Jump to content

archimage_a

Members
  • Posts

    2391
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by archimage_a

  1. Constant 10 degrees C isn't particularly low, you can drop a human body down into sub-zero environments for sustained periods of time without injury, though there is risk, of course. In general it just depends on how the body responds to the change in temperature...For instance I know of someone who treked five miles, semi-naked (They undressed to flee from a bear, since bears are curious animals they investigated the clothes while she fled), in the Northern reaches of Canada and survived without injury. If you were in a cold environment for several hours then your general body temperature would have dropped and, unsuprisingly, your entire body wouldn't heat up instantly on returning to a warm room, even if you sat in that room for several hours. Likewise, a series of circumstances could have arisen which held your arm at a lower temperature than the rest of your body. (I don't know, its difficult to say what happened without all the facts) If you have ever done any meat roasting you will know that something can sit in 200 degrees C for over two hours, get just 2 or 3 inches down it is still relatively cold.
  2. Well obviously if you don't have Hypothermia then you don't need to apply the logic of Hyperthermia and you just operate under the usual rules of 'Cold Numbs You'
  3. Sure, somewhen =P < Congrats Mather, you beat my record. The only thing I will say is that sleep deprevation is like hypothermia...when you can't feel the cold you are at the most dangerous point. =p And I was playing the Black Mesa mod: http://en.wikipedia.org/wiki/Black_Mesa_(video_game) I think I was most hacked off by the 'Only people who have played this before will play this now' design mantra, leading to design choices which were annoying.
  4. I didn't think it was possible, but my opinion of the Halflife series has decreased even further after playing HL1.
  5. It just goes to show you how loose our interest is. If you want us to be impressed then tell us when it is day 4...Elsewise get a Blog 'My Sleepless Nights' or something.
  6. I said self-moderate, be your own moderator =P I am just here to apply the d20, story, and the like.
  7. Thought it could only be animated if it had some kind of skeletal or nervous system? Else we would be running around with Gelatinous Cube Wights and other equally silly (and terrifying) creatures. Skeletons need a skeleton iirc. There's no restriction in the spell description about a nervous system, so you could animate it as a sort of zombie (preferably a fast zombie, as it would gain a slam attack and 10' movement speed, while losing its DR and a couple of other perks). Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. http://en.wikipedia.org/wiki/Plant_anatomy Solved. And yes, Sundays are better.
  8. No. I have survived without sleep for three days, with relatively few side effects, and this was without caffine artifically stimulating me. Also making claims that it hasn't backfired is kind of presumptive. A) If you were suffering from sleep depreviation then your cognative state would decline which, may, decrease your ability to tell your cognative state has declined. B) You are only 28 hours in, there could be any number of long term complications. C) The fact that you were tired until you drank caffine and beat yourself around the head (Which would naturally release stimulents and painkillers) shows that you are just masking the normal complications arising from not sleeping. So no, as per normal achievements without substance do not count for anything.
  9. Ok, so...This week's excuse: I was resting my eyes and then it was eight hours later. (I was, stupidly, waiting on Ticker to awaken me when people arrived, but it crashed out literally the moment I stopped looking at it), and apparently the microphone has picked up just enough noise to prevent the earphones from turning to static (The other thing I was counting on waking me up). Sufficing to say my reliablity has declined intensely, so, as an alternative method of waking me up, please feel free to dropcall (Call, give it 5 rings and then hangup, thus normally not incurring ridiculously high costs) me on this number: 07954 133 979 This is obviously NOT a way to get in contact with me (Exceptions include 'Help I am lost in Aberswyth and the locals won't tell me where the station is' or 'I have just won the lottery and want to pay you for all your brilliant GMing'). And yes Alg, the game is still running =P I am just excessively tired recently (Sleeping in excess of 12 hours a day for no discernable reason.) Finally, the game system has changed: Basically, feel free to use any system to determine your own actions and generally self-moderate. Then tell me your actions, I will roll a d20 and volia. (Essentially Dungeoneering, but with less bookkeeping =P) Generally +10 is a success (or lesser failure) and -10 is a failure (or lesser success), with 20 being a massive success and 1 being a massive failure. However, if you fail on your end 'I shoot but am apparently aiming at a wall rather than the target' then the rolls flip over, so +10 is failure and -10 is success. Failure and success are relative terms, if you shoot someone wearing a heavily armoured exoskeleton, sitting inside a tank, behind a battleship's hull, with a blow dart, then even a 20 can't help you much. Likewise, if I roll a 2 for a pointblank shot then you don't accidently shoot your dog, but you might shoot them through the hat or something. For magic, if you desperately want to abstain from traditional magics, then I will offer a reroll power. For instance Gunomancy is not useful for summoning a staircase, making yourself immune to fire/cold/etc or strangling your enemies spontanously, but it can be used to get me to re-roll dice rolls related to your shots. These re-rolls are capped at 10, so you are more generally successful, without the capacity for silliness (I reroll until I get a 20). ALL POWERS (and other changes to mechanics) ARE PLAYER MODERATED (With a veto held by me, to be used to stop mountains of paperwork), ergo if you want to increase your power you need to get three quarters of the player populous to back you (Usually as part of a negotiation to increase their own power). As with all self-moderating systems the capacity to say 'There is a bridge out...Who wants to gain instant bridge power?' I would ask you not to do that =P Likewise you can nerf each other's powers (with half the populous supporting you), for instance if someone says 'I create a bridge made of cold fire' and people think that is taking the micky, then they can say and you don't have that power anymore. You cannot remove people's pre-existing powers/abilites. As a corollary from that there aren't 'secret' actions any more. Only PM me with questions about mechanics or in game thoughts...For instance 'I wonder what would happen if I dropped that Chandelier on Earth', if you are actually going to do it then you need to post where everyone else can see it...Even if you are doing it sneakily.
  10. Its more like telling someone about a time when you told a joke, or telling someone about a time you ran into a wall...It loses alot of the funny in the translation. The residual, speaking for myself and Nex, funny is lost by the fact that you have told so many tales of how you have injured yourself... it is less 'Wife getting hit with a bin lid caught by the wind' and more 'Table collapsed while unattended'
  11. Like a random person suddenly tickling you in the streets. Some might call it assault, others would say you made a friend.
  12. Hopefully everyone is ready for the session, it should be starting in 7 ish hours time. =) I won't be around until about 6 hours time (though will be logged on to the computer). Also purely 'What do people think' of just going back to the Dungeoneering 'Lets Arbitrate' System?
  13. Monolith Redux [hide] Cost Breakdown [hide] New Breakdown [hide] 36 Household Slaves 1,800 (Students) 4 University Educated Slaves 2,000 1 Level 5 Doctor/Alchemist 3,650 (1 Year wages Down Payment) 6 Floor's Budget 330* 1 Level 3 Doctor 365 (1 Year wages Down Payment) 2 Valets 730 (1 Year wages Down Payment) 2 Cooks 730 (1 Year wages Down Payment) 1 Scribe 365 (1 Year wages Down Payment) Expert Pantograph and Printing Press 50+250+500 (800) Pathfinder Chronicles Set 500 Footprints book 50 Portrait Book 10 11,330 *55 5 Stationary 5 250 Parchment 50 +NPC gear [/hide] Old Breakdown: [hide] 4 University Slaves 4,000 20 Scholar Slaves 2,000 6,000 GP 12,000 [/hide] [/hide] Graphics [hide] Front Entrance [hide] [/hide] Ground Floor [hide] [/hide] Second Floor [hide] [/hide] [/hide] Professors of the Monolith [hide] Dr Breakspear (Planar Studies) [hide] Dr Breakspear First name: Adrian Race: Aasimar (Heavenborn) Class: Expert 1 Strength: 9 Dexterity: 12 Constitution: 8 Intelligence: 14 Wisdom: 10 +2 Charisma: 11 +2 Fortitude: 2 -1 (-1) Reflex: +2 (2) Will: 2 +1 (3) Skills: 11 Knowledge (Planes) 6 Knowledge (Arcana) 6 Knowledge (Religion) 5 Perception 6 Profession (Scribe) 6 Profession (Librarian) 5 Diplomacy 5 Heal 6 Craft (Book) Feats: Skill Focus (Knowledge (Planes)) [/hide] Dr Muir (Historical Studies) [hide] Dr Muir First name: Ramsey Race: Elf Class: Expert 1 Strength: 9 Dexterity: 12 +2 Constitution: 8 -2 Intelligence: 14 +2 Wisdom: 10 Charisma: 11 Fortitude: -2 (-2) Reflex: +2 (2) Will: 2 (2) Skills: Craft (Books) 1+3+3 (7) Knowledge (History) 1+3+3+3 (10) Knowledge (Nobility) 1+3+3 (7) Profession (Librarian) 1+3+3 (7) Profession (Scribe) 1+3+3 (7) Profession (Barrister) 1+3+3 (7) Craft (Paintings) 1+3+3 (7) Perception 1+3 (4) Diplomacy 1+3 (4) Feats: Skill Focus (Knowledge (History)) [/hide] Dr Nicola (Engineering Studies) [hide] Dr Nicola First name: Ferrous Race: Dwarf (Craftsman) Class: Expert 1 Strength: 9 Dexterity: 12 Constitution: 8 +2 Intelligence: 14 Wisdom: 10 +2 Charisma: 11 -2 Fortitude: 0 (0) Reflex: +1 (1) Will: 2 +1 (3) Skills: Profession (Architect) 1+3+3+2 (9) Profession (Engineer) 1+3+3+2 (9) Profession (Merchant ) 1+3+3+2 (9) Peception 1+3 (4) Knowledge (Engineering) 1+3+3+3+2 (12) Craft (Carpentry) 1+3+3 (7) Craft (Gemcutter) 1+3+3+2 (9) Craft (Stonecutter) 1+3+3+2 (9) Craft (Sculpture) 1+3+3+2 (9) Feats: Skill Focus (Knowledge (Engineering)) [/hide] Dr Prokofiev (Local Studies) [hide] Dr Prokofiev First name: Peter Race: Catfolk (Curious, Scent) Class: Expert 1 Strength: 9 Dexterity: 12 +2 Constitution: 8 Intelligence: 14 Wisdom: 10 -2 Charisma: 11 +2 Fortitude: -1 (-1) Reflex: +2 (2) Will: 2 -1 (1) Skills: Knowledge (Local) 1+3+2+3+2 (11) Knowledge (Geography) 1+3+2 (6) Knowledge (History) 1+3+2+2 (8) Disguise 1+2+3 (6) Sense Motive 1-1+3 (3) Perception 1-1+3 (3) Diplomacy 1+1+3 (5) Escape Artist 1+2+3 (6) Feats: Skill Focus (Knowledge (Local)) [/hide] Dr Crusher (Medical) [hide] Dr Crusher First name: Leonard Race: Samsaran (Heal + Handle Animals) Class: Expert 3 Strength: 9 Dexterity: 12 Constitution: 8 -2 Intelligence: 14 +2 Wisdom: 10 +2 Charisma: 11 Fortitude: 1 -1 (0) Reflex: 1 +2 (3) Will: 3 -1 (2) Skills: Craft (Book) 3+3+3 (9) Diplomacy 1+3 (4) Knowledge (Nature) 3+3+3 (9) Heal 3+3+1+3+2 (13) Ride 3+3+1+2 (9) Profession (Butcher) 3+1 (4) Profession (Herbalist) 3+3+1 (7) Profession (Midwife) 3+3+1 (7) Profession (Stable Master) 3+3+1 (7) Handle Animal 3+3+1+2+2 (11) Feats: Skill Focus (Heal)) Animal Affinity [/hide] Professor Finchly (Alchemical Studies) [hide] Professor Finchly First name: Pritchard Race: Ratfolk Class: Expert 5 Strength: 9 -2 Dexterity: 12 +2 Constitution: 8 Intelligence: 14 +2 Wisdom: 10 Charisma: 11 Fortitude: 1-1 (0) Reflex: 1+2 (2) Will: 4 (4) Skills: Heal 5+3+3 (11) Craft (Alchemy) 5+2+3+3+3+2 (19) Craft (Books) 5+3+3 (11) Knowledge (Dungeoneering) 1+3+3 (7) Profession (Herbalist) 5+3 (8) Profession (Tanner) 5+3+2 (10) Use Magical Device 5+3+2 (10) Spellcraft 5+3+3 (11) Profession (Gardener) 4+3 (7) Feats: Skill Focus (Heal)) Skill Focus (Craft (Alchemy)) Master Craftsman [/hide] [/hide] [/hide]
  14. Then obviously the job of the sniper is to make sure that they aren't the last one left alive.... Sure the Sniper might not be the best at killing everything instantly, but someone who is actually giving assistance to other players as opposed to charging off to kill as many enemies as possible.
  15. If I was planning to be the one man team then that might be a problem.
  16. Hammering a nail with a sponge may, at first, appear useless, then you miss and don't damage the wall, and the usefulness of the sponge is revealed. At anyrate, I will make up my own mind after a few games.
  17. If it is suboptimial I will do it.
  18. Yeah, so someone just needs to organise a time...else we all stand around waiting for someone else to do something.
  19. Aye, checked it out, its Free (Cause I have never played the game) so yeah, if someone wants to organise this I wouldn't mind playing.
  20. Ok then, because my internet died 8 hours ago and after a hour of diagnostics, at which time I was forced to conclude that the router needed resetting, which is about 4 meters away, in the Landlord's room, I decided to do a little work on the Monolith. The Monolith is composed of 13 Floors, 12 above ground and one below ground. The twelve floors above ground are 12 feet tall each, for a total of 144 feet (or 43.9 meters), plus a roof. The outer wall of the Monolith is a honeycomb structure ala https://dl.dropbox.com/u/12603519/Islands/Base01.png (Internal drawings exist but are messy) https://dl.dropbox.com/u/12603519/Islands/Ground%20Floor.png https://dl.dropbox.com/u/12603519/Islands/Second%20Floor.png The ground floor contains a Kitchen, Refectory, two Lecture Halls, a Laboratory, two Spiral Staircases and a few supply closets. This floor is mainly for eating, entertainment (Theatre, etc), lectures/cross-discipline lectures, etc. (There are 2 Halls, there are 7 days in a week and there are 10 Disciplines. Historical Studies obviously requires more lecture time than Alchemical studies, which can use the Lab, etc. The 2nd-6th floor contains a Common Area, Two Dormitories (Suitable for 6 students each), Staff Quarters (Suitable for 3 Staff members), a Study Hall (See Library/Herbarium/Gallery/varies per floor) and a wash area (For Clothes....We have a lake they can wash themselves in there). The floors are: 2- Alchemical Studiesb (headed by Dr Breakspear) 3- Historical Studies (headed by Dr Muir) 4- Medical Studies (Absent) 5- Engineering Studies (headed by Dr Nicola) 6- Planar Studies (Headed by Moi) 7- Local Studies (Headed by Dr Prokofiev) The 8th Floor is as above, but designated as 'Dungeoneering Studies' (For Tena) The 9th Floor is as above, but designated as 'Religious Studies' (For Siwmae) The 10th Floor is as above, but designated as 'Arcana Studies' (For Trazin) The 11th Floor is as above, but designated as 'Nature Studies' (For ShadowWing) The 12th Floor is part Attic, part crypt. (For Garmund) (You do not have to do anything, but if you want to get experts in/rename the floors/etc, then feel free) The Basement is primarily used as a forge, dungeon, etc. The main purpose of the area is to produce heat, which is then sent up through the HoneyComb walls, providing warmth to the whole area without requiring a dozen fireplaces everywhere. The front Octagon in the outerwall is the entrance, the right and left Octagons are service elevators, the rear most Octagon is a flue, as are all the Hexagons. Obviously not all the flues are for heating, the four inner Hexagons are reserved for feeding the furnaces. Professor Character Sheets: (Stats have been increased slightly to reflect the over the odds prices, level and Racial bonuses given as modifers) [hide] Dr Breakspear [hide] Dr Breakspear First name: Adrian Race: Dhampir (Dayborn) Class: Expert 8 Strength: 10 Dexterity: 12 +2 Constitution: 11 -2 Intelligence: 15 +2 Wisdom: 8 Charisma: 10 +2 Fortitude: 2 -1 (1) Reflex: 2 +2 (4) Will: 6 -1 +2 (7) Skills: Craft (Alchemy) 8+3+3+3 (17) Craft (Glass) 5+3+3 (11) Craft (Blacksmith) 2+3+3 (8) Craft (Books) 5+3+3 (11) Profession (Herbalist) 5+3+3 (11) Profession (Tanner) 5+3+3 (11) Profession (Brewer) 5+3+3 (11) Knowledge (Nature) 8+3+3 (14) Spellcraft 4+3 (7) Disable Device 2+3 (5) Diplomacy 1+3+3 (7) Bluff 1+3 (4) Survival -1+3 (2) Perception 7+-1+3 (9) Acrobatics 2+3 (5) Feats: Skill Focus (Craft Alchemy) Toughness Iron Will Equipment Trick (Eraser) [/hide] Dr Muir [hide] Dr Muir First name: Ramsey Race: Elf Class: Expert 8 Strength: 10 Dexterity: 12 +2 Constitution: 11 -2 Intelligence: 15 +4 Wisdom: 8 Charisma: 10 Fortitude: 2 -1 (1) Reflex: 2 +2 (4) Will: 6 -1 +2 (7) Skills: Craft (Books) 8+3+4 (15) Knowledge (History) 8+3+3+4 (18) Knowledge (Nobility) 8+3+4 (15) Profession (Librarian) 8+3+4 (15) Profession (Gardener) 8+3+4 (15) Profession (Scribe) 8+3+4 (15) Profession (Barrister) 8+3+4 (15) Perception 8+3-1 (10) Diplomacy 8+3-1 (10) Linguistics 8+3+4 (15) Languages: Common +16 Feats: Skill Focus (Knowledge (History)) Guileful Polyglot Iron Will Equipment Trick (Eraser) [/hide] Dr Nicola [hide] Dr Nicola First name: Ferrous Race: Dwarf (Craftsman) Class: Expert 8 Strength: 10 Dexterity: 12 Constitution: 11 +2 Intelligence: 15 +2 Wisdom: 8 +2 Charisma: 10 -2 Fortitude: 2 +1 (3) Reflex: 2 +1 (3) Will: 6 +2 (8) Skills: Profession (Architect) 8+3+3 (14) Profession (Engineer) 8+3+3 (14) Profession (Merchant ) 5+3+3 (11) Peception 5+3 (8) Knowledge (Engineering) 8+3+3+3 (17) Craft (Carpentry) 5+3+3 (11) Craft (Gemcutter) 5+3+3 (11) Craft (Stonecutter) 8+3+3 (14) Craft (Sculpture) 5+3+3 (11) Craft (Glass) 5+3+3 (11) Craft (Ships) 5+3 (8) Craft (Paintings) 5+3 (8) Feats: Skill Focus (Knowledge (Engineering)) Toxic Recovery Iron Will Equipment Trick (Eraser) [/hide] Dr Prokofiev [hide] Dr Prokofiev First name: Peter Race: Catfolk Class: Expert 8 Strength: 10 Dexterity: 12 +2 Constitution: 11 Intelligence: 15 +2 Wisdom: 8 -2 Charisma: 10 Fortitude: 2 (2) Reflex: 2 +2 (4) Will: 6 -2 +2 (6) Skills: Perform (Clarinet) 1 (1) Knowledge (Local) 8+3+3+3 (17) Knowledge (Geography) 5+3+3 (11) Knowledge (Nobility) 3+3+3 (9) Linguistics 8+3+3 (14) Disguise 3+2+3 (8) Sense Motive 3-2+3 (4) Perception 6-2+3 (7) Stealth 5+2+3 (10) Diplomacy 5+3 (8) Intimidate 5 (5) Appraise 5+3 (8) Escape Artist 5+2 (7) Feats: Skill Focus (Knowledge (Local)) Blackcat Iron Will Equipment Trick (Eraser) [/hide] [/hide]
  21. I am not sure why, but games with a 'You have won' caption, after the final cutscene, annoy me. Very few people would, I imagine, on having seen the Earth saved, etc, etc, etc, would go 'Hey wait, I thought there was more game, why has it crashed me back to the title screen? I better send an email to complain about this horrific bug that happens so close to the end of the game!' A game can be perfect in every otherway and suddenly you get the 'Hey, wait, did they just put in a placeholder for the ending?' even though you JUST watched the ending. It ruins the experiance, I think. Probably immersion breaking or something...Anywho.
  22. I do have far more stone than I could ever nominally use... (Around 5,000 Tonnes, or 2 million cubic meters of it, according to notes) Although we could just ship the stone/wood in from various places, rather than quarrying it ourselves...It should help build trade relations and give us an incentive to use labourers rather than undead. Also they can build their own houses and we get instant settlement. Also according to my notes from conversations with Retech the Monolith should be over 80 meters tall, so moving it would be troublesome. Fighting the Fey would be self-destructive now they are protecting the lake, and gathering Iron is largely unneccessary, given the cheapness of weapons and armour. Ergo the most sensible course of action would be to hire labourers, on the promise of being given a piece of land at the end of it, to build a wall around part of the lake...Say the two Hex's north of the gap and across the bottom of the current Hex. The southern side of the 'city' belongs to us, along with Garmund's underwater lands, while the North is built into a thriving, normal, city, which makes us gold. All of which can be set in motion before we leave for the Ruins, and when we return we can set more in motion with the loot we collect. We can then plan the overthrow of the Fey, Drow, Whispering Way, and build our giant undead hidden army.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.