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-   -   this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread (http://forum.shrapnelgames.com/showthread.php?t=9587)

Jack Simth July 11th, 2003 02:45 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
I'm pretty sure it wasn't mentioned again.

Krsqk July 11th, 2003 05:58 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
There you go. Just add a couple of zeros (after all, you'd be adding a bunch of nothing http://forum.shrapnelgames.com/images/icons/icon7.gif ) and that would take care of it. Or, to preserve consistency, we could create another mad (fill in the job title) who did similar things with the weather twenty-five thousand years ago, and we have messed-up seas and no reason to cross them since, as no one's taken the time to risk their life to calm them down. Maybe that's Arthur's calling in life (once he resolves all these personal issues he seems to have).

narf poit chez BOOM July 11th, 2003 07:31 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
i moved him back 30-50 thousand years. yeah, getting out to sea to calm those waves could be the major problem, but having the problems stired up again recently doesn't fit in with little being known, since the continent has some very active scholar's, past and present. Narp would know something. might not be relevant, but he'd know something. besides, narf's brain is kaput. if you want to, try argueing me into activity tommorow. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 11, 2003, 06:42: Message edited by: narf poit chez BOOM ]

narf poit chez BOOM July 11th, 2003 07:31 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
clicked reply, tried to click on a tab, accidently clicked on an advertisement, clicked reply just to make sure.

[ July 11, 2003, 06:32: Message edited by: narf poit chez BOOM ]

narf poit chez BOOM July 15th, 2003 02:54 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
if i get over my headache...i'll still be busy. then i'll be tired. then i'll post.

owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie!

translstion: no post for today.

[ July 15, 2003, 06:48: Message edited by: narf poit chez BOOM ]

Jack Simth July 15th, 2003 08:15 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
http://forum.shrapnelgames.com/images/icons/icon9.gif
Hope you get to feeling better.

narf poit chez BOOM July 15th, 2003 08:36 PM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
yep. feeling better. sleep always does that. thanks.

new proposals: psionics are less powerfull than magic, but aren't suseptable to various substances. and for psionic abilities...

telepathy: can control one person by force, but that person tends to move woodenly. can influence a crowd, but it is only effective if it's something the crowd wants to do. can influence one person and as long as they aren't aware of it, it's effective. once they are aware of it, the telepath is fighting on that person's home ground, while the telepath has to project his/her power. can also hear thoughts, although generally only surface ones when dealing with a crowd. when dealing with one person, it doesn't help if there moving.

telekinises: bLast stuff, throw stuff and maybe figure out where stuff is by trying to move stuff a little and seeing how it resists.

clauraudience: ability to see and hear other places like the psionic was actually there. and higher levels, combines with telekinises to bring the telepath there.

suggestions? i say no telling the future, it's almost as bad as time-travel.

damping flour: general name for any number of magic damping substances, ground up and put in a seive-like bag, which is put in another bag. is taken out of the normal bag and thrown when used. ranges from better than nothing and cheap to 1-3 seconds added onto a wizard's spells and a drain on any spells in the area and not so cheap. less usefull after it has settled to the floor and spells tend to render it into it's component elements.

damping dust: general name for more usefull damping substances, ranges from a little better than damping flour to an annoyence even to high-level wizard's, although the price goes up to match. some types are made of elements that also resist magic and some have spells on them to keep the dust foating. this also costs more.

adamantium: hard, inflexible and resistant heat, cold, magic, acid and also heavy, adamantium can only be worked using special fuels and equipment or with magic. generally, swords and armor made with adamantium are much thinner than steel swords and the weapons have a lead core to give them neccesary weight. reletivly cheap adamantiem weapons are 1/4 inch adamantium over lead and still much better than a steel sword. generally, 1-3 in 50 will have an adamatium or mithril weapon, although it will be of the cheaper kind.

mithril: not as hard as adamatium , but very flexible for a metal and lighter than steel, mithril is used in much the same way as adamatium and it tends to bend rather than break. in fact, a sword of mithril can be stabbed into a stone wall with full body-weight behind it and it will only bend back - an leave a gouge in the wall.
cheap mithril weapons are cheaper than adamantium since they will no longer bend. slightly more expensive ones tend to be thin. mithril is generally used only for light weapons since they don't need the weight and for light, flexible armor.

[ July 15, 2003, 19:40: Message edited by: narf poit chez BOOM ]

Jack Simth July 16th, 2003 10:14 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 in MOTMA:
ooc:[hope you don't mind, but Jack's all out of disks and i didn't want to spend most of today, real-time, deciding how we're going to enter the cave.]
<font size="2" face="Verdana, Helvetica, sans-serif">Don't mind at all, especially as the first time in the thread he put that particular spell on something, it was a rock.

P.S. Glad you're feeling better.

[ July 16, 2003, 09:15: Message edited by: Jack Simth ]

narf poit chez BOOM July 16th, 2003 10:17 AM

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

um...where you being sarcastic?

Jack Simth July 16th, 2003 10:45 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:
oops.

um...where you being sarcastic?

<font size="2" face="Verdana, Helvetica, sans-serif">No; it's a flexible spell, as are all the spells Jack uses.

By the way - those bandits are likely in for a nasty dose of reality when they attempt to take the manor (if the telepath is busy, that is; if not, he can quietly support them, making things go much easier) - even hastily raised fortifications are difficult to overtake (and a manor's defenses wouldn't be hastily raised - they are built into the structure of the building); that's why they built castles prior to gunpowder, and fortresses even after. Outnumbering the defenders 100 to 30 isn't enough of an advantage to make taking a fortress easy ... but that's okay; bandits aren't likely to have much seige experience, and might very well think it would be as easy as a 100 to 30 advantage would be in an ambush situation. Likewise, they could be depending on the Psi's support - which may not actually materialize, if we reach the telepath before the bandits reach the manor (he'll be distracted...).


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