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License to Improvise / Re: Spell game
« Last post by jarvvoitlus on May 26, 2016, 05:43:09 AM »
Level: 3 Secrets
Casting Time: 1 half action
Distance: Close
Duration: Instant
Saving Throw: Will Negates
Effect: The target has the irresistible urge to tell a secret. One target makes a knowledge check on a topic of your choice, and speaks the information aloud.

Spell name: Elemental Riposte
Concept: Magical retaliation
License to Improvise / Re: Spell game
« Last post by Ares on May 26, 2016, 04:23:14 AM »
Level: 2 Shapeshifting
Casting Time: 1 half action
Distance: Personal
Duration: 1 hour per Casting Level or until discharged
Effect: The caster grows a pair of fine antennae. These provide him with a magic bonus to Notice equal to your caster level to resist Ambush checks. After this roll, the spell is discharged.

Spell name: Tattletale
Concept: No secret is safe
License to Improvise / Spell game
« Last post by paddyfool on May 26, 2016, 03:56:55 AM »
Whilst we continue to await spellbound, let's have a game to make up some new spells. The rules: brew and post a spell to fit the name and/or concept given in the post above, then post a new spell name and/or concept for the next player. Let's start with... Hmm

Spell name: Danger Sense
Concept: Riffing on Spider Sense
Play-by-Post / Re: (IC) Way of the Wicked II: Call Forth Darkness
« Last post by paddyfool on May 26, 2016, 01:44:30 AM »
"Just a small taste of the fire we shall bring to scourge the weak..." murmers Drin. He seems somewhere far away, for a moment. Then realising he has caused an awkward break in the conversation, he quickly follows with: "The seventh knot: who are their members, and how may we know them?"
Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by Antilles on May 26, 2016, 01:24:23 AM »
On the other hand, imagine the situation from the point of view of the enemy archons you encounter. "Is... is that guy wearing our king's skull as a helmet? Nope nope nope nope" etc. as they run away in a panic. :D
Play-by-Post / Re: (IC) Way of the Wicked II: Call Forth Darkness
« Last post by Ares on May 26, 2016, 12:56:27 AM »
"Interesting. Well Janus, it seems as if this form might come in handy after all if we come into a situation where we have to deceive Sir Richard."
To Thorn he said: "Thank you. One last question. Since you say she died decades ago - two or three I presume as she was of child bearing age - would that coincide with the death of a Cardinal Samuel Havelyn? We found this family tree and Lars remembers he was burned at the stake some 20 or 30 years ago. Do you know anything about him?
There must have been a severe rift in the family after that event.
Seems a bit ironic now that we - the church of Asmodeus - likewise burned Sir Thomas Havelyn to death..."
Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by RusVal on May 25, 2016, 11:39:33 PM »
Just a quick note: the Icarus suit's (the jetpack one) helmet is dorky looking as all get out.  I mean, I know it's supposed to look like the Archon, but geez Firaxis. :P
Play-by-Post / Re: (IC) Way of the Wicked II: Call Forth Darkness
« Last post by Antilles on May 25, 2016, 03:20:48 PM »
Thorn nods at Creamor's question. "Yes. Died in childbirth, or so I was told, decades ago." The Cardinal seem more amused than anything about this little side track, through Creamor's gut is telling him the Cardinal isn't somewhat downplaying the current subject. He'd put good odds on that he knew her personally at some point, and not just by reputation.
Play-by-Post / Re: Making fleets
« Last post by Mister Andersen on May 25, 2016, 07:31:36 AM »
Updated my fleet -- totally a dwarven expeditionary fleet, geared heavily towards defence. Big ships split into smaller ones to enable gate passage. It's all ridiculously expensive no doubt, but given this fleets run a damn hiveship as it's #10, it fits.

  Patrol might pair with Science

Enhancement: Science | Warship and Interdiction: Spy | Patrol?

  So if the Anubis had 4 points they might be 2x Boarding pods, Railgun (heavy) and Fusion Torpedoes (heavy)
  The Donager had a point or two of marines, several points of Point Defense, 2-3 Railguns (heavy) and Fusion Torpedoes (heavy)

Guessing that makes the Rocinante an escort with PD, light torpedoes and a railgun. Given the MCRN is more modern I'd say she's also rocking enough Automation tech to allow her to run a skeleton crew of 4.
License to Improvise / Re: New kind of class?
« Last post by Morgenstern on May 25, 2016, 06:28:57 AM »
  I'm expecting to tweak it a little more - I'd rather not have a feat pick in there if enough unique abilities suggest themselves. I Want to go over Marvel 2016's rendition of the character to see if anything mechanically neat jumps out at me. The level 5 might become "Death Walks among you" in honor of his gun-totingness.
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