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archimage_a

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Everything posted by archimage_a

  1. I think a break would be best.
  2. I send my 85 million troops food from my 90 million population, then I shoot wildly into the sky which is bound to hit something, so your airforce is blown up. Then I carry on.
  3. Hey, Just to help things I thought I would create this sticky. If you are running a RPG then please post here any details about when you are running it from/till, any days off or any other info you think would be important. I will edit it into the first post when I am around so keep if you know you are gonna be off for a day or so, in advance, then post. Also if you don't feel like doing 'today' then post it here too. :grin: (All times in GMT) Cyber Duels Dead Dungeoneeering: 9 PM, Sundays off Manifest Destiny: 9 PM till late. 2025: Will be starting up again on select days, from midnight GMT for a few hours. Soldiers of Napta: Rruns whenever there's a mod and 3 players present, excluding Sundays and Wednesdays. So.... that's around 11 PM GMT to whenever on Mondays and Fridays Reanimated: 10:30 PM till late, weekdays only. Other games of various natures operate 24 hours a day...apparently...
  4. I give everyone 4 months of training. *Waits till a war starts* I convert all my trained people to soliders and invade with 90 million troops, and there is nothing you can do about it. I was thinking about this earlier. I think the best idea is to start the game on an alternate Earth...Basically the year 2000, just after we have united and overthrown our martian overlords, stolen their matter replication technology and have launched a devestating 'Sub-Nuclearon' barrage at the Martian base, destroying the planet. Shortly afterwards one state starts developing a 'Sub-Nuclearon' Warhead, and launches it at another state, and it is consumed in a firey ball of flame. With this fresh in people's minds the Human Collective Council(the HCC) invade and destroy the other state, and take the 'Sub-Nuclearon' Warhead Research for themselves. They decide that the power of the weapon is too great for one small state to control and thus decide to build a 'Sub-Nuclearon' Arsnal, which will be put into orbit and will only be activatable from 9 sites, and at least 6 sites must agree to the launch, and can only one warhead can be launched every 10 years...but the power is such that it can literally wipe a country off the map...and due to crazy technology it only effects the one country. There is also a 'Sub-Nuclearon' cannon, which fires a beam of energy which can do alot of damage...Each site can fire the cannon once every 20 years, or cancel a firing once every 20 years. Everyone would start out controlling 1 site each. Nuclear weapons are impossible due to all the radioactive isotopes, and pretty much everything heavier than silicon, being consumed by the matter replicators to build the huge invasion ships the Martians wanted. Thus each country would recieve a certain number of RU(Resource Unit)s per year, which they can spend on anything they like...The system auto-assumes that welfare and stuff is taken care of....The resource units would be determined by the size of the country, since anything can be fed into the matter converter.(The only extra thing you can do to generate RUs is feed people into the generator) Anywho, current elements are pretty much ignored in favour of 8 'super elements': Titanite Oilanite Alumite Carbonite Explosivite Qubite Fabricite Stimunite Which are basically: Strong and Heavy Fuel Light but weak but sturdy Moderate and moderate Explody Used for Computers Light and weak and flexible Like Adrenaline There are more, but they require decoding the martian databases, which will take many years per material, and working together on a material is impossible since the code is in code, so there is no guarentee you would be working on the same material...your only clues are some general headings... Thus the game is not based on realism, but on something like realism to make sure people don't do anything stupid. Moderator would just check materials and research and do the battles. Technology would be pretty much limited...You could build rail guns, but would have to use normal elements and even Fabricite would stop them...even the most powerful railguns...thats how different the materials are, same with guns and such. I would say something along those lines would prevent people being stupid, like expanding into 8 different countries in 5 turns, since that much power might unite 6 people and bam, your country gets owned.
  5. Or we just do what everyone said earlier and leave it a few months and then have another whack at it.
  6. A PM will be circulated shortly dealing with Mather's comment the other day. I expect everyone to abide by it and to make sure that it is enforced.
  7. Ok... The clan stops providing the loonatic with food, since he or she is clearly insane.
  8. They don't use clay either... Theres no money so it seems unlike he or she would ask to be able to sell it...
  9. Nephilim wonder how long until they discover how to train lizards to war fight and if they have discovered any new medicens and if there are any new arrow head types to speak off(apart from the diamond and the peach one) Also I don't have a furnace so it might be difficult for me to make arrow heads out of the material...
  10. The Nephil continue construction works...explorers keep exploring and yeah...
  11. archimage_a replied to Seraphi's topic in Falador Tavern
    Just to let people know I am gonna disappear for a couple of hours, till about 9 or 10 tonight....just because out of my entire weekend I have done 0 hours of reading and I need to get my essay in for thursday.
  12. archimage_a replied to Seraphi's topic in Falador Tavern
    http://www.pathguy.com/cg35lite.htm Try using that. You just need to follow the arrows, basically....Then copy and paste it(The generated report, not the page itself) into a word document, save it or export it as a PDF...Though you will need to fill in the languages seperately.
  13. archimage_a replied to Seraphi's topic in Falador Tavern
    Level 1, gain experiance... Oh and Ross, don't worry about it, just muddle through(To be honest, its what I do all the time...muddling through)
  14. archimage_a replied to Seraphi's topic in Falador Tavern
    Try the link...the PDF is MUCH easier to understand.
  15. archimage_a replied to Seraphi's topic in Falador Tavern
    They increase your roll by whatever level they are...So... Concentration Based off of Constitution, so +3 With 4 levels in skill points, so +4 So +7 overall.... So if I need 16 to stay concentrating on casting a spell, I only need to roll a 9, rather than needing to roll a 13...
  16. archimage_a replied to Seraphi's topic in Falador Tavern
    Anywho, no spells included because the generator didn't include spells and I don't like the dnd20 site(though was useful, I still don't like it :roll: ) So Ross can you help with that.
  17. archimage_a replied to Seraphi's topic in Falador Tavern
    Its the same information, arranged in a 'better' order....
  18. archimage_a replied to Seraphi's topic in Falador Tavern
    It really is...This is a proper 3.5 character sheet...
  19. archimage_a replied to Seraphi's topic in Falador Tavern
    http://users.aber.ac.uk/lug9/hege/character.pdf [hide] Archi Male Halfling Illusionist 1 Chaotic Good Representing Archi Strength 8 (-1) Dexterity 13 (+1) Constitution 16 (+3) Intelligence 18 (+4) Wisdom 16 (+3) Charisma 14 (+2) Size: Small Height: 2' 11" Weight: 32 lb Eyes: Red Hair: Gray Skin: Pale Specialty: Illusion Gave up: Necromancy Transmutation Total Hit Points: 7 Speed: 20 feet Armor Class: 12 = 10 + 1 [dexterity] + 1 [small] Touch AC: 12 Flat-footed: 11 Initiative modifier: + 1 = + 1 [dexterity] Fortitude save: + 4 = 0 [base] + 3 [constitution] + 1 [halfling] Reflex save: + 2 = 0 [base] + 1 [dexterity] + 1 [halfling] Will save: + 6 = 2 [base] + 3 [wisdom] + 1 [halfling] Attack (handheld): + 0 = 0 [base] -1 [strength] + 1 [small] Attack (missile): + 2 = 0 [base] + 1 [dexterity] + 1 [small] Grapple check: -5 = 0 [base] -1 [strength] -4 [small] Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 20 or less 20-40 lb. 41-60 lb. 60 lb. 120 lb. 300 lb. Languages: Common, Halfling, Draconic, Orcish, Terran, Giant, Elven, Abyssal Raven familiar Feats: Spell Penetration Scribe Scroll [free to wizard] Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 6 = +4 + 2 [raven] Balance Dex* 1 = +1 Bluff Cha 2 = +2 Climb Str* 1 = -1 + 2 [halfling] Concentration Con 7 = +3 + 4 Craft_1 Int 4 = +4 Craft_2 Int 4 = +4 Craft_3 Int 4 = +4 Diplomacy Cha 2 = +2 Disguise Cha 2 = +2 Escape Artist Dex* 1 = +1 Forgery Int 4 = +4 Gather Information Cha 2 = +2 Heal Wis 3 = +3 Hide Dex* 5 = +1 + 4 [small] Intimidate Cha 2 = +2 Jump Str* -5 = -1 + 2 [halfling] -6 [speed 20] Knowledge (arcana) Int 8 = +4 + 4 Knowledge (history) Int 6 = +4 + 2 Knowledge (local) Int 8 = +4 + 4 Knowledge (nature) Int 6 = +4 + 2 Knowledge (religion) Int 6 = +4 + 2 Knowledge (planes) Int 6 = +4 + 2 Listen Wis 5 = +3 + 2 [halfling] Move Silently Dex* 3 = +1 + 2 [halfling] Perform_1 Cha 2 = +2 Perform_2 Cha 2 = +2 Perform_3 Cha 2 = +2 Perform_4 Cha 2 = +2 Perform_5 Cha 2 = +2 Ride Dex 1 = +1 Search Int 4 = +4 Sense Motive Wis 3 = +3 Spot Wis 3 = +3 Survival Wis 3 = +3 Swim Str** -1 = -1 Use Rope Dex 1 = +1 * = check penalty for wearing armor This character also has 2 ranks in Speak Languages. If the familiar is within reach, + 2 on spot and listen ("alertness"). Zero-level Illusionist spells: 4 (3 + 1) per day First-level Illusionist spells: 3 (1 + 1 + 1) per day Halfling + 2 dexterity / -2 strength (already included) Small (combat bonuses, + 4 to hide already included) + 2 racial bonus on climb, jump, move silently + 1 racial bonus on all saving throws (already included) + 2 morale bonus on saves vs. fear (stacks with racial bonus) + 1 to hit with thrown weapons and slings + 2 racial bonus on listen checks (already included) Wizard (Illusionist) Familiar / Alertness, etc. Bonus Feats (already included) High intelligence gains bonus spells daily Specialist gets 1 extra illusion spell/level/day Class HP rolled Level 1: Illusionist 4 Archi's Equipment: 0 lb 2 lb 2 lb 3 lb _____ 7 lb Weapons / Armor / Shield (from above) Backpack Spell component pouch Spellbook x1 Total More about Archi: Looks generally Wizardly, except pint sized. [/hide]
  20. archimage_a replied to Seraphi's topic in Falador Tavern
    If I can get on then fine.
  21. archimage_a replied to Seraphi's topic in Falador Tavern
    Yeah, its fine, I will just adapt...we can always play 4e at a later date.
  22. archimage_a replied to Seraphi's topic in Falador Tavern
    What spell level system? There are levels in the 4e system, they just have 4 types instead of lumping them all together....
  23. archimage_a replied to Seraphi's topic in Falador Tavern
    3.5 is supposed to cover every possible varriation for the fullest range of characters possibly imaginable... 4 simplifies everything....Its one of those things that you will notice when you actually play the game...
  24. archimage_a replied to Seraphi's topic in Falador Tavern
    Sigh...So we are using the, BY FAR, more complicated system, for what reason exactly? Ok I will regen my character....ruddy silly if you ask me but still...
  25. You could use the Hegemony Argument thread....Anyway, I am gonna go to bed, Toodle pip all.

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