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Jehosaphat

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Everything posted by Jehosaphat

  1. Yeah, no extra session tonight. Good night everyone...
  2. 3 to start, if we want to start a session this late. Also, for all you Dungeoneering mods - what have you found to be the best way to keep track of stats? I've been using pencil + paper, but I'm wondering if there's something more efficient.
  3. Jen - You fail to add more light to your orb, but do manage to find one of the unconscious bats floating in the sewer water. Earth - You fail to find anything, but manage to break a small chunk of concrete loose and blow it to bits. +0.2 terrokinesis, +0.2 electrokinesis Hex - You decay Mather's left hand to the bone. You then promptly vomit due to seeing it. + 0.1 decay-kinesis Charles - You fail to freeze Nex, and fail to hit him with your hatchet because you're still frozen. Nex - You fail to launch Charles. Again. Rocco - You fail to burn the lichen, and it manages to bite your middle finger off. Mather - You electrocute yourself into unconsciousness. And I'm too lazy to look all those up, PM me what they are please. Ares - You fail to jam dirt in the bat's ear, but do manage to give it a nice bruise on its head. I have to go for a while now, guys. So... session over, post first actions for next session, along with what your recorded statsheets pl0x. (Recorded statsheets = what you guys have recorded to be your current stats, I wanna make sure I have the numbers right) Also, please don't discuss on this thread, as I'll need to find each person's statsheet and next action.
  4. Nex, your Failing level is: Over 9000.
  5. Ares - You run up to the peak of the ramp, only to be knocked back down by a bat the size of a semi. +0.3 fitness. Rocco - You find some glowing lichen growing on the walls of the sewer. After closer inspection, you find that it is sentient due to its trying to eat your hand. Jen - You try in vain to find the pair of unconscious bats. Earth - You fail to move the sewer grate. Mather - You search in vain for a manhole. Hex - You try to decay Mather, and fail. Charles - You fail to melt the ice, and then fail to hit Nex with your hatchet. Nex - You fail to launch Charles at all.
  6. Good grief, I post the first few actions intending to edit in the rest and you guys hit me with a slew of re-posts and angry comments? Wow. Could you guys please re-post anything that wasn't a re-post so I can find the currently un-done actions, please?
  7. Hex, I am actually rolling on anything that's not a part of a blatant storyline. Which, so far, has been nothing. Tariku - You soon realize that Ares is nowhere hear the starting point in the sewer. Mather - You quickly realize that you are in a dark, dank sewer. You hear what sounds like people yelling at each other some distance away. Rocco - You walk down the sewer, and realize that you are a recruit, and nobody is bothering to follow you. Charles - You fail to freeze Nex to the ground, but manage to further weaken the drain cover's hold on the sewer walls. Right before you get full-body frozen. +0.1 terrokinesis. Nex - You launched him into the ceiling, not the grate. You manage to freeze Charles solid, but fail to launch him anywhere. +0.1 cryokinesis. Jen - You tend to your bat's head wound poorly, although it doesn't make it any worse. You are too far away from the bats confronting Ares to make any difference. Ares - You kick the two bats into unconsciousness, before running further and hitting what seems to be an earthen ramp. +0.1 melee, +0.1 fitness. I only post actions from the first post, unless you change your post.
  8. Dusty - You notice that the pesky grate blocking you all from the "normal" world is still there. Nex - Flossom isn't in her pack... You blow Charles into the ceiling, giving him a slight concussion. You then light his head on fire. +0.2 hydrokinesis, +0.2 pyrokinesis Charles - You melt the ice encasing you, but, due to your mild concussion, fail to do anything else. +0.2 pyrokinetics. Jen - The bat happily eats a sizable portion of your roll of duct tape, before agreeing to the rope leash, and is then knocked unconscious by Ares. Ares - You kick the bat in the head, knocking it unconscious, then run into the darkness cackling madly before being assaulted by 2 more bats. + 0.1 fitness. Earth - Started kit is a small backpack containing some rope, a small hatchet, and some duct tape.
  9. Charles - You fail on both attempts. Jen - The bat seems to still be neutral toward you, until it smells something in your bag. It then begins drooling on your head while hanging from the ceiling. Earth - You notice the same things Jen has noticed about the bat. Nex - You fail to move Grim, as well as failing to use him as a grate-removing missile.
  10. Earth - The only person with a pet right now is Jen, and that thinks you taste bad. Anyways, you walk back to the sewer-grate area and begin to watch Tariku slowly bleed to death. Grim - I thought you character was Charles. Oh well... You fail to weaken the rock around the drain cover, but manage to pull the cover slightly loose. It's still in your way, though, and being frozen to the ground isn't helping you at all. Jen - The bat seems neutral towards your taming efforts, although it does let you get slightly closer without knocking you over. Nex - You freeze Charles to the ground as well. +0.1 cryokinesis. Vulcan - You bash in Tariku's head with a rock, and his body slowly begins moving toward an area at the back of the sewer. -0.1 mercy, +0.01 ninja Hex - You are dead. Your body will take 2 turns for it to reach the Naptan scientists and be replicated back to full health.
  11. Ares - It would be unwise to ignore an angry bat the size of a mattress, as it promptly knocks you over again. Charles - You manage to light the clingy sewer wolf on fire, and it promptly falls off your faces and dies with a high-pitched, hideous howl. +0.2 pyrokinesis, -0.1 hearing Tariku - You quickly realize that there is no sewer grate, only a city sewer drain above your head. You also begin to feel light-headed due to blood loss from your wrists. Earth - None of these are mutants, they're just your normal futuristic easily aggravated sewer critters. You move down the tunnel into darkness, and only manage to give yourself a small, meaningless heart attack with electrokinsesis. Nex - You freeze Earth to the ground again. The wolf, sadly, is now a crispy critter. +0.2 cryokinesis.
  12. Charles - You manage to put yourself out, and are now thoroughly soaked. You look to see if there's anything beyond the section of wall you ran into, and promptly have what appears to be a small wolf cling to your face and begin eating your nose. +0.1 hydro Tariku - You douse your head in the raw sewage, and promptly get your hands bitten off by god-knows-what. -2 hands. Nex - You swiftly get a migraine from trying to do so much at once. You do manage to free Earth, though, much to the snake's dismay. Earth - Sorry, I'm only human. Anyways, you are already free, and you manage to completely miss Deren/Nex with some earth spikes. +0.05 terromancy. Ares - (That would go under plastic or wood manipulation. But yeah....) You walk in the other direction, only to be greeted by darkness and a massive bat flying at your legs, knocking you over.
  13. Charles - You fail to douse yourself (again), and then promptly run into a wall. -0.1 intelligence. Nex - You manage to throw the frozen Earth, as well as the ground he was frozen to, toward the snake. The snake, however, now seems disinterested in Earth, given that he tasted terrible. You then light Tariku's head on fire. +0.3 strength, +0.3 pyrokinesis Tariku - You manage to create a small hole in the bars, but quickly realize with a few cuts that you cannot yet fit through it. You then realize your head is on fire. Jen - Your snake does not want to eat Earth. It also seems disinterested in dancing, and will not fit in your pack. Ares - You don't really know where the exit is, although it appears Tariku has found a sewer drain. And to your question, sort of. There's no necro here, and there are a couple other things not seen before I'll throw in later to keep it amusing.
  14. Ares - You see some nutjob on fire trying to douse himself. You decide to follow him rather than be left in the dark. Charles - You fail to douse yourself, although you manage to run a good distance down the sewer tunnel. +0.3 fitness. Jen - The snake seems to like you, and lets you attach the leash. It begins rubbing up against your legs making a purring noise. You edify your ball of light so that it now shines a good 6 feet in front of you.(So... many... high.... rolls...) +0.3 taming, +0.2 photokinesis, + 1 snake-on-a-leash, -2 feet of rope Deren - You follow everybody else, and manage to make some reinforcements in the sewer with terrokinesis. You also freeze Earth in ice up to his hips. +0.1 terrokinesis, +0.2 cryokinesis Tariku - You walk around the sewer, and after a bit of wandering in the dark, you find a sewer drain. Your main problem is now the fact that it's got iron bars keeping you in the sewer...
  15. Charles - You fail to douse yourself, although you manage to put out your head. You manage to light Deren on fire, and proceed further into the sewer, your flaming body acting as a light for Earth. Jen - You manage to create a small light that gives you visibility out to approximately two inches in front of your face. And that's if you hold it on your nose. You do proceed further into the sewer, following the beacon of the flaming Charles. +0.1 photomancy Nex - You create a large plume of water that douses your flaming self, as well as lowering the watery substances of the sewer by a good 4 inches. + 0.3 hydromancy. Earth - You see that you have a large, eight-legged snake gnawing on your thigh. You fail to slash it or stab it, but manage to make a large cement spike fall onto its tail from the ceiling, pinning it to the ground. +0.2 terromancy. Hex - You may, but be warned - pulling stupid stuff is a BAD idea. You, too, follow the flaming human beacon. Vulcan - The nutjobs lighting each other on fire seem to have moved down the tunnel with you. You see Earth being gnawed on by an eight-legged snake. Everybody - A large rumbling takes place above you, and fragments of cement begin falling from the ceiling. You don't think the sewer will last much longer....
  16. Jen - You create a very dim light, which dies out promptly. Charles - You manage to put out the fire, and soak yourself again. Deren's sewer tsunami doesn't really help with that problem much... and neither does his apparent miracle of re-lighting you. +0.1 hydrokinesis Deren - You create a sewer tsunami which washes over Charles. It is apparent that he is no longer on fire. You then, by some ill-fated miracle, manage to light him back on fire. +0.1 hydrokinesis. Earth - Err.... no. You can move poison, but not make it using kinesis abilities. You manage to create a small hole in the sewer's concrete, but fail to hit whatever is gnawing your leg. You begin to feel a bit woozy, and realize that whatever it is is poisonous. +0.1 terrokinesis.
  17. Charles - You fail, and douse yourself instead. You are promptly dried off and set on fire by Deren. Earth - You fail to move the earth around you. You do, however, manage to slog a bit further into the sewer, where you can't see anymore. You feel something biting your leg. Deren - You manage to pull all the water off of Grim using hydrokinesis... and then light him on fire. +0.2 hydrokinesis.
  18. Earth, there isn't really any necromancy, although I guess if a dead body is fresh enough, you could manipulate the water in it to make it move around and stuff. But that would take some serious skill with hydrokinesis. You'll find out your country as you progress. For now, focus on getting your sorry self out of the sewer. Aight, we got 3. Post thy actions.
  19. First, you'll need a characterfor me to put on teh frontpage of d00m, Nex. But yeah, 3 to start.
  20. Hah, I was going to write backstories for you guys based on your characters' dispositions, actions, and strategies anyways. :P For those of you suggesting which Hegemony it should take place in.... it's gonna be in Hegemony v. 1125325902, because I don't have time to dig up any Hegemony history before everyone loses interest in this thread. There will be safe/neutral zones, but they won't be too common, nor will they always be safe zones. Some of you will end up having to work together to succeed. Heck, some of you may end up having to blow each others' brains apart. It's all in how you choose to take down your respective country.... Oh, and by "chemical propelled weapons being outlawed," I should've mentioned that gunpowder and other explosives counted as chemical propelled weapons.
  21. I am here, but I'll be multitasking between this and straightening out kinks in Soldiers of Napta. And I will still mod and stuff for SoN, even though Dungeoneering is back up and running.
  22. You wake up inside a concrete room, with nothing more than some other barely-conscious recruits sitting against a wall next to you. "Welcome, recruits. I'm not going to lie - the underground Naptan Movement has seen some tough times recently, what with the Great World Hegemony being reformed and the new technologies this has resulted in. The worldwide outlawing and complete destruction of any chemical-propelled weaponry was a bit of a hit as well. However, recruit, we have developed some technologies of our own..." You then promptly return to unconsciousness via a large club in the commander's hand. You wake up in a sewer with the rest of the recruits and a large bump on your head, all of you still wondering what the heck is going on. You do feel a bit funny though..... AND THUS ENDS THE BACKSTORY! Welcome to Soldiers of Napta, the most bizarre cross between games you ever did see. The gameplay style is much like that of Dungeoneering - you post your action, I roll the dice to see how miserably you fail. "Sessions" will be held whenever I am online, but you can post actions while I'm not and I will respond to them at the start of the next session. Whenever you "die," your body zombifically moves itself back to the sewer start-point. This game has no magic. However, you have been genetically altered to allow elementokinesis - the ability to control elements at will - although currently, you suck at manipulating any elements whatsoever. AS you gain more experience, you will get better with specific elements, but worse with others. I.E. a pyrokinetic person would fail miserably at hydrokinetics. The objective of the game is to overcome any obstacles I throw at you and to take down the respective country you have been assigned - more details on that later as I slowly come up with plot backstory. Everyone starts with a basic starter kit - a hatchet, some duct tape, and a 4-foot cord of rope. Your backpack cannot hold much else as it currently is, so you may want to find a shop to upgrade it at or just upgrade it yourself. Oh, and you already have basic clothes. This takes places in Hegemony v. 1125325902 - basically I get to make up the countries. The countries will still be going about their normal business as usual, including wars. Any questions, comments, concerns, jokes, stories, and/or bribes are to be PMed to me - not discussed here. Remember, just about anything can happen.... [hide=I-C-U] Is a slightly tall, 6ft, man who has semi long black hair which reaches just past his face. He has a few scars over his face and body from previous battles he used to fight in. A tattoo on his arm with the insignia of the I-C-U and his prison number is burned across it. [hide=Inventory] Hatchet Duct tape 4 feet of rope Glowing knife Upgraded backpack Basic civilian clothing Assassin's Naptan wristband Old food supplies [/hide] [hide=Stats] Stats: 0.7 allokinetics 0.2 hydrokinetics 0.3 fitness 0.3 aerokinetics 0.1 aiming 0.2 melee[/hide] [/hide] [hide=Earth] [hide=Inventory] Hatchet Duct tape 4 feet of rope Small backpack Basic civilian clothing [/hide] [hide=Stats] Stats: 0.5 terrokinetics 0.2 electrokinetics 0.2 allokinetics 0.3 hydrokinetics [/hide] [/hide] [hide=Charles Emrich - Grim] Description: Brown hair and eyes, heavily scarred left arm and leg with a horizontal scar running across the bridge of his nose. Barrel chested with a fair complection and some freckles. Curses nigh upon compulsively with a small disposition to unusual curses. Generally gruff (states that he "hates wasting other's time") [hide=Inventory] Hatchet Duct tape 4 feet of rope Small backpack Mace Thoroughly singed civilian clothing [/hide] [hide=Stats] Stats: 0.2 hydrokinetics 0.3 fitness -0.1 intelligence 0.4 pyrokinetics -0.1 hearing 0.1 terrokinetics 0.2 cryokinetics 0.2 allokinetics[/hide] [/hide] [hide=Ares Biahorae] [hide=Inventory] Hatchet Duct tape 4 feet of rope Small backpack Basic civilian clothing [/hide] [hide=Stats] Stats: 0.5 fitness 0.5 melee 0.2 aerokinetics 0.1 medic -0.2 intelligence[/hide] [/hide] [hide=Deren Tyreus - Nex] About 6' tall, golden-brown hair and eyes, pale skin with sparse freckles He was found by Napta while carrying a suitcase into the house of a New York middle-school student named Greg. As they approached the building there was a large explosion and said house went up in flames. Deren was flung backwards out the doorway, unconscious and burned yet grinning, and Napta decided that he would make a fitting member of the organization. [hide=Inventory] Hatchet Duct tape 4 feet of rope Backpack A foot of copper wire Antique sword Flaming knife Holey page Naptan wristband Tidal wave sculpture Basic, slightly singed civilian clothing [/hide] [hide=Stats] Stats: 1.2 hydrokinetics 1.4 terrokinetics 1.2 cryokinetics 0.7 pyrokinetics 0.3 strength[/hide] [/hide] [hide=Jen Ret'ech] A delusional escapee of a mental asylum, she believed she once was the puppet master behind the Japanese imperial empire. She seeks revenge on society for not helping her when the evil Turks attacked with their armies, and removing her from power. [hide=Inventory] Hatchet Small backpack Eight-legged tamed snake A friendly mattress-sized bat Two other somewhat large bats A steel lance 2 iron-oak crossbows 10 steel bolts 12 feet of rope Mildly fast pack horse Wooden knife Naptan wristband Decoder page Basic civilian clothing [/hide] [hide=Stats] Stats: 0.3 photokinetics 0.9 taming 0.8 allokinetics 0.1 flight 0.3 lignikinetics 0.3 aiming [/hide] [/hide] [hide=Vulcan - Dusty] [hide=Inventory] Hatchet Duct tape 4 feet of rope Small backpack Basic civilian clothing [/hide] [hide=Stats] Stats: -0.1 mercy +0.01 ninja [/hide] [/hide] [hide=Mather] [hide=Inventory] Hatchet Duct tape 4 feet of rope Small backpack Basic civilian clothing [/hide] [hide=Stats] Stats: 0.4 electrokinetics 0.2 cryokinetics 0.4 fitness 0.1 melee [/hide] [/hide] [hide=Tarika - Hex] [hide=Inventory] Hatchet Duct tape 4 feet of rope Small backpack Basic civilian clothing Big sword [/hide] [hide=Stats] Stats: 0.1 cariokinetics 0.1 terrakinetics 0.1 melee 0.7 terrokinetics 0.1 lumokinetics 0.6 fitness 0.2 allokinetics [/hide] [/hide] [hide=Rocco] [hide=Inventory] Hatchet Duct tape 4 feet of rope Small backpack Basic civilian clothing [/hide] [hide=Stats] Stats: 0.2 pyrokinetics [/hide] [/hide] [hide=Template] [hide=Inventory] Hatchet Duct tape 4 feet of rope Small backpack Basic civilian clothing [/hide] [hide=Stats] Stats: 0 terrokinesis 0 hydrokinesis 0 pyrokinesis 0 electrokinesis 0 cryokinesis 0 cariokinesis 0 allokinesis 0 telekinesis 0 lignikinesis 0 mercy 0 ninja 0 fitness 0 taming 0 melee 0 intelligence [/hide] [/hide] ^That template is for my use, not yours. It's so I don't have to type in all the "hide" codes as I add in characters.
  23. If Earth tried to kill me... Oh, the things I could do. Stab him with my bayonet, slash him with my bayonet, electrocute him, put a dozen sound bolts through his forehead, fly up high and drop stuff on him.... And that's not including transmog.
  24. Meh, I guess I was wrong then. Time to double-check my sources.... he probably saw a promethium kite and thought it was primal.
  25. It actually is possible to get a primal drop off those warriors - had a friend get a kiteshield off one. It's wicked rare, though. Wish I had a pic, but he was duoing with his brother, not me.... <_< And they seem to have an actual picture of the platebody inventory pic, so I'm guessing someone who goes there got really, REALLY lucky. And yeah, the picture of the "player" in full primal is BS. It's impossible to get full primal in 1 dungeon unless you get luckier than lucky with primal warrior drops.

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