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Jedi Temple Mafia - Day Six
Kadabra replied to Masked Builder's topic in LEGO Mafia and Role-Play Games
Chirp whistle chirp. (Sweet, easy lynch! ) -
Got Le Black Fantome today, and he is epic. The helmet and breastplate are a lot smaller than I expected, though!
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Agreed. More GitD Blue and preferably a lime or silver tentacle for his empty hand. Other than that, I love the customized four-armed skeleton, and its resemblance to the original set is remarkable.
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"My place." Arasmyth says upon seeing the monk's questioning look. "You were asleep in a back alley under your cart, didn't look too comfortable. Not safe with vampires and skeletons wandering about, either."
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Yup.
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Exiting the Hall to head to his inn for the night, Arasmyth notices his new friend laying in a small alley, restlessly tossing and turning in his bedroll. With a rough shake, he awakens the hermit, unlocking his room's door and gesturing to the interior, ushering the monk in. He mumbles something to himself and his staff glows an ethereal blue, and scrolls, books, and herbs go flying about the chaotic room. Arasmyth's eyes narrow, and the clutter all flies to a corner of the room, leaving some bare floor space. His eyes brighten as he notices an ornate wooden trunk, carved with magic runes and decorated with Emeralds. Opening it, he mutters a word or two to activate the enchantment some herbomancer had imbued in the chest, which allowed any herb to be summoned from a separate Plane to the chest with minimum Ether expenditure. The cavity begins to fill with an odorous powder that brings tears to the elf's eyes, and once the runes stop glowing and the box stops filling, Arasmyth lifts it up and scatters garlic powder generously at all openings to the room. He unrolls his Bedroll on one of the bare floor patches and gestures for Pretzel to do the same, then with a final spell mumbled under his breath, a gust of wind extinguishes the lamps and candles around the room, plunging it into darkness.
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Ahahahaha! Slim Yscum - slimy scum. What you did there, I see it!
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"Indeed! By its very nature, a vampire is a monster of the night, lurking in shadows and using deceptions to get what it wants... that being blood." Arasmyth turns to Pretzel. "Or maybe he's actually smart, and he's kissing up to the horrid beast so he can be turned into one of them rather than getting sucked dry."
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"Aye, my friend. 'Tis a sad world we live in where one can be stabbed in the back by he you thought as an ally. I doubt that any true heroes exist in this realm any longer - not even you or I, who still fall prey to the temptations of money and power. They say a Hero is one who helps those in need, but I beg to differ. Any sellsword or cutthroat will kill a robber if he thinks he may get a reward. A Hero is one who has come to peace with his own flaws, and has the courage to do what is right, no matter the cost. The Ranger who shoots an incoming Fire Bomb before it lands for recognition and fame is not a Hero, the Barbarian who leaps onto it to contain the explosion despite possibly being incinerated is. A Hero is not the one who laughs at Death, he is the one who goes with his head held high, knowing he has made the world a better place. Not the rich man who gives hundreds of Gold to a starving beggar, it is the cripple who gives up his last two coppers, even knowing that he'll soon starve without them. They say a Hero is fearless. I say a Hero is one who faces his fears and presses on regardless!" By the climax of his speech, Arasmyth is shouting. He lowers his voice to a whisper, then continues. "I've never met a hero in my life, Pretzel, but Ethereth damn me to the pits of Tartarus if I don't do my thrice-damned best to be the first."
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Pffft, that, despite being one of the most epic bits of roleplaying I've ever seen, didn't happen in Quest # 29, which he very specifically specified.
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Diviner Diviners are masters of the arcane arts and can predict the future using the raw elements of the world. Additional Health: +3 Additional Ether: +9 Weaponry: Diviners use arcane weapons - wands and staves. Job Traits: Healing: See Cleric Spellcasting: See Mage. Divination: Diviners may select 1 element to specialize in. This is the only element they may cast spells with or imbue in their weapons (a weapon may be multi-imbued if the chosen element is one of them), but they cause triple damage when using it and are immune to damage of that type. They can spend 3 Ether to receive a vision of the future, guiding them on their mission. Battle Style: Elemental - Diviners use their mastery over their Element to wreak arcane havoc among foes. 1. SHIELD: Future Sight- The Diviner sees the future, and plans accordingly. You may replay the next round of battle or cause elemental damage equal to 5 x Weapon Power + level to the original target next round. This costs no ether. (e.g. WP 15 x 5 + Level 30 = 105 elemental damage to target next round, or replay next round.) 2. Titanic Spell/Invigorate: The Diviner spends 1 ether to cast an elemental spell with strength equal to 3x WP plus level, or heals themselves or an ally with such gusto that they restore health equal to the titanic attack and are Hastened. (e.g. WP 15 x 3 + Level 30 = 75 elemental damage, or 75 health restored + hastened effect.) 3. Greater Spell/Heal: The Diviner casts an elemental spell with strength equal to their weapon power x 2 added to their level, or spends one ether to restore health to themselves or one of their allies equal to the power of their critical attack. (e.g. WP 15 x 2 + Level 30 = 60 elemental damage or restore 45 health.) 4. Spell/Cure: The Diviner spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level. Instead of meditating, the Diviner can spend 1 ether to restore health and ether to themselves or one of their allies equal to their level. 5. Magical Retribution: The Diviner is struck by the opponent’s attack, but in return makes the opponent weak to his favored element for the rest of the battle. Optionally, any attempt of healing fails. 6. Special Damage: The Diviner is struck by the opponent's special skill. Modified some stuff and implemented Flipz's recommendations.
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"I wouldn't doubt it. My room at the inn across the street will be locked and barred, and I'll need to dig up my chest of herbs to get garlic powder to sprinkle outside the door. If only the place wasn't such a mess..." the aeromancer grumbles, not looking forward to digging through the mountains of scrolls, arcane relics, potions, and books he kept in his inn room to find the powder.
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Speaking of "elementally locked", here's a class I've been working on for Mages like Nur and myself: Diviner Diviners are masters of the arcane arts and can predict the future using the raw elements of the world. Additional Health: +3 Additional Ether: +9 Weaponry: Diviners use arcane weapons - wands and staves. Job Traits: Healing: See Cleric Spellcasting: See Mage. Divination: Diviners may select 1 element to specialize in. This is the only element they may cast spells with or imbue in their weapons (a weapon may be multi-imbued if the chosen element is one of them), but they cause triple damage when using it. They can spend 3 Ether to receive a vision of the future, guiding them on their mission. Battle Style: Elemental - Diviners use their mastery over their Element to wreak arcane havoc among foes. 1. SHIELD: Future Sight- The Diviner sees the future, and plans accordingly. You may replay the next round of battle or cause elemental damage equal to 5 x Weapon Power + level to the original target next round. This costs no ether. (e.g. WP 15 x 5 + Level 30 = 105 elemental damage to target next round, or replay next round.) 2. Critical Hit/Titanic Spell/Heal More: The Diviner attacks with strength equal to their weapon power added to their level multiplied by 2, or spends 1 ether to restore health to themselves or one of their allies equal to the power of their critical attack. Alternatively, they may spend 1 ether to cast an elemental spell with strength equal to 3x WP plus level. (e.g. WP 15 x 2 + Level 30 = 60 damage or restore 60 health, or WP 15 x 3 + Level 30 = 75 elemental damage.) 3. Hit/Greater Spell/Heal: The Diviner attacks with strength equal to their weapon power added to their level, or spends one ether to restore health to themselves or one of their allies equal to the power of their attack. Alternatively, they may spend 1 ether to cast an elemental spell with strength equal to WP x 2 plus level. (e.g. WP 15 + Level 30 = 45 damage or restore 45 health, or WP 15 x 2 + Level 30 = 60 elemental damage.) 4. Meditate/Spell/Cure: The Diviner meditates to regain 1 ether. Instead of meditating, the Diviner can spend 1 ether to restore health to themselves or one of their allies equal to their level. Alternatively, they may spend 1 ether to cast an elemental spell equal to WP + Level. 5. Magical Retribution: The Diviner is struck by the opponent’s attack, and in return makes him weak to his favored element. Optionally, any attempt of healing fails. (e.g. an Aeromancer Diviner takes Damage, but the foe becomes weak to Wind for the rest of the battle) 6. Special Damage: The Diviner is struck by the opponent's special skill. C&C please?
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It's excellent - both hilarious and action-packed, and it seems to foreshadow a tie in with PJ/HoO soon, raqther than simply being in the same canon as the Red Pyramid did.
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Jedi Temple Mafia - Day Five
Kadabra replied to Masked Builder's topic in LEGO Mafia and Role-Play Games
Chirp chirp whistle. (Vote: Voolif Monn (JackjonesPaw) -
So, the Kane Chronicles. Love, like, hate? The Serpent's Shadow just came out, and I won't spoil it for you guys, but Thoth is a GFOL - God Fan of LEGO.
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Scholar Great rep with Academy of Enlightenment * Additional Health: +X *Additional Ether: +X * Job Trait(s): Diplomacy (See Knight), Flee (See Rogue), Knowledgeable - Can read and speak any language and translate or decipher codes and symbols. *Weapons: Scholars wield wands and staves, and can use Scrolls. * Battle Style - Calculating: Scholars use their knowledge to help allies and hinder foes rather than attacking physically. 1. SHIELD: Exponential Damage - The Scholar uses his knowledge of the foe to deliver a decisive blow that does damage equal to WP^2 2. ELIGHTEN/INSPIRE: The Scholar teaches the foe a life changing fact, Hexing the foe for three rounds. Optionally, the Scholar makes his ally Lucky by giving them a rare and interesting piece of trivia. 3. LECTURE/ENCOURAGE: The Scholar lectures the foe on something boring, i.e. history, putting them to Sleep. Optionally, he inspires an ally with an interesting lecture about, i.e., science, Encouraging him. 4. BABBLE: The Scholar spews random nonsense, Confusing all members of the battle including himself. 5. DAMAGE: The Scholar is damaged by the foe. Optionally, any inspiration fails. 6. SPECIAL DAMAGE: The Scholar is struck by its opponent’s special skill. Optionally, any inspiration fails. The Scholar is a status effect version of the Cleric and can buff allies or annoy foes, and his Shoeld offers massive damage potential to make up for the lack of attacks and to encourage Scholars to not abandon their weaponry. EDIT: Fix'd
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If you don't have the parts for the current Arasmyth, try using: Jay ZX's torso with dark blue arms, the Crownie King legs from Castle 2007, Rascus' face from KK (Altair Ziegfreid uses it)' , gold ZX ninja armor, and the hair you used for Jay in black. Optionally stick a gold stud into the gold Wu hat from Destiny's Bounty and attach it to the ZX armor. If this is horridly confusing to you, you can wait until he becomes an Evoker and you can see his new outfit for himself.
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I think I got one mention, but no appearances. Fix it.
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I don't know which is more funny - the class, or the fact that it could actually work!
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"Not to eat, Retzel. Garlic is a powerful herb with a few minor magical properties, among them being that their scent is harmful and even lethal in large doses to the heightened senses of a vampire. I'd recommend wearing a clove around your neck with a piece of string."
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Personally, I love it, and if Arasmyth was a melee hero it would definitely be something I'd like to try. I think Cautious Hit is fine as is.
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Thanks! I think Dual Burst is the first 0 SP card we've gotten, no?
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Jedi Temple Mafia - Day Five
Kadabra replied to Masked Builder's topic in LEGO Mafia and Role-Play Games
Chirp chirp whsitle. (Well crud. I was sure she was scum. I'll agree with you that Monn is high on my suspicions list [and everyone else's, if the replies in any of the Day threads are anything to go by], and he may be a good lynch today. Although the whole Vebb/Obi Wan thing you're talking about has me horridly confused? Care to elaborate?)