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Posted: Tue Jul 23, 2019 2:40 pm
by Chemist1422
In post 1199, Formerfish wrote:looks like voting for leadership.

Im waiting for that at least.
no on voted for me I hope

Posted: Tue Jul 23, 2019 3:16 pm
by Formerfish
its in the 1st post, im not sure.

Posted: Tue Jul 23, 2019 3:19 pm
by Inferno390
I received a reminder so everyone
I’m here

Posted: Tue Jul 23, 2019 3:42 pm
by the worst
hi here

Posted: Tue Jul 23, 2019 3:55 pm
by Formerfish
In post 1203, the worst wrote:hi here
Thats an interesting name, is it a family one?

Posted: Tue Jul 23, 2019 4:09 pm
by the worst
idk ask inferno

Posted: Tue Jul 23, 2019 7:23 pm
by Formerfish
i kinda was... :P

Posted: Wed Jul 24, 2019 5:24 am
by inspiratieloos
In post 1193, the worst wrote:
In post 1077, Ircher wrote:And that makes 4/1 actions. Any subsequent actions are void. Also, I should take this opportunity to note that silencing counts as a crowd control status affliction. To be specific, as of right now, Silenced, Stunned, and Bound count as crowd control afflictions. Scared notably counts as a mental status affliction rather than crowd control.
just a reminder.

Anyone object to me casting tornado on alpha/beta?
Nope, go for it.
In post 1189, Gamma Emerald wrote:Oh fuck if my calculations are correct Szyme can use Raise Dead on Delta
Yeah, unfortunately it's just not worth the cost of silencing him every turn to stop him, so the only thing we can really do is let it happen and let him exhaust his mana.



Anyway, obligatory I'm still here post, kinda low on mana and on CD so the best thing to do for me is nothing for the next few turns.

Posted: Wed Jul 24, 2019 8:32 am
by Gamma Emerald
Cancel action

Posted: Wed Jul 24, 2019 8:51 am
by Ircher
In post 1208, Gamma Emerald wrote:
Cancel action
I didn't know you acted.

(I guess your "Use silence..." was an action, but I wasn't sure and didn't interpret it as such. It helps to bold actions not accompanied by dice rolls.)

Posted: Sat Jul 27, 2019 12:19 pm
by Ircher
So as I said in the Discord, I've decided to end the poll early because there are some clear winners and aside from that, no one has voted in the last 2-3 days, but I'm pretty sure everyone has seen the thread.

Poll Results:

As of July 27, 7:12 PM EDT (GMT-4:00), the results are as follows:

1. James Brafin - 9 votes
2. the worst - 6 votes
3. Gamma Emerald - 3 votes
3. Cerberus v666 - 3 votes
5. Inferno390 - 2 votes
5. Not Known 15 - 2 votes
7. inspiratieloos - 1 vote
7. Formerfish - 1 vote
Everyone else - 0 votes

So as I promised earlier, the people with the top three votes will receive the murderhobos-leaders role in the discord. In this case, that means James Brafin, the worst, Gamma Emerald, and Cerberus v666 are your new leaders. In addition, since James Brafin got the most votes (by a good margin), he shall hold the power to solve disputes among the leaders. I've given him the additional role of murderhobos-arbiter in the discord to symbolize this

Note that you are still free to act as you want. That being said, a clear chain-of-command (of sorts) has been established to help guide you if you are unsure of what to do.

(Yes, the poll is still technically open but consider it basically over.)

Posted: Sat Jul 27, 2019 12:23 pm
by Formerfish
Huzah!

Posted: Sat Jul 27, 2019 1:14 pm
by Gamma Emerald
I didn't expect this but I'll do my best
Spoiler:
Image

Posted: Sat Jul 27, 2019 1:19 pm
by James Brafin
Wow, I’m flattered. Thanks for the support guys, I’ll do my best.

Posted: Sat Jul 27, 2019 1:26 pm
by the worst
ALL HAIL KING JIMMY

Posted: Sun Jul 28, 2019 11:39 am
by Ircher
(expired on 2019-07-30 18:39:13) until the round ends. (So far, I have seen zero actions.)

Posted: Sun Jul 28, 2019 11:44 am
by Formerfish
What's the plan King James?

Posted: Sun Jul 28, 2019 12:47 pm
by Inferno390
Can you post the most recent version of the battle to remind everyone of what we are looking at?

Posted: Sun Jul 28, 2019 12:58 pm
by Ircher
Current Monster Statuses
(Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP =
33/45
| MP =
8/15
| Morale = 75/75 | Attack = 1d6 | Defense = 1d4
(6) Alpha Slime : White Slime : Level = 6 | HP =
30/43
| MP =
24/28
| Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP =
31/47
| Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP =
DEAD
| MP =
10/12
| Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.

---
Spoiler: Cultist Szyme's Examination Results
(6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 45 | MP = 15 | Morale = 75 | Attack = 1d6 | Defense = 1d4
- Passive Skill "Healing Grace": If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Fire Immunity": This creature is immune to the "Fire" spell.
- Passive Skill "First Strike": At the beginning of the battle, all characters with first strike get one extra action before everyone else.
- Passive Skill "Fast on Feet": This creature always possesses initiative. (Counteracts initiative from the players.)
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
- Passive Skill "Hasted": This creature can act twice in one round.
- Passive Skill "Energizing": While this creature is alive, all spells require and use one less mana to cast (for both friendly and hostile creatures).
- Active Skill "Power Shot" (2 CD): Fires an arrow that deals {Attack Dice} + 1 damage to an enemy.
- Active Skill "Double Shot" (3 CD): Fires two arrows that deals {Attack Dice} and {Attack Dice} - 1 damage to an enemy.
- Active Skill "Arrow Volley" (3 CD): Fires an arrow at two different enemies for {Attack Dice} - 1 damage.
- Active Skill "Binding Shot" (3 CD): Fires an arrow that binds an enemy in place for {Attack Dice} damage. If the arrow deals any damage, the target is bound for 2 rounds: any actions that require large movements (which includes all spells) are disallowed. Bound targets can still defend against attacks, and they can still perform actions that require very little movement. These skills are marked with a ^ in the ability guide.
- Magic Spell "Minor Heal" (1 Mana): Heals an ally by 1d4 hitpoints.
- Magic Spell "Heal" (2 Mana): Heals an ally by 2d3 hitpoints.
- Magic Spell "Major Heal" (4 Mana): Heals an ally by 2d6 hitpoints.
- Magic Spell "Revive" (8 Mana): Fully restores an ally's health (provided that ally is not dead.)
- Magic Spell "Raise Dead" (9 Mana): Heals a dead ally by 50% of their hitpoints. This spell has a 17% chance of failing (roll a 1d6; the ally stays dead if a 1 is rolled).
- Magic Spell "Cure" (1 Mana): Cures an ally of two status afflictions.
- Magic Spell "Cure All" (3 Mana): Cures all allies of a single status affliction.
- Consumable Item "Healing Potion" (x2): Restores 1d6 hitpoints to an ally.
- Consumable Item "Lesser Mana Potion": Restores 1d2 mana to an ally.
- Consumable Item "Weapon Poison" (x2): Grants the "Poisoned Weapon" status to an ally. If the user's next attack applies damage, the target is coated in poison for three rounds.

Spoiler: Alpha Slime's Scrying Info
(6) Alpha Slime : White Slime : Level = 6 | HP = 43 | MP = 28 | Morale = 75 | Attack = 1d6 | Defense = 0d2
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 5 or a 6 is rolled, this creature will avoid being stunned.
- Magic Spell "Fire" (1 Mana): Sears an enemy for 1d3 damage and ignores defenses.
- Magic Spell "Minor Heal" (1 Mana): Heals 1d4 hitpoints of an ally.
- Magic Spell "Cure" (1 Mana): Cures a target of a single negative status affliction.
- Magic Spell "Tornado" (2 Mana): Deals 1d8 damage to two enemies. If an enemy takes damage from this spell, they are stunned for two rounds.
- Magic Spell "Lightning" (3 Mana): Deals 2d4 damage to a single enemy. Excess damage is split off to another enemy (chosen by the caster in advanced). This process continues until there are no enemies left or all the damage is used. This spell will not reduce an enemy with healing grace below 1 HP unless the targeted player began with 1 HP or less.
- Magic Spell "Flaming Arrows" (Cast: 2 Mana | Uses: 1 + {Number of Targets} Mana): Sears a number of targets not to exceed {Remaining Mana} - 1 with fiery magic-laden arrows. Each arrow deals 1d3 damage and ignores defenses.
- Magic Spell "Kill" (5 Mana): Sends a powerful electrical attack at an enemy for 2d6 damage.

Spoiler: Beta Slime's Scrying Info
(6) Beta Slime : Green Slime : Level = 6 | HP = 47 | Morale = 75 | Attack = 1d4 + 1d3 | Defense = 1d2
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 6 is rolled, this creature will avoid being stunned.
- Passive Skill "Poisonous Touch": Enemies that take damage from this creature are covered in poison for one round and take 1d3 damage (after defenses) at the end of every round.
- Passive Skill "Critical Hit": If this creature makes a perfect attack roll, this creature's target is stunned for two rounds.
- Active Skill "Slime Field" (4 CD): Increases everyone's cooldowns (both friendly and hostile, but excluding this creature) by two rounds. This skill deals no damage.
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 2 damage to every enemy attacking this creature this round. This creature takes 1d3 damage in the process.
- Active Skill "Spit Poison" (2 CD): Coats a target in poison for three rounds causing them to lose 1d3 health at the end of every round.
- Special Ability "Field Cleanser" (Unlimited use; lose turn): Decreases everyone's cooldowns (both friendly and hostile, including this creature) by two rounds.

Spoiler: Delta Slime's Scrying Info
(6) Delta Slime : Purple Slime : Level = 6 | HP = 31 | MP = 12 | Morale = 75 | Attack = 2d2 | Defense = 1d3
- Passive Skill "Fear Touch": Enemies that take damage from this creature lose 1d6 morale. (If a creature's morale drops below 0, they receive the Scared status until their morale is at or above 0 again. Scared players are unable to act and unable to defend. Creatures that do not possess morale suffer the "Scared" status for 3 rounds if they take morale damage.)
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 1 damage to every enemy attacking this creature this round. This creature takes 1d3 damage in the process.
- Magic Spell "Fear" (3 Mana): Fills an enemy with fear for 1d8 morale damage.

---
Posts and are always up-to-date.

Posted: Sun Jul 28, 2019 1:46 pm
by Inferno390
I know
It’s just good for reference when trying to figure out what else is going on on our side.
Am I on CD?

Posted: Sun Jul 28, 2019 1:51 pm
by Ircher
Yes you are. You will be off cooldown in two rounds.

Posted: Sun Jul 28, 2019 1:54 pm
by the worst
In post 1175, the worst wrote:tl;dr:
someone tornado alpha + beta next pls

I'd also suggest David prepare a poison attack but I'm not married to this. if one of the strategists (nk15/inspir/maybe you!) have a smarter idea for David just yell out.

Maybe a zerker can fury + double slash alpha to end the turn? :shrug:
In post 1193, the worst wrote:
In post 1077, Ircher wrote:And that makes 4/1 actions. Any subsequent actions are void. Also, I should take this opportunity to note that silencing counts as a crowd control status affliction. To be specific, as of right now, Silenced, Stunned, and Bound count as crowd control afflictions. Scared notably counts as a mental status affliction rather than crowd control.
just a reminder.

Anyone object to me casting tornado on alpha/beta?
still in favour of following this tbh
obviously won't end the turn as it was at the end of last turn, but we may as well slap alpha around and try a stun on the two slimes

Posted: Sun Jul 28, 2019 2:44 pm
by Gamma Emerald
In post 1221, the worst wrote:
In post 1175, the worst wrote:tl;dr:
someone tornado alpha + beta next pls

I'd also suggest David prepare a poison attack but I'm not married to this. if one of the strategists (nk15/inspir/maybe you!) have a smarter idea for David just yell out.

Maybe a zerker can fury + double slash alpha to end the turn? :shrug:
In post 1193, the worst wrote:
In post 1077, Ircher wrote:And that makes 4/1 actions. Any subsequent actions are void. Also, I should take this opportunity to note that silencing counts as a crowd control status affliction. To be specific, as of right now, Silenced, Stunned, and Bound count as crowd control afflictions. Scared notably counts as a mental status affliction rather than crowd control.
just a reminder.

Anyone object to me casting tornado on alpha/beta?
still in favour of following this tbh
obviously won't end the turn as it was at the end of last turn, but we may as well slap alpha around and try a stun on the two slimes
Go for it we need action

Posted: Sun Jul 28, 2019 2:50 pm
by the worst
yeet
tornado alpha+beta

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Posted: Sun Jul 28, 2019 2:55 pm
by Formerfish
I can speed slash someone, I think at least.