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Everything posted by archimage_a
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Ok, free now.
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Should be up.
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Meh, Nex's got me about.
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Hmmmm, so now I just need an account...
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Would be nice. I should be on later, after I do something else.
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https://dl.dropbox.com/u/12603519/3.mp3
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To be honest, I lost interest a while ago, its just now I am actually annoyed by the game.
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Any eta on your laptop fix?
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Screw it. Right, Thaumcraft can't be run on a server so far as I can see. As of right now my interest in Minecraft has hit rock bottom...Rather than being able to simply send out the fully modded version of the game, so you can just log on and play, they want you to go through the silly rigor of installing this, then that, then that, then this, over and over again. I am sick of it! It would be like running Hegemony and creating a new system EVERY DAY. Its just terrible.
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Ok, I have a server up.
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Being bombarded with Xroads stuff at the moment (planning adventures is hard), I will try for Thursday.
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Its not my fault Lara Croft doesn't investigate anything that isn't plot =P
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So Dungeoneering was stolen by Runescape and Crossroads was stolen by Tomb Raider... :rolleyes:
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Indeed, the RAR file is updated. PM me if you need the link again.
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If I could figure out how =P
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Core rules, Chapter 2, Page 40. Other books cover alternate classes. Elsewise, rather involved process, so please talk to me via IRC.
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So. Simply put there are three choices avaliable to you: 1) Nothing happens. The only change here is that I am restricted people to only using the core rules if they choose this path. (from this point on, if you have already taken from outside of the core rules then you keep your abilities.) 2) You choose 5 Ranks from the various DH rulebooks (you can choose 5 level 1 ranks, should you wish, but I would much prefer choosing linearly), you may also choose Alternate Ranks which you qualify for. (If something requires level 3 AND a certain career, then you need to have that level in that career.) You keep all your current talents, advances, and what not, irrespective of anything else. (The only exception here is that Nex needs to take Sin Eater as a rank 4 career.) Once you have chosen your 5 ranks then you are restricted to choosing from the advances within them. If you take a rank that gives you Pskyer powers and already have them, then those power slots are taken up by your current powers. If you are using the Wizard rules then this doesn't apply. If you are using both then divide your powers between Psyker and Wizard powers. People taking this option should PM me their choices. There will also be a reward,in the form of several skills/talents/powers being freely given to reflect your past, as well as cash. These rewards should total about 1,000 xp from your careers. Alternatively, if you take ranks which have your pre-existing abilities already included then you may 'refund' up to 1,000 xp for spending as you like, within your careers. As ever you are free to talk with me. I should be sitting in #Inn for the next few hours for anyone without my IMs, and PM me at other times, and I will come on IRC.) 3) You gen a new character/regen your current character using the new rules. You may spend 1,000 extra XP off the books (aka it doesn't contribute to your total amount of XP) as replacement for Homeworlds and such. I would strongly advise, if you are doing this, to look at background packages as well. Main reason for these changes is partly that the current system allows players to 'fast track' their way to major powers, but it is mostly down to me ordering several DH resources, totally £100, and I would really like to be able to use them...So that means following the rules as much as is feasible to do so. Which is gonna be tough on me since I prefer largely arbitrary systems, so I am going to ask for your patience. (Though they won't arrive until the 20th (At the earliest...supposedly)) So this is not, NOT, an immediate changeover. As ever I don't want to screw people over, so I am open to discussion about the changes. Word of warning though...Waiting until the last minute will not make me especially receptive, so PLEASE, contact me before the 16th and before the 23rd (Next two sessions). Finally, I am getting bored a lot(outside of sessions), so if people want extra sessions please post their avaliable times, and I shall endevour to choose another day.
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Earth, would you be willing to try a server game? Also, Mather, can you help me set up a server...it confuses the hell out of me.
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Pen and paper... Liberating, of course. (You don't get a choice, its HOI3 <_< ) Just finished. August 1943 (Was finishable in March 1943 but I let the computer do the final chase all the dots bit, after having wiped out 9 tenths of the German Army in a cunning ploy (Involving mainly spoons), which involved building a bucket of ports in Denmark, retreating, then having them move in to protect them.(Sounds more gamey than it was, since I was just trying to feed my infantry when I built the ports)). The USSR stayed neutral, and the USA gave up on actually invading, and instead sent me an Expedition force in January 1943, which came in handy when I switched over to the computer, though it was mostly Britain invades the crap out of Europe (And lets her navy go to hell)...By the end my navy was down to something like 50 ships, mostly transports and destroyers. I think 2 battleships/cruisers and 1 Carrier. The Battleships and Carrier were built before the war, while the Destroyers were mostly State of the Art. However the ending event that triggers assumes the USSR is in the war, so it automatically got Poland, despite not being involved...which sucked. Also Northern Italy is ruled by Facists, since the game doesn't spawn a Northern Italy at war with you... At least Vichy France actually disappeared AFTER I released France, rather than spontanously spawning France while my people were still inside it. I was planning to pull and invasion of Japan (Which also stayed neutral), but the game really drags you down when the events make no sense at all...well, worse than that, they are unavoidable unless you declare war on the USSR and Japan...Which is fine if the USA is running the show, or if you are allied with Russia...But when you have between 10 and 16 divisions (Placed end to end they didn't even cross the whole of Europe...If they had then the game would have finished in August 1942...since several Germans escaped the Russian Border and started reeking havok), you don't really stand half a chance against Russia...and shipping your whole army off to fight Japan precludes it being in Europe to fight the barely contained Germany. Added to this the game makes it neigh on impossible to actually sink...nay....attack...Submarines. Dozens of Destroyers/Battleships/Carriers/Cruisers roaming the seas (most getting sunk by aircraft, despite the state of the art Interceptor squadrons you shelled out for cause of game bugs...the rest getting sunk by German Battleships that mysteriously appear despite it heavy blockades (you can't actually blockade...you have to hope your Captains can spot the ship in the 5 seconds they have to spot it...)) and every other month I get a submarine combat, which ends inconclusively. What prompted my invasion of Italy was that the system had exausted my surplus and reserve Convoy ships, so I was really getting hammered...So I invaded Italy and lo, the attacks ceased (for the most part), giving me time to build more ships. The Nuclear rules are really very annoying as well. You need to research 3 techs once, and then one tech 4 times, and build a nuclear reactor. You can build a reactor up to 10, but that has next to no effect on anything....Instead you are left with .1 bombs per month...which is nothing. Rockets are also terrible unless you want to individually assign the launchpoint, find the rocket amoung the 20 you built, assign the attack area, and then repeat for the other 20 you build...Each of them doing about 10% damage to a specific thing(in a province), so you need hundreds of them to make a sizable dent in an enemy country...Meanwhile, despite being radar guided, they can't find the submarines that you can clearly see on the screen. Its a good game...Just feels like they went 'That will do' once too often.... Anywho.
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Yes. Yes it is. Personally I use the wiki...or a peice of paper. Anywho, it is July 1942. After single handedly defeating Italy, and establishing a buffer state with Germany (Cause the game is silly and spawns a North Italy that is at peace with you...and attacking it would bring Japan into the war), Chamberlain, the Great Apologetic WarMonger, has invaded and occupied a vast swath of France. President Roosevelt, meanwhile, has retreated the Channel Islands with some 30,000 men, after being repulsed twice by Hitler. Chamberlain, frustrated at the childish ignorance of the Americans, sent an expedition to assist, drawn from the Danish Defence. This imperiled the security of Copanhagen, which allowed several German warships to slip through the Sound, which lead to a large scale destruction of British shipping. The expedition failed in its main objective, but prevented the American army from being destroyed, at least. Meanwhile the British pushed up through France, having liberated a large portion of it. [hide] [/hide] Also for reference:
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World War 2 (HOI3 AAR): Following the failure to defeat Nazi aggression in Poland, Prime Minister Neville Chamberlain vows to 'Bring the Fight to Hitler' and when Denmark is invaded he gets his chance. Immediately serveral dozen mechanised assault troops are dispatched and not only succeed in protecting Denmark, but also succeed in seizing Kiel and Lyck. Buoyed up by this succeed Britain launches two further attacks, the first to retake the Netherlands, mostly occupied by Germany, and to invade Memel. Both of these attacks are a resounding success, each liberating large sections of German soil from tyranny. However, in the interrim, France has managed to lose the ground war, despite these interferances on the German Perphiery. As the French line collapses north of France, the British are forced to pull out of the Netherlands, perhaps this would evoke feelings of guilt, but given the Dutch army spent the whole conflict on a single province Chamberlain declares 'Lazy Foreigners' and is met with great appaluse. The battle in Eastern Germany/Poland hits a further stumbling block when Norway spontanously declares war on the Allies(Invaded? No. Influenced? No. Just up and declares war), and Britain is forced to pull back forces to fight the Norwegian menace. Half way through that conflict, still holding onto Koenigsburg, the Italians join, and hasten the demise of France, forcing a general British Retreat from the continent, save for Denmark. Though German U-Boat activity precludes the holding of Kiel (Seriously, supply shortages everywhere) Norway is restablished as an Allied nation, and as France crumbles, Britain engages in heavy warfare in North Africa. The year is 1941, April. In Germany, though Blitzkrieg is widely discredited, Hitler has somehow hung onto his power, but across the Atlantic the USA has been watching events with much interest. The gallant struggle of Britain and France has stirred the public imagination and soon Roosevelt is able to force through Congress a declaration of War. Meanwhile the Soviet Union watches, seeing the collapse of the Imperial Powers as drawing ever closers. In China there is no more China. Japan has seized total control. This could be interesting =P
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Psychic powers, for Psykers, is explained in the books, you gain a certain number of powers per psi level, and can buy more at a rate of 100 for a minor power and 200 for discipline power. Psychic powers, for Wizards, is explained here: The price of the power depends on the threshold of the power. 1-5 is 100 6-10 is 250 11-15 is 500 16-20 is 750 21-25 is 1,000 25-30 is 1,500 30+ is 2,000
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For reference purposes: Cantrips have a damage of: (1d10 + Int + Cantrip's Magic Skill) * 1d2 The damage can be split between 3 targets, however the maximum damage per target is 18, and small (Head or smaller) targets neccessitate ballistics checks. Soul Magic, as it carries NO ability to gain traditional(pysker) stuff, has the general spells of: Static Crystals: Produces up to 8 non-moving crystals of reasonable size. They are not self-supporting, but can be created inside inanimate objects for support. Attack Crystals: Produces a wave of minor, short term, crystals with some forward momentum. These crystals do: (1d10 * 1d5) + Int + Cantrip Magic Skill Again, the max hit is 18 per target. Crystal Blocks: Produces an optionally hollow block of crystal. Solid blocks will disintergrate after a few seconds, while hollow blocks may remain for long periods. Thermatics will be used often in determining the effect, however they will do no more than 25 damage per round. Dealing damage: If you roll a 10 on the damage roll then you roll again, adding 10 to that roll. This can repeat indefinately. No damage roll may exceed 40. Taking damage: If you take damage you must reduce the amount of damage stated by your Armour Points (AP) and Toughness Modifer. This is reduced down to 0. If you are reduced to 0 HP you are not dead. But if you take more damage you begin suffering critical damage. (See Critical Hit tables) If you are reduced to -10 HP then you die (Certain critical hits can kill you below that). Enemy HP: Typically an enemy will have the HP of 10+2d10. Armour, rather than reducing the amount of damage dealt, will provide extra dice to the HP. Rolling a 10 adds 10 and causes a re-roll. This can repeat up to a HP of 60(In normal cases). Enemies tend not to suffer critical hits and will just die at 0 HP, unless it is specifically stated the player is not trying to kill them, in which case they will only die if reduced to -5 HP. Discipline Mastery: Rather than the stated bonus, if you attain 10 different discipline level powers then only 90-100 on the Psyhic Phenomena table results in a Peril's roll. Rolls between 75 and 90 are rerolled. Also if a 100 is rolled of the Perils of the Warp table then, instead of instantly dying, the player is transformed into a Demonhost, as per 91-99 on the same table. Spell Defusion: Magically disable 1 spell cast at you. Half Round action and automatically demanifests at the start of your next turn. The Threshold is 10, but carries the 100% risk of causing you to lose conscienceness. For +1 to the threshold the risk is decreased by 10%. +5 to the threshold the spell lasts 2 rounds, instead of 1. At 10 points of overbleed it will protect from 1 Peril of the Warp OR 1 Spell, with no effect on Phenomena. It is automatically dispelled after countering one attack. The first spell it encounters (Which is not the player's own spell) is dispelled (If hostile) OR forces a Very Hard (-30) willpower test to maintain (If friendly). Either way Spell Defusion is dispelled. The spell will not affect spells cast by the caster. But will affect those cast by their allies. The spell counters other spells, not individual bolts/shards/other split attack spells. This includes attacks where only 1 bolt is aimed at the caster, and the others are aimed elsewhere. The whole spell will be countered. The caster may only choose which effect to dispell if there are two simutanous effects, such as 2 Perils of the Warp. In all other cases the spell will only ever affect the first spell it comes across, according to initative order. It counts as a discipline power of any school and costs 1,000 for Wizards.
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XP: 320 for the escapees(Retech and Ross) and Mather, 390 for the conversationalists(Earth, Mask and Nex)
