial, verdana">true, but a mage can provide effect-activated spells. what alchemists don't have is a personal power. and mages and psionics could create a 2-ton bug to, by manipulating glands and things like that.

Jack Simth October 17th, 2003 02:15 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
There is that.

What mechanism though? How does an alchemist go about aquiring personal abilities that are an aspect of their domain?

narf poit chez BOOM October 17th, 2003 02:22 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
well, if an alchemists manipulates and enhances alchemical qualities, an alchemist could enhance and apply the air around him to float, or a rock to harden his skin. beyond that, i'm not to sure.

Jack Simth October 17th, 2003 03:01 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
That could work - the air could be thickened, slowing a combatent down, or even locking one in place; not to mention what they could do to the armor a person is wearing - enhance the oxidizing properties of oxygen and all that steel turns into so much rust.

narf poit chez BOOM October 17th, 2003 04:00 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
*catch the lightning bolt*

just poppod into my head. alchemist with a jar in a thunderstorm.

narf poit chez BOOM October 17th, 2003 05:46 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
posted.

Krsqk October 17th, 2003 10:32 PM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Quote:

Originally posted by Jack Simth:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Krsqk:
You know, it might be possible to end the speed/strength enhancement by faking our deaths. Jack stated in the first mage cave that the spell runs until it stops detecting a threat, and even Arthur's Version burnt out almost as soon as the need for the spell ended. If the detection portion of the spell can be spoofed, the massive hangovers would kick in, making the fight a lot easier. http://forum.shrapnelgames.com/images/icons/icon7.gif Of course, that's up to you two to work out. Another means might be just as fun. http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="sans-serif, arial, verdana">That would be tricky, wouldn't it?
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It would all depend on the complexity of the spell's threat routine. A spell optimized for use in a group setting could easily reduce the level of monitoring, relying instead on the individual's sense of threat (which would likely be accurate, since it would interact with that of his companions). For that sort of spell, something such as teleporting the party but leaving illusions behind to be killed could be enough. The illusions would be reasonably complex; they would need to provide resistance to weapons (not just thin air) and realistic death effects. Once the bandits "finished" their job, they should relax, ending the spell.

I realize it's somewhat complex and bordering on gamey, if that term can be applied to a roleplay. I just thought it was unique after a few rounds of Posts in a more traditional battle style. You know, flying golems and falling trees and exploding force walls. This would be something new and exciting. http://forum.shrapnelgames.com/images/icons/icon7.gif

We still don't know if they have a signal to be teleported back when they win, and there really is no way to tell what flavor of enhancement spell they have. We do know that they are down to 19 now, thanks to Narp's head jab. http://forum.shrapnelgames.com/images/icons/icon7.gif If we make them chase us down into the tower, they may split up (especially if they see us--or illusions of us--splitting up). Divide and conquer?

[ October 17, 2003, 21:36: Message edited by: Krsqk ]

narf poit chez BOOM October 17th, 2003 10:47 PM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
they'd provide more of a challenge if the enhancements where alchemical, as it is, Jack would probably figure out some way to counter them.

as for divide and conquer...sounds like a plan.

Jack Simth October 18th, 2003 01:30 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Quote:

Originally posted by narf poit chez BOOM:
posted.
<font size="2" face="sans-serif, arial, verdana">ditto.

Krsqk October 18th, 2003 06:04 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Ooooh! Me too! Me too!


All times are GMT -4. The time now is 11:18 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.