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Messages - Neoteric

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31
Forum Games / Re: Vampire Mafia - Game thread - Day 3
« on: October 26, 2008, 02:23:04 pm »
I can confirm that I interacted with Met last night.

I'm voting for eropS. From what Met just said, he took the Necromancer powers after Met used them and I don't want the chance of them reviving Celdur.

32
Forum Games / Re: Vampire Mafia - Game thread - Day 3
« on: October 26, 2008, 01:49:20 pm »
The detective's power shows who interacted with who during the night, so the only reason your name would appear on his report at all, eropS, is if you targeted someone with your power (Or are the mafia hitman, but I assume that's how Kratok knows Kenobro is Mafia). The Hippy is a passive power, no interaction required. Therefore, you can't be the hippy.

Checkmate, eropS.

33
Forum Games / Re: Vampire Mafia - Game thread - Day Two
« on: October 25, 2008, 01:43:25 pm »
The 'vote for Neoadept and we'll resurrect him if he's a townie' plan is very risky. I mean, we don't even know if there is a Necromancer in the game. Plus, the Mafia will then know his role and be able to Snipe him.

I'm voting for Met, he seems like the our best shot at taking out a mafia member at the moment, although I'll change my vote if someone can convince me otherwise.

34
Forum Games / Re: Vampire Mafia - Game thread - Day One
« on: October 23, 2008, 05:19:09 pm »
Laggy forum is laggy. Anyway...

Yeah, you should. Just to see if we can get atleast 1 mafia or the vamp.

I disagree. In this stage of the game, we're mostly just throwing around random accusations. The person with the second most votes is Lual, who hasn't really done anything for me to suspect him. The townies outnumber the mafia two to one, so the odds are against us getting one if we just lynch randomly. I think we should minimise unnecessary deaths due to lack of information and wait until we've got something to go on. Or something. This post isn't as coherent as I'd have liked, but there's a point in here somewhere...

I'm voting for Patman33. A second death is not a good idea unless we're sure they're both mafia, Lual hasn't done anything to make me suspect him and Pat... Well, Pat is impossible to read either way. He's probably the best shot.

35
Forum Games / Re: Vampire Mafia - Sign up here
« on: October 15, 2008, 07:42:26 pm »
I'm in too.

You can have my... erm...  I think I've got some garlic somewhere. Will that do?

36
Storytelling and Roleplaying / Re: DnD 4th edition...side...thingy
« on: August 15, 2008, 01:27:03 pm »
Alain Cawton

Male Human Cleric
Level 2
Good
Representing Neoteric

Strength    8   (-1)
Constitution    15   (+2)
Dexterity    16   (+3)
Intelligence    9   (-1)
Wisdom    20   (+5)
Charisma    17   (+3)
   
Height:    5' 11"
Weight:    170 lb
Skin:    Light
Eyes:    Hazel
Hair:    Dark Brown; Wavy; Light Beard

Maximum Hit Points: 32

      Bloodied: 16
      Surge Value: 8
      Surges / Day: 9 [includes constitution modifier]
         

Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Normal

Initiative:   1d20 +4   = + 1 [half level] + 3 [dexterity]
Base Strength Attack:   1d20 +0   = + 1 [half level-1 [strength]
Base Dexterity Attack:   1d20 +4   = + 1 [half level + 3 [dexterity]
Base Constitution Attack:   1d20 +3   = + 1 [half level + 2 [constitution]
Base Intelligence Attack:   1d20 +0   = + 1 [half level-1 [intelligence]
Base Wisdom Attack:   1d20 +6   = + 1 [half level + 5 [wisdom]
Base Charisma Attack:   1d20 +4   = + 1 [half level + 3 [charisma]

Armor Class:   17   = 10 + 1 [half level] + 6 [chainmail]
Fortitude Defense:   14   = 10 + 1 [half level] + 1 [Human] + 2 [constitution]
Reflex Defense:   15   = 10 + 1 [half level] + 1 [Human] + 3 [dexterity]
Will Defense:   19   = 10 + 1 [half level] + 1 [Human] + 2 [cleric] + 5 [wisdom]

Armor: Chainmail (40 lb)

Shield: None

Attacks:

      Unarmed Melee: 0 vs AC [0 strength]; damage 1[W]=1d4-1 [strength]
      Mace: +2 vs AC [0 strength] [+2 proficiency]; damage 1[W]=1d8-1 [strength] 6 lb (Mace) versatile
      Turn Undead +6i [wisdom] vs will
      Lance of Faith +6i [wisdom] vs reflex
      Sacred Flame +6i [wisdom] vs reflex
      Cause Fear +6i [wisdom] vs will
      Beacon of Hope +6i [wisdom] vs will
      i Implement-usable power. Apply a bonus as appropriate.

Base Saving Throw: d20 + 1 [human perseverance] vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
   80 lb.
160 lb.
400 lb.
   Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
   26 lb. or less
27-53 lb.
54-80 lb.
80 lb.
160 lb.
400 lb.

Languages:   Common; (? 1 more)

Rituals Known:

      Gentle Repose
      Make Whole

Skills:

      Acrobatics:   +3   = 3 [dexterity] + 1 [half level]-1 [armor]
      Arcana:   +5   = -1 [intelligence] + 1 [half level] + 5 [class training]
      Athletics:   -1   = -1 [strength] + 1 [half level]-1 [armor]
      Bluff:   +4   = 3 [charisma] + 1 [half level]
      Diplomacy:   +9   = 3 [charisma] + 1 [half level] + 5 [class training]
      Dungeoneering:   +6   = 5 [wisdom] + 1 [half level]
      Endurance:   +2   = 2 [constitution] + 1 [half level]-1 [armor]
      Heal:   +11   = 5 [wisdom] + 1 [half level] + 5 [class training]
      History:   +0   = -1 [intelligence] + 1 [half level]
      Insight:   +11   = 5 [wisdom] + 1 [half level] + 5 [class training]
      Intimidate:   +4   = 3 [charisma] + 1 [half level]
      Nature:   +6   = 5 [wisdom] + 1 [half level]
      Perception:   +6   = 5 [wisdom] + 1 [half level]
      Religion:   +5   = -1 [intelligence] + 1 [half level] + 5 [class training]
      Stealth:   +3   = 3 [dexterity] + 1 [half level]-1 [armor]
      Streetwise:   +4   = 3 [charisma] + 1 [half level]
      Thievery:   +3   = 3 [dexterity] + 1 [half level]-1 [armor]

Feats:

      Astral Fire   
      Harmony of Erathis   
      Human Perseverance   

At-Will:

      Basic Melee Attack: By weapon, damage 1[W]-1 [strength]
      Basic Ranged Attack: By weapon, damage 1[W]+3 [dexterity]
      Bull Rush: +0 [strength] vs fortitude
      Grab: +0 [strength] vs reflex
      Move grabbed target: +0 [strength] vs fortitude
      Escape: +3 [acrobatics] vs reflex / -1 [athletics] vs fortitude
      Lance of Faith [Level 1]
      Sacred Flame [Level 1]

      Other Standard Actions:   Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Perception -- active, Thievery depending on circumstances)

      Other Move Actions:   Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

      Other Minor Actions:   Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action; Some skills during combat (i.e., Insight)

      Other Immediate Action:   Readied action

      Other Opportunity Action:   Opportunity attack

      Other Free Actions:   Drop held items; End a grab; Talk

      Other Non-Actions:   Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

      Short rest:   Healing surges as available

      Five minutes:   Normal escape from restraints (Acrobatics)

      One hour:   Forage; Streetwise check

Encounter Powers:

       Second Wind
       Spend an Action Point [free action, not in surprise round]
       Channel Divinity
                Divine Fortune [free action]
                Turn Undead
                Harmony of Erathis   
       Healing Word [minor action, 2x/encounter, maximum 1x/round]
       Cause Fear [Level 1]
       Sanctuary [Level 2 Utility]

Daily Powers:

       Beacon of Hope [Level 1]

Human

    * One extra at-will power from your class (already included)
    * One bonus feat at 1st level (already included)
    * One bonus skill from the skill class list (already included)
    * +1 to fortitude, reflex, and will defenses

Cleric

    * Channel Divinity -- Divine Fortune
    * Channel Divinity -- Turn Undead
    * Healer's Lore (add your wisdom bonus to healing granted by a power)
    * Healing Word
    * Ritual Casting [bonus feat, not listed above]

   

Alain Cawton's Equipment:

      46 lb
      2 lb
      5 lb



      1 lb
      10 lb
      10 lb
      2 lb
      4 lb
      1 lb
      3 lb

      _____
      84 lb   Weapons / Armor / Shield (from above)
      Backpack
      Bedroll
      Bottle
      Chalk
      Flint and steel
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', hempen) x1
      Sunrods x2
      Waterskins x1
      Holy symbol (silver)
      Ritual book x1
      Ritual components

      Total

Magic items:

       Weapon:
       Weapon:
       Weapon:
       Weapon:
       Armor:
       Shield:
       Arms:
       Feet:
       Hands:
       Head:
       Neck:
       Ring:
       Ring:
       Waist:
       
       
       
       
       
       
       
       

Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier        Milestones:  /  /  /

Death Saving Throw Failures:   

More about Alain Cawton:

37
Forum Games / Re: What's that?
« on: August 04, 2008, 06:37:49 pm »
A pogo stick?

38
Storytelling and Roleplaying / Re: Celdur's 4th edition DnD Campain
« on: August 01, 2008, 10:41:41 pm »
Right, so I think I've got my character together. I've had to make a couple of little changes, due to the character generator not allowing me to take two of the same type of weapon. Hopefully that hasn't messed anything up. ;D



Calraon Atheinrel

Male Eladrin Ranger
Level 1
Good
Representing Neoteric

Strength    18   (+4)
Constitution    12   (+1)
Dexterity    19   (+4)
Intelligence    12   (+1)
Wisdom    16   (+3)
Charisma    8   (-1)
   
Height:    5' 7"
Weight:    145 lb
Skin:    Light
Eyes:    Blue
Hair:    Gold; Straight; Beardless

Maximum Hit Points: 29 [includes toughness]

      Bloodied: 14
      Surge Value: 7
      Surges / Day: 7 [includes constitution modifier]
         

Size: Medium
Speed: 6 squares
Vision: Low-light

Initiative:   1d20 +6   = + 4 [dexterity] + 2 [quick draw]
Base Strength Attack:   1d20 +4   = + 4 [strength]
Base Dexterity Attack:   1d20 +4   = + 4 [dexterity]
Base Constitution Attack:   1d20 +1   = + 1 [constitution]
Base Intelligence Attack:   1d20 +1   = + 1 [intelligence]
Base Wisdom Attack:   1d20 +3   = + 3 [wisdom]
Base Charisma Attack:   1d20 -1   = -1 [charisma]

Armor Class:   17   = 10 + 4 [dexterity] + 3 [hide]
Fortitude Defense:   15   = 10 + 1 [ranger] + 4 [strength]
Reflex Defense:   15   = 10 + 1 [ranger] + 4 [dexterity]
Will Defense:   14   = 10 + 1 [Eladrin] + 3 [wisdom]

Armor: Hide (25 lb)

Shield: None

Attacks:

      Unarmed Melee: 4 vs AC [+4 strength]; damage 1[W]=1d4+4 [strength]
      Scimitar: +6 vs AC [+4 strength] [+2 proficiency]; damage 1[W]=1d8+4 [strength] 4 lb (Heavy blade) High crit
      Scimitar: +6 vs AC [+4 strength] [+2 proficiency]; damage 1[W]=1d8+4 [strength] 4 lb (Heavy blade) High crit
      Longbow: +6 vs AC [+4 dexterity] [+2 proficiency]; damage 1[W]=1d10+4 [dexterity] range 20/40 3 lb (Bow) Load free
      Hit and Run +4w [strength] vs AC
      Twin Strike +4w [strength] vs AC
      Twin Strike +4w [dexterity] vs AC
      Dire Wolverine Strike +4w [strength] vs AC
      Jaws of the Wolf +4w [strength] vs AC
      w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
   180 lb.
360 lb.
900 lb.
   Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
   100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.

Languages:   Common; Elven;

Skills:

      Acrobatics:   +8   = 4 [dexterity] + 5 [class training]-1 [armor]
      Arcana:   +3   = 1 [intelligence] + 2 [Eladrin]
      Athletics:   +8   = 4 [strength] + 5 [class training]-1 [armor]
      Bluff:   -1   = -1 [charisma]
      Diplomacy:   -1   = -1 [charisma]
      Dungeoneering:   +8   = 3 [wisdom] + 5 [class training]
      Endurance:   +0   = 1 [constitution] -1 [armor]
      Heal:   +8   = 3 [wisdom] + 5 [eladrin education]
      History:   +3   = 1 [intelligence] + 2 [Eladrin]
      Insight:   +3   = 3 [wisdom]
      Intimidate:   -1   = -1 [charisma]
      Nature:   +3   = 3 [wisdom]
      Perception:   +8   = 3 [wisdom] + 5 [class training]
      Religion:   +1   = 1 [intelligence]
      Stealth:   +8   = 4 [dexterity] + 5 [class training]-1 [armor]
      Streetwise:   -1   = -1 [charisma]
      Thievery:   +3   = 4 [dexterity] -1 [armor]

Feats:

      Quickdraw   

At-Will:

      Basic Melee Attack: By weapon, damage 1[W]+4 [strength]
      Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity]
      Bull Rush: +4 [strength] vs fortitude
      Grab: +4 [strength] vs reflex
      Move grabbed target: +4 [strength] vs fortitude
      Escape: +8 [acrobatics] vs reflex / +8 [athletics] vs fortitude
      Hit and Run [Level 1]
      Twin Strike [Level 1]

      Other Standard Actions:   Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Perception -- active, Thievery depending on circumstances)

      Other Move Actions:   Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

      Other Minor Actions:   Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action; Some skills during combat (i.e., Insight)

      Other Immediate Action:   Readied action

      Other Opportunity Action:   Opportunity attack

      Other Free Actions:   Drop held items; End a grab; Talk

      Other Non-Actions:   Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

      Short rest:   Healing surges as available

      Five minutes:   Normal escape from restraints (Acrobatics)

      One hour:   Forage; Streetwise check

Encounter Powers:

       Second Wind
       Spend an Action Point [free action, not in surprise round]
       Fey Step [Eladrin][move action]
       Dire Wolverine Strike [Level 1]

Daily Powers:

       Jaws of the Wolf [Level 1]

Eladrin

    * +2 Dexterity, +2 Intelligence (already included)
    * +2 Arcana, +2 History
    * Eladrin Education (already included)
    * Eladrin Will (+1 on will defense, +5 vs charms)
    * Fey Origin
    * Trance
    * Fey Step

Ranger

    * This ranger chose the two-blade style. This gives the equivalent of the toughness feat [not listed above].
    * Hunter's Quarry -- bonus damage 1d6 [minor action]
    * Prime Shot

   

Calraon Atheinrel's Equipment:

      36 lb
      30 lb
      2 lb
      5 lb


      4 lb
      2 lb
      5 lb
      1 lb
      10 lb
      10 lb
      1 lb
      2 lb
      4 lb
      _____
      112 lb   Weapons / Armor / Shield (from above)
      Arrows (quiver of 30) x10
      Backpack
      Bedroll
      Bottle
      Flint and steel
      Grappling hook
      Hammer
      Pitons x10
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', hempen) x1
      Spyglass
      Sunrods x2
      Waterskins x1

      Total

Magic items:

       Weapon:
       Weapon:
       Weapon:
       Weapon:
       Armor:
       Shield:
       Arms:
       Feet:
       Hands:
       Head:
       Neck:
       Ring:
       Ring:
       Waist:
       
       
       
       
       
       
       
       

Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier        Milestones:  /  /  /

Death Saving Throw Failures:   

More about Calraon Atheinrel:

39
Storytelling and Roleplaying / Re: 4th edition DnD
« on: August 01, 2008, 03:01:33 pm »
I'm up for playing this as well.

40
Forum Games / Re: Mornington Crescent
« on: July 25, 2008, 05:51:07 pm »
Huh, I was wondering which route to take since Acton is interchange only, but the East India move has made the Lothian Shift favourable. I'll start the shift by bypassing Finchley Road and Frognall and settling at Swiss Cottage.

41
Forum Games / Re: Mornington Crescent
« on: July 25, 2008, 04:54:47 pm »
Pat, you're now too close for comfort. I'm going to have to branch to Gospel Oak and start the Wasselnheim manoeuvre to defend.

42
Forum Games / Re: Mornington Crescent
« on: July 25, 2008, 04:43:29 pm »
It's been quite a while since I've played this. I'm going to play it safe and start with Highgate.

43
I was actually reading over the tournament rules on Smash Brothers wiki, and wow.  All items turned off, only Final destnination, most characters banned, blah, blah, blah..  Why even play the game, if you're going to remove everything that makes it what it is?

No, no, no, no and NO.
I'm not saying I agree with the tournament rules, because I don't, but don't spread lies about them.

Firstly, no characters are banned. No character bans, got it? It's not Fox only. In the tournaments you can pick any character you like, just most of the players there are 'tourneyfags' and only pick the supposed top five or so; Fox, Falco, Sheik, Marth, Peach.

Second, it's not only Final Destination that you play on! Shocking, isn't it? Matches are played best 2 out of 3, with the first match picked randomly from 6 stages: Yoshi's Story, Fountain of Dreams, Pokemon Stadium, Final Destination, Dream Land N64 and Battlefield. The stages in the second and third matches in the set are picked by the loser of the previous match, from 18 stages, although the tournament host sometimes changes this. The banned stages are banned because of the tourneyfags being griefy bastards and running away all match when they get a life ahead (Hyrule), glitching Foxes getting guaranteed wins on stages with walk off edges (Mushroom Kingdoms, etc) or the stage changing the focus of the match from taking out the enemy to surviving the stage. (Big Blue)

Okay, items are turned off, which I think is the major point of contention for most people. You have to remember though, that there is money on the line in these tournaments, so if people die to random item spawning, they're going to whine about it. They were eventually turned off to keep the players happy, as for whatever reason, you couldn't turn off exploding capsules and containers in Melee unless you turned every item off.

My opinion about this? I don't really like the rules. They're restrictive and not the way the game was intended to be played. However, I can't really be too against it, as it's really just another way to play the game. I think of it like playing Team Fortress 2 with melee only. Sure, it strips half of the game away, but some people must enjoy playing like that, or there wouldn't be servers that offer it. And as long as they don't make me play that way, it's fine.

Bah. Sorry about this, I just hate it when people spread lies about things like this. :-\ Also, TL;DR, I guess. Oh well. I needed to get it off my chest. Sorry, again.

44
Ok, I'll fill in the missing role as a Cleric.

Sunday is fine with me, as long as it's around the time you posted.

PM sent. ;)

45
"Yeah, there are a few cameras. Mainly around the slots, the passengers think its bad form to watch them too closely at the card tables. And I agree."

Neoteric searched through his pockets and pulled out a chain with his keys attached. He looks at it and frowns.

"Ah. I seem to have lost the key, though. The maintenance guys should have a spare, as well as Didero if you see him."

Teric examined the chess board. 3 pawns... Slarti had 4 plus his Queen and a Bishop. He chuckled to himself and grinned at Slarti.

"I'm going to need to get a replacement key, so do you want to go find them? Call it a draw."

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