Everything posted by Jehosaphat
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Soldiers of Napta
Icu - You free his legs, and he promptly kicks you in the nuts. He then goes off on a tirade in an Irish accent about how you should've just talked to him instead of pinning his sorry Irish butt to the ground. Jen - You find that you don't have the genes for telepathic communication yet. However, it's unnecessary, as you see your other two befriended bats fly out of the sewer grate. It seems they had been weakening it during your wild ride, and managed to get it to where they could fly through. You try to convince your bats to let you fly, but they seem convinced that's only an emergency measure. Hex - Wth to the first line of what you said, No to the second, and you see some light coming from a sewer wall a good 100m away for the third. Nex - You manage to create a stone staircase that ascends to the top of the building, as well as giving you a route to any other floor. +0.4 terromancy.
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Soldiers of Napta
Icu - You manage to string some more metal off the building. However, you fail miserably at shaping it into a sword, and cut yourself mildly in the process. You point at the man with a strip of metal and ask him why he's there. He responds by puking all over himself. Hex - You don't really know where Ross and Nex went, as you hadn't gone to that area of the sewer before. (Remember, you went straight from the starting point to trying to snap Ross's neck.) Jen - Nope, your bat flew you out of the sewer on its back. You jump off your bat's back near the grate, but on the other side. It appears the two smaller bats got left behind, though. Nex - You enter the building, which appears to have been stripped of everything. Your keen eye does spot a foot or so of copper wire, though, which you take. Everyone: You receive a telepathical speech similar to Icu's - telling you to take down the Irish Federation. Except for Hex, who just gets yelled at for still being in the sewer.
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Soldiers of Napta
Hex - You move some bat dung terrokinetically, but fail to get it anywhere important. +0.1 terrokinesis. Icu - They actually did most of the work on that grate, you just did the finishing touches. As you wander the city, you see some movement out of the corner of your eye. You chase it down, and tackle the man. The man tries to cut you with a knife, but fails, and you manage to secure him to the ground with some metal removed from a nearby building. +0.2 allokinetics. Jen - As you try to climb out of the grate, your bats squeak as though frightened at never seeing you again. So, they manage to push you onto the largest one's back, which carries you rapidly through the sewer and out through a sewer outlet. +0.1 flight. Nex - You launch yourself through the grate with terrokinetics, and land perfectly on your feet in the ruins of New York City. +0.2 terrokinetics. Ross - You have some trouble climbing through the grate with your borken leg, but manage it anyways. You are now in the ruins of New York City. Hex - As you return to where you left Ross and Nex, you find that they have moved. You are now somewhat lost in the sewer.
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Soldiers of Napta
Ross - You start looking, and decide to follow Nex. Icu - There are no signs of life whatsoever. Suddenly, you hear a voice in your head.... "Good work, Private. This is Corporal Sandral. I'm proud to say that you were the first imbecile to find your way out of the sewers. You are now in the deserted remains of a place that used to be called New York City. It's now territory owned by the Great Irish Federation, which has deemed it unusable. However, we found it otherwise." The voice in your head snickers. "Your assignment, along with the next few idiots, is to take down the Irish Federation. We don't care how, just do it as soon as possible. You should find one of our operatives skulking around the city - talk to him, he has more info on the Federation, as well as some equipment for you. Oh, and if you're wondering how I'm talking to you - I'm a telepath." The voice then stops, and seems to disappear. Nex - You go toward the drain you, Grim, and Earth had been working at removing, only to find it destroyed by a metal ball. Hex - You decide against grabbing any bat dung, as it's all still on fire.
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Soldiers of Napta
Icu - You climb outside into the world, and find yourself in the ruins of New York City. You determine that the whirlwind is made of... air. Just normal, everyday air. You also figure out that your kinetic abilities are not good enough to manipulate something's molecular or atomic structure yet. Hex - You find Nex, Ross, and their collapsed staircase. Nex - What else was I supposed to post for Ross's action? "You wait for Nex to approve?" ... Come to think of it, that would have been better. Shoot. Okay, revision: Instead of Nex getting launched, Ares missed with his wind gust and made the staircase collapse that way. Nex - You help Ares look around, and see the collapsed staircase, the door back into the sewer, an opened medkit, and some concrete walls.
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Soldiers of Napta
Icu - Depends on the liquid, really. You throw the metal ball at the grate, wrecking both the ball and the grate. You then manage to create a tiny hand-held whirlwind using aerokinetics. +0.1 fitness, +0.1 aerokinetics. Nex - You catch up to Ares easily. He launches you upward, and you land on the stairs. The stairs then collapse under you, and you fall a couple stories. You somehow survive, although you think you have multiple broken ribs and a broken arm. Ross - You launch Nex up a couple stories of stairs with aerokinetics, then watch in horror as the entire stairway collapses under him. +0.2 aerokinetics. Hex - Mercy is your reputation for well... mercy. You examine your broken wrist, and find that it is indeed broken. You manage to move some light towards yourself with lumokinetics, and fail to move a piece of dung. +0.1 lumokinetics.
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Soldiers of Napta
Icu - There is no generic liquidkinetics. You manage to dry yourself off using hydrokinetics, though. Your bag doesn't have enough extra space to hold the metal ball. You fail to remove the grate. +0.2 hydrokinetics Hex - You lift the dung off of yourself using terrakinetics. You then get a headache from trying to do too much at once. +0.2 terrakinetics. Nex - You help Ross to his feet. He already has the cane. You fail to really do anything to the wall of the sewer. Ares - As you step onto the first step, it caves out from under your foot.
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Soldiers of Napta
Icu - You fail to create a sphere of water or air, and douse yourself with water in the process. You continue walking, and find a rather loosened storm-sewer grate leading outwards. Ares - You fix your leg to a small degree. You hold the metal stick away from yourself and push the button.... It expands into a cane, hitting you in the forehead as it expands. +0.1 medic, -0.1 intelligence. Hakon - You don't see the shadow of the creature until it jumps up, apparently still trying to eat you foot. You kick its skull in instead of giving it a meal. +0.1 melee. Hex - There is no vitakinetics in here. You fail to patch up your arm regardless, although you do thank Nex profusely. You're still stuck under a pile of dung, though. Nex - You walk towards Ross just in time to see him get hit in the head with a cane.
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Soldiers of Napta
Ares - You use aerokinetics to blast the medkit off the wall. You catch it, open it, and find some gauze, a collapsible splint, blood thinner, various unlabeled bottles, and what looks like a metal stick with a button. +0.1 aerokinetics. Icu - You walk down the sewer, moving around some metal bits that have been flushed down there over the years. +0.2 allokinetics. Mather - You jump up and grab hold of a random metal bar hanging from the sewer ceiling. You drop the electric orb into the water, but nothing happens. +0.2 fitness. Hex - You fail to remove your flaming crapshield, and it instead collapses on you. You are saved from a crappy death by Nex, although the weight of the crap did break your left wrist. Nex - You manage to cool Hex's flaming crapshield to where he will survive it collapsing on him. +0.2 cryokinetics.
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Soldiers of Napta
Nex - You manage to unfreeze Grim and yourself. +0.3 pyrokinetics. Mather - You find nothing. Instead, something in the water finds YOU, and decides to start devouring your left foot. Ross - You still find it somewhat difficult to move with your broken leg, but manage to get to the emergency building exit, where there is a huge tower of stairs. After some mild swearing, you see an emergency medical kit on the concrete wall.... 2 feet above where you can reach. Icu - Sorry, I missed that. You realize that your skills are not sufficient enough to manipulate something atomic structure in such as way as of yet. (I'll let you have an extra action next roll to make up for that) Hex - You manage to create a poo-shield using terrokinetics, which drives the bats away sufficiently. You then realize that the poo is still on fire, and start slowly baking. +0.2 terrokinetics. (your other extra actions were too much for this roll.) I WILL NO LONGER RESPOND TO EDITS IN A POST. I WILL respond to replacement actions in a different post, though.
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Soldiers of Napta
Nex - You fail to unfreeze yourself or Grim. You do manage to carve your seemingly pointless message into the wall, though. +0.2 terrakinetics. Icu - All the other people actually aren't out of the sewer yet. You walk around, and see Hex and Ross fighting near a enormous pile of flaming bat poo. Ross - You see a construction exit next to the flaming pile of bat poo. You miss trying to kick Hex in the head, but manage to attract a couple dozen bats of varying sizes, who begin rage-attacking Hex. For some reason, they think you're dead. Hex - You fail to decay Ross's leg. Instead, you decay what your hands are immediately over.... ouch. You then somehow manage to fling a small pile of flaming bat dung in Ross's general direction using terrakinetics, but you miss. You are then set upon by a horde of bats, of which you manage to kill a few. +0.1 terrakinetics, +0.1 melee. And I swear, these dice absolutely love irony.
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Soldiers of Napta
Rocco - You run further into the darkness. You feel something nibbling at your leg. Ross - You crawl around, and your foot accidentally hits an abandoned, half-empty lighter. The lighter ignites the massive ramp of guano into a massive flaming pile of goo. It smells horrid, but at least you can see now. Since you can see, you see Hex sneaking up on you and kick him in the nuts with your good leg. +0.1 melee. Hex - You manage to find Ross due to the giant flaming pile of bat poo, but he sees you and kicks you in the nuts before you can snap his neck.
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Soldiers of Napta
Hex - First of all, it's kinetics. Second of all, controlling gravity would be slightly OP. Third of all, you fail even disregarding that. Mather - You manage to cool off your burns, and create another weak-ish lightning orb. + 0.1 cryokinetics, +0.2 electrokinetics. Ross - You try to move, but the inane amount of pain coming from your leg makes you stop. You realize that the ramp is made of bat guano, so crawling up it wouldn't have been a good idea anyways.
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Soldiers of Napta
Ross - (Well, what do you think the ramp is made of....?) You can't really stumble around in the dark, since you're sitting next the a ramp with a broken leg. You do realize that the ramp smells really nasty, though. Hex - There are tons of kinetic powers you can try down here. Pick one. Mather - You fail, and the orb explodes, giving you mild burns on your face and chest.
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Soldiers of Napta
Rocco - You cause the air around the lichen to heat up, causing the lichen to shrivel up and die. +0.2 pyrokinetics. Hex - You don't know what kind of sewer this is, whether or not it's outdated, or even whether or not it's toxic. So.... You continue doing nothing....? Mather - Electrokinetics to a small extent that way as well, yes. Forgot about that. However, if there's an electric power source/device nearby, it'll work better. You manage to create an orb of lightning, although it is very weak and doesn't float. +0.2 electrokinetics. Ross - There is no "-mancy" in here. It's all branches of telekinetic ability. Also, you fail to heal your leg or even create anything that would allow you to walk. You look around, and see that.... you can't really see.
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Soldiers of Napta
Ares - You run up the ramp.... and off a steep overhang. You stand there for a moment in midair, Wile. E. Coyote-style, before falling down and breaking your left leg. Tariku - You realize that your realization is false. Rocco - You run down the sewer, and manage to find... some more lichen!
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Soldiers of Napta
Rocco - You can't see far enough to find anything interesting. Ares - You jump onto the bat's back and kick it to death with your foot. +0.3 melee. Tariku - You fail.
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Soldiers of Napta
Mather - You wake up, and can't see a darn thing. Ross - You miss the bat both kicking it and shoving stuff in its ears, but do manage to dodge its next attempt to shove you down the ramp. Rocco - You burn the lichen to a crisp. +0.2 pyrokinetics Also, I realized I have been calling the kinetic-style abilities by the wrong name. I have been calling them "kinesis," and I honestly don't know what that means. The way it's supposed to work is your character is supposed to have a genetic "malfunction" that allows them to move various stuff with their minds. So every element is a "subdivision" of psychokinetics. So I should be calling everything psycho_____kinetics, but there's no way I can type all of that out multiple times. So I'll be calling everything ____kinetics from now on. Also, you will no longer be able to use kinetics abilities without some form of that element present, excluding cryokinesis and mild pyrokinesis, as those are just temperature manipulation.
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Soldiers of Napta
9001?!? That over 9000!@@@@@@@@@@@@@@ Yeah, 3 to start.
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Nomad is a good guy?
Hmm.... For some reason, I'm drawing a mental correlation between Nomad's throne and the mind-chair-thing in EW2. Imagine the riots if we have to beat Nomad for EW3.
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Tip.it P2P Hi-score List
King Taser: P2P
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12-Apr-2010 - Dungeoneering Skill!
Just out of curiosity, does anyone know what drops the blood necklace?
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Soldiers of Napta
Grim - You fail to melt your prison, but do manage to freeze Nex to the ground. +0.2 cryokinesis Retech - You train the two conscious bats in basic aerial tactics, and give them light-repellent glasses that you created out of sewer chemicals. +0.2 taming, +0.2 allokinesis. (You roll too high, too frequently. I'm starting to think you rigged mah dice somehow :P. Also, there is no magic here, just genetic malfunctions that allow you to move stuff around, shape it, and, once you get good and/or lucky enough, rearrange stuff's molecular/atomic structure.)
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Soldiers of Napta
Hrm, I just realized the "post your next actions at end of session" bit might not work so well.... So, I'm throwing it out. Grim - You fail to break your icy prison, and you also fail to throw a fireball at Nex. Nex - You get another migraine from trying to do too much at once. Retech - You find the other unconscious bat. Your befriended bat wakes up, as well as the one you found unconscious. The one that you found unconscious seems to like you. The bat you just found, however, remains unconscious.
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Soldiers of Napta
Sorry, guys. On Monday/Friday I have school, and time zone stuff really screws modding for this up. But on Tuesday/Thursday/Weekends, I can be on much earlier. Wednesday, I do stuff all day, so.... no mention of modding in there. Still, 3 to start if you guys want to, I'll probably have to take a break for dinner though.