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Brickdoctor

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  1. Alexandre, you convince Althior to subconsciously give his permission. Luke, you take Althior's Garnet and divert a portion of the river around the West and North Walls, where it rejoins the main river. You expend all your Ether and collapse, barely conscious. Party: Althior Emorith, Level 17 Mage (K-nut) *Party Leader* *Mounted* *Hastened* *Encouraged* *Lucky* Power: 22 44 Health: 16/21 Ether: 21/21 Defense: 4 Gold: 10 Inventory: Dragoro (WP:5), Robe of the Elven Warlock (SP: 3), Makeshift Shield (SP: 1; can take Damage 1 more time), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potions (2), Tonic, Shovel, Bedroll, Remedy, Horse, Fire Bomb, Skeleton Decoys (2) Xander Unth'or, Level 11.5 Barbarian (posades) *Party Second-in-Command* *Mounted* *Encouraged* Power: 19 38 Health: 18/18 Gold: 40 Inventory: Pongcanis Club (WP: 8), Enigmatic Hammer (WP: 3), Makeshift Spear (WP: 1; can deal Damage 5 more times), Robe of the Pongcanis Champion (WP: +1Front Row; SP: +1Back Row), Potions (2), Grand Potion, Phoenix Essence, Horse, Fire Bomb, Skeleton Decoy William Harkenshire, Level 9 Ranger (volcanicpanik) *Mounted* Power: 13 Health: 13/14 Defense: 1 Gold: 15 Inventory: Mockthril Longbow (WP: 4; Fire), Makeshift Shield (SP: 1; can take Damage 1 more times), Makeshift Spear (WP: 1; can deal Damage 5 more times), Potion (3),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse, Skeleton Decoy, Alexandre le Chevalier, Level 6 Knight (Capt.JohnPaul) Power: 7 Health: 15/15 Defense: 2 Gold: 15 Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Bedroll, Potions (2), Fire Bombs (2) Luke, Level 15.5 Sage (controlled by K-nut) *Pacifist* Power: 20 Health: 30/30 Ether: 0/22 Gold: 0 Inventory: Healing Staff (WP: 5), Wooden Staff (WP: 1), Diamond (Light), Garnet (Earth) Count Lewis Knyghton, Level 10.5 Engineer (controlled by Flipz) Power: 13 Health: 18/18 Gold: 0 Inventory: Spatha (WP: 3) Isabella del Toboso, Level 5 Rogue (Dharkan) Power: 8 Health: 11/11 Gold: 25 Inventory: Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potions (2), Bedroll, Fire Bombs (2) Arthur Justus Regulus VII, Level 6 Mage (Flipz) Power: 11 Health: 10/10 Ether: 7/10 Gold: 5 Inventory: Staff of the Elven Warlock (WP: 5; Wood Elemental), Serpentine Staff (WP: 3), Opal (Ice), Emerald (Wood), Potions (2), Bedroll, Telescope Mini Merlin Trebuchet Requires one operator Level: 20 Health: 20/20 Ammunition: Stones Note: Because it uses a sling, the Mini Merlin Trebuchet may not fire multiple projectiles. Arasmyth RuGard, Level 10.5 Mage (Kadabra) Power: 14 Health: 14/14 Ether: 12/14 Defense: 1 Gold: 8 Inventory: Sapphire Staff (WP: 4; Wind), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potions (3), Smoke Bomb, Water Bomb, Skeleton Decoy Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (2 Turns-worth) - The Hiyaaaaaa Hwacha will target every enemy in front of a selected wall. (example statement of action: "Hiyaaaaaa Hwacha targets enemies in front of the East Wall") Explosive arrows have a 50% chance per target of exploding violently and imparting a Burning effect, causing the target to lose 2 Health per Round until the fire is extinguished. Note: The Hiyaaaaaa Hwacha must take a Turn after each attack to reload - this need can be eliminated by assigning a second Operator to the weapon. Slice N Dice Blockade Requires one operator Level: 1/15 Health: 15/15 Ammunition: Makeshift Swords Note: The Slice N Dice Blockade starts at Level 1, and gains 1 Level for every Turn a hero operates it, with a maximum possible Level of 15. If possible, the Blockade loses a Level for every Turn no one operates it. The Slice N Dice Blockade cannot move, and can only melee attack. Reconstructed Elven Onager Requires one operator Level: 5 Health: 12/12 Ammunition: Stones
  2. QM Note:But he still has to make a decision to speak the words, even if it's subconsciously. Fine, if you do the hypnotism thing with Diplomacy, he can regain three-quarters of the max amount of Ether and Luke can take the Garnet.
  3. QM Note:Then he's not truly giving his permission, and you're still disturbing his rest, so he still won't gain as much Ether.
  4. And unrealistic at a length of roughly thirty meters.
  5. QM Note:I'll be a nice QM and say half. QM Note:If you yell at Althior loud enough for him to hear you, he's going to wake up and you might as well just have him give Luke the Garnet himself.
  6. QM Note:I can do that, but your rest will be disturbed and you won't gain as much Ether. QM Note:Not if he's asleep.
  7. Results of Round Two of Gregory vs. Flamerobe: Drake Flamerobe vs. Alf Gregory - Critical Hit >Alf Gregory does nothing. Drake, secure behind your shield, you lunge at Alf and graze his thigh for 3 Damage. Alf, you decide to bide your time in the Back Row. The battle continues... Combatants: Alf Gregory, Level 13.5 Barbarian (played by Bricksandparts) Power: 21 Health: 15/21 Gold: 36 Inventory: Helmet (+1 Max Health), Sword of Decay (WP: 7; target loses Health equal to a quarter of the Power of the strike each following Turn for 3 Turns), Greatsword (WP: 3), Meteor Blade (WP: 8; Light Elemental), Healing Staff (WP: 5; unsuitable), Focal Staff (WP: 5; Expend 5 Ether to roll a Hit; unsuitable), Shovel, PIckaxe, Magnifying Glass, Magic Compass, Potions (2), Venom, Ice Bomb, Phoenix Essence, Mead, Aquamarine (Water), Scroll of Sleep, Scroll of Blindness, Scroll of Confusion, Scroll of Sealing Drake Flamerobe, Level 1 Knight (played by xxlrocka) Power: 4 Health: 10/10 Defense: 2 Gold: 5 Inventory: Torch (WP: 3), Shield (SP: 2), Potions (2) Both of you, choose your targets and the row you want to fight in. Also mention if you want to try to flee, move, heal, or cast a magic spell, or if you want to use an item instead of attacking.
  8. QM Note:I'm going to go with the in-battle rule here and say that both characters have to be able to act in order to transfer an item.
  9. QM Note:No one else has a Garnet to manipulate the earth with.
  10. Brickset says that that was a Walmart exclusive.
  11. Althior, you drag yourself to the Barracks, where you collapse onto your Bedroll and fall asleep. You will not be able to act until the next battle begins, but you have regained all your Ether. Party: Althior Emorith, Level 17 Mage (K-nut) *Party Leader* *Mounted* *Hastened* *Encouraged* *Lucky* Power: 22 44 Health: 21/21 Ether: 21/21 Defense: 4 Gold: 10 Inventory: Dragoro (WP:5), Robe of the Elven Warlock (SP: 3), Makeshift Shield (SP: 1; can take Damage 1 more time), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potions (2), Tonic, Shovel, Bedroll, Remedy, Horse, Fire Bomb, Skeleton Decoys (2) Xander Unth'or, Level 11.5 Barbarian (posades) *Party Second-in-Command* *Mounted* *Encouraged* Power: 19 38 Health: 18/18 Gold: 40 Inventory: Pongcanis Club (WP: 8), Enigmatic Hammer (WP: 3), Makeshift Spear (WP: 1; can deal Damage 5 more times), Robe of the Pongcanis Champion (WP: +1Front Row; SP: +1Back Row), Potions (2), Grand Potion, Phoenix Essence, Horse, Fire Bomb, Skeleton Decoy William Harkenshire, Level 9 Ranger (volcanicpanik) *Mounted* Power: 13 Health: 13/14 Defense: 1 Gold: 15 Inventory: Mockthril Longbow (WP: 4; Fire), Makeshift Shield (SP: 1; can take Damage 1 more times), Makeshift Spear (WP: 1; can deal Damage 5 more times), Potion (3),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse, Skeleton Decoy, Alexandre le Chevalier, Level 6 Knight (Capt.JohnPaul) Power: 7 Health: 15/15 Defense: 2 Gold: 15 Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Bedroll, Potions (2), Fire Bombs (2) Luke, Level 15.5 Sage (controlled by K-nut) *Pacifist* Power: 20 Health: 30/30 Ether: 20/22 Gold: 0 Inventory: Healing Staff (WP: 5), Wooden Staff (WP: 1), Diamond Count Lewis Knyghton, Level 10.5 Engineer (controlled by Flipz) Power: 13 Health: 18/18 Gold: 0 Inventory: Spatha (WP: 3) Isabella del Toboso, Level 5 Rogue (Dharkan) Power: 8 Health: 11/11 Gold: 25 Inventory: Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potions (2), Bedroll, Fire Bombs (2) Arthur Justus Regulus VII, Level 6 Mage (Flipz) Power: 11 Health: 10/10 Ether: 7/10 Gold: 5 Inventory: Staff of the Elven Warlock (WP: 5; Wood Elemental), Serpentine Staff (WP: 3), Opal (Ice), Emerald (Wood), Potions (2), Bedroll, Telescope Mini Merlin Trebuchet Requires one operator Level: 20 Health: 20/20 Ammunition: Stones Note: Because it uses a sling, the Mini Merlin Trebuchet may not fire multiple projectiles. Arasmyth RuGard, Level 10.5 Mage (Kadabra) Power: 14 Health: 14/14 Ether: 12/14 Defense: 1 Gold: 8 Inventory: Sapphire Staff (WP: 4; Wind), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potions (3), Smoke Bomb, Water Bomb, Skeleton Decoy Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (2 Turns-worth) - The Hiyaaaaaa Hwacha will target every enemy in front of a selected wall. (example statement of action: "Hiyaaaaaa Hwacha targets enemies in front of the East Wall") Explosive arrows have a 50% chance per target of exploding violently and imparting a Burning effect, causing the target to lose 2 Health per Round until the fire is extinguished. Note: The Hiyaaaaaa Hwacha must take a Turn after each attack to reload - this need can be eliminated by assigning a second Operator to the weapon. Slice N Dice Blockade Requires one operator Level: 1/15 Health: 15/15 Ammunition: Makeshift Swords Note: The Slice N Dice Blockade starts at Level 1, and gains 1 Level for every Turn a hero operates it, with a maximum possible Level of 15. If possible, the Blockade loses a Level for every Turn no one operates it. The Slice N Dice Blockade cannot move, and can only melee attack. Reconstructed Elven Onager Requires one operator Level: 5 Health: 12/12 Ammunition: Stones
  12. Okay, got it. K-nut should be happy to hear that.
  13. Yep, we've got everything. I hand Beth the Crystal Chalice. OOC: The water's not in any of our inventories even though you said we collected the water, so I assume it's in the cup.
  14. vs. PREPARE FOR BATTLE! Combatants: Alf Gregory, Level 13.5 Barbarian (played by Bricksandparts) Power: 21 Health: 21/21 Gold: 36 Inventory: Helmet (+1 Max Health), Sword of Decay (WP: 7; target loses Health equal to a quarter of the Power of the strike each following Turn for 3 Turns), Greatsword (WP: 3), Meteor Blade (WP: 8; Light Elemental), Healing Staff (WP: 5; unsuitable), Focal Staff (WP: 5; Expend 5 Ether to roll a Hit; unsuitable), Shovel, PIckaxe, Magnifying Glass, Magic Compass, Potions (2), Venom, Ice Bomb, Phoenix Essence, Mead, Aquamarine (Water), Scroll of Sleep, Scroll of Blindness, Scroll of Confusion, Scroll of Sealing Drake Flamerobe, Level 1 Knight (played by xxlrocka) Power: 4 Health: 10/10 Defense: 2 Gold: 5 Inventory: Torch (WP: 3), Shield (SP: 2), Potions (2) Results of Round One of Gregory vs. Flamerobe: Alf Gregory vs. Drake Flamerobe - Special Damage Drake Flamerobe vs. Alf Gregory - Hit Alf, you charge in with your sword, but Drake deftly dodges the blow and takes the Sentinel position. Drake, as Alf runs past you, you crouch behind your shield and stab out with your sword, managing to deal 3 Damage. The battle continues... Combatants: Alf Gregory, Level 13.5 Barbarian (played by Bricksandparts) Power: 21 Health: 18/21 Gold: 36 Inventory: Helmet (+1 Max Health), Sword of Decay (WP: 7; target loses Health equal to a quarter of the Power of the strike each following Turn for 3 Turns), Greatsword (WP: 3), Meteor Blade (WP: 8; Light Elemental), Healing Staff (WP: 5; unsuitable), Focal Staff (WP: 5; Expend 5 Ether to roll a Hit; unsuitable), Shovel, PIckaxe, Magnifying Glass, Magic Compass, Potions (2), Venom, Ice Bomb, Phoenix Essence, Mead, Aquamarine (Water), Scroll of Sleep, Scroll of Blindness, Scroll of Confusion, Scroll of Sealing Drake Flamerobe, Level 1 Knight (played by xxlrocka) *Sentinel* Power: 4 Health: 10/10 Defense: 2 Gold: 5 Inventory: Torch (WP: 3), Shield (SP: 2), Potions (2) Both of you, choose your targets and the row you want to fight in. Also mention if you want to try to flee, move, heal, or cast a magic spell, or if you want to use an item instead of attacking.
  15. Do Bedrolls allow Ether to be regained, or just Health? I seem to remember a Quest in which Ether was regained, but the Rules and the description in the Marketplace only mention Health.
  16. I agree with this. Any MOC of virtually anything can be epic, and being huge doesn't automatically make something epic. If you want to make something really big, you should probably play to your strengths. What are you good at? Shaping? Landscaping? Greebling? Technic? Power Functions? That being said, if you're just looking for ideas, there isn't much in the realm of well-known Star Wars vehicles and locations that hasn't been done before, and if you plan to display this (and at the size you're talking, why wouldn't you want to?), you should probably go with something lots of people will recognize, and I don't believe the Eclipse is one of those. A Cloud City the size of Brickplumber's Hoth and Endor dios might. I'm going to go against my normal recommendations and say that you should go with a PT MOC here. An enormous Kamino would be pretty recognizable and unusual, I think. (plus clones, despite being not as awesome as Stormies, in my opinion, look good massed)
  17. Loot and XP, that's all that matters.
  18. Alexandre, you anchor the weakened Bridge Launcher further upstream and rig a Fire Bomb to it. Althior, with William's help, you move the Slice N Dice into the fort. With the path cleared, you significantly increase the width of the river with your Garnet, causing it to come right up against the South-East and East Walls; this monumental effort leaves you gasping for air and Ether. You watch with satisfaction as the river surges along its new path, taking a couple trees with it, and you realize that this makes it impossible for enemies to approach the South-East and East sides of the fort with melee units, and that those walls will be impossible to scale with grappling hooks. Party: Althior Emorith, Level 17 Mage (K-nut) *Party Leader* *Mounted* *Hastened* *Encouraged* *Lucky* Power: 22 44 Health: 21/21 Ether: 0/21 Defense: 4 Gold: 10 Inventory: Dragoro (WP:5), Robe of the Elven Warlock (SP: 3), Makeshift Shield (SP: 1; can take Damage 1 more time), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potions (2), Tonic, Shovel, Bedroll, Remedy, Horse, Fire Bomb, Skeleton Decoys (2) Xander Unth'or, Level 11.5 Barbarian (posades) *Party Second-in-Command* *Mounted* *Encouraged* Power: 19 38 Health: 18/18 Gold: 40 Inventory: Pongcanis Club (WP: 8), Enigmatic Hammer (WP: 3), Makeshift Spear (WP: 1; can deal Damage 5 more times), Robe of the Pongcanis Champion (WP: +1Front Row; SP: +1Back Row), Potions (2), Grand Potion, Phoenix Essence, Horse, Fire Bomb, Skeleton Decoy William Harkenshire, Level 9 Ranger (volcanicpanik) *Mounted* Power: 13 Health: 13/14 Defense: 1 Gold: 15 Inventory: Mockthril Longbow (WP: 4; Fire), Makeshift Shield (SP: 1; can take Damage 1 more times), Makeshift Spear (WP: 1; can deal Damage 5 more times), Potion (3),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse, Skeleton Decoy, Alexandre le Chevalier, Level 6 Knight (Capt.JohnPaul) Power: 7 Health: 15/15 Defense: 2 Gold: 15 Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Bedroll, Potions (2), Fire Bombs (2) Luke, Level 15.5 Sage (controlled by K-nut) *Pacifist* Power: 20 Health: 30/30 Ether: 20/22 Gold: 0 Inventory: Healing Staff (WP: 5), Wooden Staff (WP: 1), Diamond Count Lewis Knyghton, Level 10.5 Engineer (controlled by Flipz) Power: 13 Health: 18/18 Gold: 0 Inventory: Spatha (WP: 3) Isabella del Toboso, Level 5 Rogue (Dharkan) Power: 8 Health: 11/11 Gold: 25 Inventory: Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potions (2), Bedroll, Fire Bombs (2) Arthur Justus Regulus VII, Level 6 Mage (Flipz) Power: 11 Health: 10/10 Ether: 7/10 Gold: 5 Inventory: Staff of the Elven Warlock (WP: 5; Wood Elemental), Serpentine Staff (WP: 3), Opal (Ice), Emerald (Wood), Potions (2), Bedroll, Telescope Mini Merlin Trebuchet Requires one operator Level: 20 Health: 20/20 Ammunition: Stones Note: Because it uses a sling, the Mini Merlin Trebuchet may not fire multiple projectiles. Arasmyth RuGard, Level 10.5 Mage (Kadabra) Power: 14 Health: 14/14 Ether: 12/14 Defense: 1 Gold: 8 Inventory: Sapphire Staff (WP: 4; Wind), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potions (3), Smoke Bomb, Water Bomb, Skeleton Decoy Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (2 Turns-worth) - The Hiyaaaaaa Hwacha will target every enemy in front of a selected wall. (example statement of action: "Hiyaaaaaa Hwacha targets enemies in front of the East Wall") Explosive arrows have a 50% chance per target of exploding violently and imparting a Burning effect, causing the target to lose 2 Health per Round until the fire is extinguished. Note: The Hiyaaaaaa Hwacha must take a Turn after each attack to reload - this need can be eliminated by assigning a second Operator to the weapon. Slice N Dice Blockade Requires one operator Level: 1/15 Health: 15/15 Ammunition: Makeshift Swords Note: The Slice N Dice Blockade starts at Level 1, and gains 1 Level for every Turn a hero operates it, with a maximum possible Level of 15. If possible, the Blockade loses a Level for every Turn no one operates it. The Slice N Dice Blockade cannot move, and can only melee attack. Reconstructed Elven Onager Requires one operator Level: 5 Health: 12/12 Ammunition: Stones
  19. ...which is what I said.
  20. It means that they're exclusive to certain retailers and/or S@H. In the US, that means sets that can only be found at S@H, Brand Retail Stores, TRU, Target, or Walmart.
  21. Yep. It's this piece, I believe.
  22. Webcomic, of course. I'm debating whether I'd rather have it done by Rich Burlew or David Morgan-Mar. Illustrations by Greg Hyland.
  23. The amount of mechanical and junky details you've captured here is incredible. This is one of those MOCs that truly captures the feel of a location. My favorite part would have to be the protocol droid - not because it's there, but, rather, because the way you've posed it gives it the perfect impression of hanging limp and being powered off.
  24. Nice work. The upside-down arches are integrated perfectly, and I think this is a good example of what greebling in moderation should look like at its best. I do have one suggestion; that being that I think that some more red would add a nice splash of color to this MOC while still maintaining a good level of accuracy.
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