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Brickdoctor

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  1. It would appear that I spoke too soon. R2 says that this is not required by his role, and that he's just doing it as roleplaying, which seems like a bunch of distractions and an unnecessary hassle to me, but... It's C-3PO, not 3-CPO! Hi there! Our need to deal with sentient beings brings out the worst in us sometimes. This. Very much this! Just for reference, if my records are correct, Barriss, Shaak Ti, Luminara, and Obi-Wan haven't spoken, while Artoo, Ithra, Ili, Plo, Kit, Eeth, and Saesee have only spoken once.
  2. No server upgrades during mafia. In all seriousness, thanks, EB staff.
  3. I'm hoping that something in your role requires you to do nothing but talk like this, otherwise this might very well be the most useless statement I have ever seen in one of these situations.
  4. Without the wild accusations, people are just doing the roleplaying and chatting, and there's very little true (non-RP) behavior to observe, let alone discuss or base a lynch on. The accusations may be wild, but they give us a starting point. You didn't analyse anything. You just listed every single possible scenario for Roron's my alignment/alignments. That looks like it could be helpful, but all you really did is list what we all already know to be a fact: that we don't know for sure what those alignments are.
  5. ...and I see that Euna had started to post opened her mouth and then logged off left the room and gone to sleep without responding to us.
  6. So, in other words, I might be Scum, and I might not be Scum, and Roron might be Scum, and Roron might not be Scum, and we might both be Scum, and we might both not be Scum, and you're not serious about any of it. Oh, yeah, that is helpful.
  7. No. You first made a statement that was basically roleplaying explaining to Ahsoka how the Sith infiltrated us, and then stated that you had no idea who to lynch. Ahsoka took that as reason to say that we didn't need to vote at all. At that point, Ahsoka is the suspicious one who has suggested something which is pretty much useless for the Town and done so with your roleplaying as reason. But, then, you come in and expand the idea of how to not lynch anyone. And you say that you were clarifying what you had said when you decided to expand on Ahsoka's idea. If you were clarifying an original idea from before Ahsoka's statement, then you, in fact, suggested the idea of not voting first, so you lied when you reminded us that you were only giving your thoughts on what you say she had first suggested. And you say you did all that to avoid an accusation. Again, this feels very defensive to me. My bad, I confused Ahsoka with Aayla. Confusing Clone Wars Jedi. The point stands, however, that you supported Ahsoka's idea of not voting, and you did more than just offer your thoughts.
  8. You might not have suggested it, but you've done little to nothing to try to convince Ahsoka that we shouldn't not lynch anyone. You've actually expanded on her idea. Ahsoka said that we might not vote at all, which I already did not agree with, and then you came and started trying to think of ways we could still vote in order to avoid the penalty, but still not lynch anyone, which not only means that we Townies don't use our most powerful tool in the lynch but also means that we would all have to plan our votes so that there would be no patterns to analyze.I can't put my finger on the exact reason, but the above statement of Anakin's feels very defensive to me.
  9. In other words, "I agree with everyone else, and, look, I'm going to stick on a lot of stuff that doesn't help so that it looks like I have made a long statement, but half of my statement does really do anything to help you, and the last sentence is even off-topic." But I guess you did say something regarding your suspicions.
  10. "Shall we go visit Master Swifthorn? He's the investor with the least amount of risk involved in the project and the least to lose if something went wrong."
  11. Is the first picture of the bathtub in Q27 also the first appearance of Modulex in Heroica?
  12. I'm just saying that there's no need to ask him to explain his actions, because he already has. For the record, I, too, find it a little odd that he would take metagaming alone as basis for 'suspicions' this early in the situation, but he's already given his reasons for it, however unreasonable they might be, and alone this oddity is not reason enough for him to be a suspect at this stage of the situation, in my opinion. Someone to keep an eye on, yes, but a candidate for the lynch, as you seem to imply, no.
  13. He's already explained his words:
  14. No, not on Day One. If we decided to set up a tie (nevermind how stupid it would be to do that or the technical problems that arise if you try to do that in a situation that doesn't require a majority vote, as you point out), the Scum wouldn't break it because to do so would cause all the suspicion to fall on them if the lynched being turned out to be Town the next Day. It's Day One; the Scum won't gain much by getting rid of just one Townie. (which is not to say that they wouldn't love to do so, but it doesn't help them that much at this point if they have to risk sacrificing one of their own to do it) They'll know to just leave us alone and laugh at our inaction and confusion.
  15. Indeed. Seriously, we've barely been at this, and some of you are already discussing not voting. The least you guys could do is give it a day few hours or so to see how people are behaving (not saying anything counts as behavior, by the way) before you discuss not lynching someone. Some of you seem to want to just wait for a suspect to fall into your hands. It doesn't work that way.
  16. You don't think I already know those quotes by heart?
  17. So you suggest that we do nothing and just think about all this, doing nothing to help each other develop our suspicions, doing nothing to communicate with each other, and just waiting for a suspect to pop up out of thin air? There may be not much to go on, but that can't possibly be helpful for the Town.
  18. I think it's rather evident that Master Corobb with that statement was merely trying to find something to start a conversation with. Other than looking for clues in what we know to be ridiculous places, in most situations there's not much else to talk about other than that which is either roleplaying or metagaming. Starting a conversation will allow us to analyze each others' behavior and statements to try to find the Scum, so, however absurd Master Corobb's statement is considering what we know of these situations, it is, in fact, beneficial to the Town.
  19. Oh my! Master Jedi, must we kill off each other? Can we not explore each others' minds by manipulating energy fields that I don't understand? Oh, dear me, I've just given a typical unhelpful comment on Day 1. But, I suppose the conversation has to be started somehow. We're doomed.
  20. QM Note: I'm just going to assume that Isabella's and Arthur's troops listen to Skrall. Let me know if you'd rather they were disobedient. Results of Round Seven of the Search for Lady Leofwena: Lion Crossbowmen B vs. Lady Leofwena - Critical Hit ([3*2*2]-5=7 Damage) Imperial Pikemen B do nothing. Lion Knights B vs. Lady Leofwena - Hit (4-5=0 Damage) Lion Knights B do nothing. Lion Pikemen C do nothing. Lion Pikemen D do nothing. Lion Crossbowmen A move one hex north-west. Imperial Pikemen A do nothing. Lion Knights A move one hex south-west. Lion Pikemen B move one hex south-west. Lion Pikemen A move one hex north-west. Arthur, your crossbowmen begin to rain fire down on Lady Leofwena, while Isabella's knights keep her occupied and the two of you maneuver your pikemen to keep her surrounded. Alexandre and Skrall, you continue to move closer. "The battle shall not continue much longer!" Enemies: Lady Leofwena Type: Mounted Level: 10 Health: 10/20 Defense: 5 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Drops: nothing Allies: Lion Knights A, Level 4 Mounted (lead by Capt.JohnPaul) Power: 4 Health: 4/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Knights B, Level 4 Mounted (lead by Dharkan) Power: 4 Health: 10/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Pikemen A, Level 3 Footsoldiers (lead by Capt.JohnPaul) *On a Hill* Power: 3 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Pikemen B, Level 3 Footsoldiers (lead by Capt.JohnPaul) Power: 3 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Pikemen C, Level 3 Footsoldiers (lead by Dharkan) *Flanking* Power: 3 4 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Pikemen D, Level 3 Footsoldiers (lead by Dharkan) *Flanking* Power: 3 4 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen A, Level 2 Footsoldiers (lead by Waterbrick Down) *Flanking* Power: 2 3 Health: 5/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen B, Level 2 Footsoldiers (lead by Flipz) *Flanking* Power: 2 3 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Crossbowmen A, Level 3 Ranged (lead by Waterbrick Down) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Lion Crossbowmen B, Level 3 Ranged (lead by Flipz) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Party Leader, choose the order of actions. All of you, choose what action(s) each of your units will perform.
  21. I have a bad feeling about this.
  22. GM Note: The format's fine; us GMs have just been busy. swils, just so you know, you don't have your Ether listed in your signature. It should be 18. ~~~~~ vs. Prepare for battle! Combatants: Benji Carvenhall, Level 16 Warden (Flare) Power: 26 Health: 31/31 Defense: 0 Gold: 214 Inventory: Crossbow of the Pongcanis (WP: 10; Darkness Elemental, Ice Elemental), Armor of the Draugr (+2 max Health), Pickaxe, Bedroll, Shovel, Grand Potions (2), Potions (6), Venom (3), Remedies (2), Meads (2), Smoke Bombs (2), Smelling Salts, Jo-no Tree seed Thormanil Nihai, Level 18.5 Shaman (swils) Power: 31 Health: 34 Ether: 18 Defense: 3 Gold: 222 Inventory: Wyvern's Tailblade (WP: 12), Bright Armor (SP: 3; Null Darkness), Thundering Totem (WP: 7; Lightning), Tongue-on-a-Stick (WP: 1; Misses deal Damage equal to WP), Potions (2), Mead, Deadly Venoms (2), Floral Bomb, Phoenix Essence, Pickaxe, Shovel Results of Round One of Carvenhall vs. Nihai: >Benji Carvenhall vs. Thormanil Nihai - Hit (10-3=7 Ice Elemental Damage) Thormanil Nihai vs. >Benji Carvenhall - Blood Ritual (12/2=6 Damage dealt and Health restored) Benji, you step back and fire straight into Thormanil's chest, but much of the quarrel's energy is deflected by his armor. Thormanil, noting the surprise on Benji's face, you lunge forward and perform a Blood Ritual. Combatants: Benji Carvenhall, Level 16 Warden (Flare) Power: 26 Health: 25/31 Defense: 0 Gold: 214 Inventory: Crossbow of the Pongcanis (WP: 10; Darkness Elemental, Ice Elemental), Armor of the Draugr (+2 max Health), Pickaxe, Bedroll, Shovel, Grand Potions (2), Potions (6), Venom (3), Remedies (2), Meads (2), Smoke Bombs (2), Smelling Salts, Jo-no Tree seed Thormanil Nihai, Level 18.5 Shaman (swils) Power: 31 Health: 33/34 Ether: 18/18 Defense: 3 Gold: 222 Inventory: Wyvern's Tailblade (WP: 12), Bright Armor (SP: 3; Null Darkness), Thundering Totem (WP: 7; Lightning), Tongue-on-a-Stick (WP: 1; Misses deal Damage equal to WP), Potions (2), Mead, Deadly Venoms (2), Floral Bomb, Phoenix Essence, Pickaxe, Shovel
  23. I think I stole borrowed the hex map from a few million other game designers and GMs.
  24. Results of Round Six of the Search for Lady Leofwena: Lion Knights B move north one hex. Lion Knights B vs. Lady Leofwena - Special Damage (5-2=3 Damage) Lion Pikemen C move one hex south-west. Lion Pikemen D move one hex north-west. Lion Crossbowmen A move one hex north-west. Imperial Pikemen A vs. Lady Leofwena - Damage (5-1=4 Damage) Lion Crossbowmen B move one hex north-west. Imperial Pikemen B move one hex south-west. Lion Knights A move one hex north-west. Lion Pikemen A move one hex south-west. Lion Pikemen B move one hex north-west. Isabella, your troops circle the enemy, who proceeds to take out three of your knights with one huge slash of her greatsword. Skrall, your pikemen meet a similar fate as your crossbowmen approach from the east. Arthur, you move your men into position to attack, while, Alexandre, you advance closer. "Die, cultist scum!" Enemies: Lady Leofwena Type: Mounted Level: 10 Health: 17/20 Defense: 5 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Drops: nothing Allies: Lion Knights A, Level 4 Mounted (lead by Capt.JohnPaul) Power: 4 Health: 4/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Knights B, Level 4 Mounted (lead by Dharkan) Power: 4 Health: 10/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Pikemen A, Level 3 Footsoldiers (lead by Capt.JohnPaul) *On a Hill* Power: 3 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Pikemen B, Level 3 Footsoldiers (lead by Capt.JohnPaul) Power: 3 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Pikemen C, Level 3 Footsoldiers (lead by Dharkan) *Flanking* Power: 3 4 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Pikemen D, Level 3 Footsoldiers (lead by Dharkan) *Flanking* Power: 3 4 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen A, Level 2 Footsoldiers (lead by Waterbrick Down) *Flanking* Power: 2 3 Health: 5/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen B, Level 2 Footsoldiers (lead by Flipz) *Flanking* Power: 2 3 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Crossbowmen A, Level 3 Ranged (lead by Waterbrick Down) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Lion Crossbowmen B, Level 3 Ranged (lead by Flipz) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Party Leader, choose the order of actions. All of you, choose what action(s) each of your units will perform.
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