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Jehosaphat

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Everything posted by Jehosaphat

  1. Icu - You run for a short while before running into a piece of sheet glass, which shatters and gives you a few cuts. Ares - Your shield of cards collapses on you. Nex - The boy mutters something profane under his breath, and you feel slightly smarter and become able to talk coherently. You realize the boy may have more talents than you'd think. +0.2 intelligence. Hex - You begin dreaming, and beat up some monsters in your dreams. You then wake up, and see a well-shredded light pole in front of you. (and no, you were unconscious.) Jen - You fail to heal your ankle, and miss entirely with your sniper bow, losing the bolt. -1 sniper bolt.
  2. Icu - You manage to create a basic robe, cloak, and hood, although they won't serve to hold any armor-plating until you sew them together. +0.2 crafting. Nex - The boy looks at you and says, "I do speak English, you crazy nimrod." Jen - As you climb the stairs to the top of the building, you fall off at around the 3rd story. You land well, however, and only break your ankle. Ares - You manage to have one of your cards blow a hole in the wall, then come back around and blow another hole in the wall before you catch it. +0.4 cartokinetics. Hex - Yeah, you're knocked out. You'll be out either for 4 more turns or until you recover.
  3. Ares - You realize there is no Cartomancy. (Trying to reinforce that the suffix is -kinetics.) However, you manage to use cartokinetics to launch a card and have it come flying right back to you. +0.2 cartokinetics. Icu - You become very skilled at drawing your blades and slashing at midair with them. +0.3 melee. Jen - You manage to create two iron sniper bolts. +0.2 allokinetics. Tariku - You fail, and knock yourself out with a lump of metal instead. -0.3 intelligence.
  4. Icu - You run around the ruins like a little kid pretending to be Superman. You then do some strength and fitness exercises. +0.2 fitness. Ares - You wake up and find that someone left a wooden set of MahJongg cards at your feet. Jen - You fail to make any sniper bolts.
  5. Looks like we have 3.... so post thy actions.
  6. Bet we'll get another Lunar quest sometime in the future....
  7. Now, if we get enough people. 3 to start.
  8. *reads chatbox* AMG 76kER@@@@@@@@@
  9. Icu - You do very poorly with your fitness training, and curl up and go to sleep. +0.1 fitness. Jen - You can't really decode any message from Nex's paper, as it's just a paper with holes in it. You fail to make any sniper bolts, and miss horribly with one of your normal bolts. +0.1 aiming. Nex - You create another sculpture, and give it to the boy. He has no clue what it's for, but he takes it anyways. +0.1 hydrokinetics, +0.1 cryokinetics, +0.1 terrakinetics. And I'll take everyone falling asleep as a session over. Time to upload stats and such; if there are any errors, please contact me via PM. Just looked, and that was practically a 9-hour session. And oddly enough, I'm still not tired of modding. :D
  10. Jen - You make a sniper crossbow, but fail to make the bolts. The page seems to be nothing more than a decoder. The wristband is a wristband with a funny logo on it - nothing more. The knife seems to not cut the wristband at all. +0.1 lignikinetics and +0.1 allokinetics. Icu - You can't determine how much is caught. That doesn't matter, because you launch yourself to the top of the lightpole, lift the cloth off of the snag, and land expertly on your feet. +0.2 aerokinetics. Nex - The boy doesn't know nor care about Napta. You manage to encase the tidal wave sculpture in stone. +0.2 terrokinetics.
  11. Icu - The cloth is stuck to the light pole because it's snagged on the top. You don't think getting it down will be a matter of simply grabbing it. Jen - "Because that man was mad at me for picking his pockets." The boy grins. "He was chasing me, and swearing all nasty-like, and yelling that this stuff was supposed to be for the "Naptan recruits." You saved my butt, so I think I'll let you have it." He hands you a wooden knife, a page with a letter-number code, and a wristband with a funny logo. You fail at making a sniper crossbow or bolts. Nex - You manage to create a floating ice sculpture of a tidal wave. +0.3 hydrokinetics, +0.1 cryokinetics.
  12. Earth - You continue helping the ivy grow. +0.2 hydrokinetics. Icu - Yeah, 0.2 xp. You practice with your knives, although you're still thinking about trying to get that black cloth off of that light pole. +0.1 aiming, +0.2 melee. Jen - You find a horse, but no wagon. You tame the horse, which acts as a mildly fast pack animal now. There are still no crossbow-making materials in sight. You wander back into the city, where the kid traveling with you asks if you have heard of Napta. Nex - You unfreeze the Irishman, who thanks you for returning his food, grabs the food, and disappears. You find Jen wandering around.
  13. Icu - You see a large black cloth stuck on a lightpole. You also manage to fashion yourself a pair of throwing knives. +0.1 allokinetics. Nex - You unfreeze his lips, and he explains that he is a Naptan double agent towards the Irish, which explains his obviously Irish accent and uniform. He says that he was supposed to deliver that paper, knife, and bracelet to the newest Naptan inductees. He seems to assume that's you, and says that you should take the equipment and go on your way. And yeah, you got +0.2 xp for the wall, and +0.2 pyro xp for unfreeezing the guy's head. Jen - You fail to find a farmhouse. However, you do find a knocked-over fence.... with a good 12 feet of rope stuck on it! (My advice; don't use the cow as a pack animal, it'll be verrrrry slow.) Earth - You see a small patch of ivy growing up a wall, and you help it grow a bit faster with hydrokinetics. You find no irishmen. +0.1 hydrokinetics.
  14. Nex - As you summon the wall of earth with terrokinesis, the man seems to calm down, and the screeching stops. He gestures that you move your sword away, then motions his eyes toward his mouth, indicating that his lips are still frozen shut. Icu - You make a retractable, spring-loaded blade out of a nearby semi-demolished building. You test it on a pipe, and, to your surprise, it cuts right through the 2-inch steel pipe and you find a small pile of food supplies, undoubtedly stashed by one of this building's residents years ago. (Nice 20 there...) Jen - You have to way to really load the things onto the cow, as you used all your rope on leashes and fed the bats all your duct tape. And there is nothing but plains and the city visible... Earth - You make some stone orbs on pedestals that serve no real purpose. You examine the light pole, and find it to be a "normal" light pole.
  15. Icu - I am trying to keep guns out of this game as much as I can, as they'd be somewhat overpowered if you're just starting out. Jen - You go to the countryside and manage to find a cow and a sheep. You tame the cow, but your snake eats the sheep before you can get a word in. +0.1 taming. Charles - You mace yourself in the head repeatedly, and your body begins moving zombifically back into the sewer. You will be back in the sewer with a slight stat reduction in 2 turns.
  16. Charles - You fail to heal yourself, and strip your left leg to the bone instead. Earth - You turn a corner and are accosted by.... a light pole. Icu - You think that making a gun of any type is a bad idea. Also, you see that Napta HQ is in the sewer that you jsut walked out of, and think it would be a good idea to finish your mission before going back there. Jen - You fail to make a large crossbow, and you would have nowhere to put it anyways. The boy, who seems to be about twelve years old, tells you he has no name. He then asks you why you shot the Irishman. Nex: You unfreeze the man's head, and he seems startled by you. He notices you took his dagger and stuff, and also notices some food poking out of the top of your pack. You then hear a high-pitched screeching coming from seemingly nowhere.
  17. Earth - You exit the sewer, and receive a telepathic earful from a Naptan corporal. You then learn that the informant has already found one of the recruits and given him his supplies. Grim - You fail to heal yourself. Jen - The kid finally mutters "Yeah, I'll come with you. I'm still wondering how you got Andrew, Scotty, and Lady Joe over here, though...." He then walks towards one of the other bats and begins making squeaking noises towards it. It seems to agree with him, and lets him mount it. You manage to create a shortsword, which you give to him. +0.1 allokinetics. Icu - You put on the wristband, and read the shopping list. It seems to make no sense, even as a shopping list. And you get a feeling that if you tried to create a gun, you wouldn't be able to find any gunpowder or primer for the bullets. Nex - You descend the staircase, but instead of sending a chill up the Irishman's spine, you freeze him solid. You see a piece of paper with holes cut in it fall out of his frozen hand, as well as a oddly burning knife and a strange wristband.
  18. Charles - You do some practice swings with your mace, and your inertia takes you off the top of the building, where you land on the concrete and break both your legs. Nex - The Irishman doesn't sound like he'd cooperate with you returning just some of his food - he'd want you punished, too. The good thing is, he's 5 floors below you, and he doesn't know where you are. Icu - "Well, good. I was afraid I had run into a Russian for a second there." The man hands you a glowing knife, a map of the city, a packet of food, a backpack upgrade, what looks at first glance to be a shopping list, and a wristband with a strange logo on it. He then unbinds you and seems to just disappear. Jen - The kid looks apprehensively at you and your bats, still unsure if you're good or evil. The snake begins eating the Irishman, to find that he's not actually dead. Lucky for you, the snake started with trying to eat the head first, and he actually now is dead and being eaten by the snake. Hex - You manage to chop a light-pole in half with your sword. You think it would work pretty well.
  19. Icu - The Irishman smells the sewer stench on you, and something in his head clicks. "You're a Naptan recruit, aren't you?" Charles - You manage to make a reasonably sized mace out of some metal fragments from the building's roof. +0.2 allokinetics. Jen - You shoot the Irishman down in one shot, accidentally discharging your other crossbow into the road. You approach the street urchin, who seems to be wary of the odd lady riding a bat and wielding a pair of crossbows. +0.2 aiming, -2 steel bolts. Hex - You manage to do a good 200 pushups in the middle of the street, and find yourself strong enough to wield your sword well. +0.5 fitness. Nex - You have no idea about the street urchin or the Irishman Jen shot down - instead, you continue to hear a different Irishman swearing 5 floors below you. It appears you stole his food supply...
  20. Icu - "Are you for them or against them?" Nex - You hear an Irishman yelling his brains out about his missing food about 5 floors below you. Jen - The bat is adamant on not letting you ride it, until you pull out the duct tape. Then it decides that you should ride it forever. You fly towards the voice of the swearing Irishman to find him attempting to chase down a young street urchin. +0.2 taming. Hex - You make a pretty darn big sword, which you can barely lift. +0.2 allokinetics. Charles - You don't hear or see anything other than deserted city.
  21. Grim - You begin following Nex. Icu - The Irishman swears loudly, and the next thing you know, he's standing next to you with you restrained with the metal restraints that had been used on him. He says "I'll ask you one last time. DO YOU KNOW OF THE NAPTAN MOVEMENT?!?" (Hint: Say yes, you can't end up in a worse situation than you are now.) Nex: You get a feel for the sword, leave the Magjongg cards in Ares's sleeping hands, and start looking for the Irishman. Jen - You make a steel lance out of a light-pole, and then get yourself lost in the New York alleyways. You hear an Irishman swearing to your left. Hex - You manage to rip a light-pole out of the ground, but fail to make anything out of it. +0.2 terrokinetics.
  22. Nex - You ditch your old backpack in favor of the new one, which you fill with your previous supplies, and all the non-perishable food you can carry. You fail to do anything with the steel plates, though. Icu - He lowers his voice even more, and his accent sounds considerably less Irish. "I ask you again. Have you heard of the Naptan movement?" You realize that he won't be much of a threat with his arms still pinned down. Charles - You find Nex running through a building, and accidentally cause a trashcan to explode. Fortunately, nothing else bursts into flame. Hex - It appears that almost everything has been looted from the city. Also, guns were declared inhumane and illegal and destroyed a looooong time ago. Jen - It appears that the city has been completely abandoned, save the occasional insect.
  23. Charles - You climb out of the sewer, and receive a telepathic earful from a Naptan corporal. After he's done yelling at you, he tells you he needs you to assist the others in taking down the Irish Federation. Hex - It quickly becomes apparent to you that the streets and building are all deserted, save the few people who just climbed out of the sewer. Icu - "Well, I'm supposed to be representing the Irish Federation." He then lowers his voice. "Have you heard of the Naptan Movement?" Jen - The snake carves letters into the ground, spelling "Meat, meat, meat, and... well.... meat." You create a dozen steel crossbow bolts, but the snake tells you he's out of poison for now. +0.2 allokinetics.
  24. Nex - You do a quick search through the building, and find a sizable antique sword, a backpack larger than yours, some steel plates, a plethora of food, and a set of wooden MahJongg playing cards. (There were so many high rolls there....) Hex - You finish running towards the grate, and make an unusually spectacular leap off of the wrecked metal sphere out into the ruins of NYC. +0.2 fitness. Icu - You don't need to chase him, his arms are still pinned down. You apologize for tackling him, and he agrees with your reasoning. He then asks what organization you represent. Jen - You create a pair of semi-automatic iron-oak crossbows. However, you fail to create ammunition for them. Also, your snake wakes up and decides to bother you for some food. +0.2 allokinetics, +0.2 lignikinetics. Ares - You don't find any occupied buildings, and instead of making a small duststorm, you just launch yourself into a wall.
  25. Ares - You fail to find any cards, and instead knock a roofing tile onto your head in the search. -0.1 intelligence. Hex - You run toward the light, killing a water serpent by stepping on it in the process. +0.1 fitness. Jen - You find the New York Zoo, which is completely empty aside from a few non-native plants. And the only types of plants you can really tame are Venus flytraps or ones that have become genetically messed up. Like the lichen Rocco decided to toast.

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