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Mustache Ride
Sep 11, 2001



Dark Mudgett Necromancer

quote:

Race: Halfling +CHA
Class: Necromancer +INT

STR: 8 (-1)
CON: 10 (0)
DEX: 8 (-1)
INT: 22 (+6)
WIS: 18 (+4)
CHA: 22 (+6)

AC: 20 PD: 19 MD: 26 Init: +9
HP: 144 Recoveries: 8, roll: 10d6+6

Icons:
The Arcanist (Positive 2) - As a student of magic (and maybe a being of magic now) Mudgett is well known and respected by the Arcanist.
Augustia and the S'engouer (Complicated 1) - Being one of the Arcnaist's best weapons, Mudgett is certainly no stranger to war, and Augustia is the natural choice for a "maybe crazy uncontrollable wizard/sorcerer thing" that likes to wander around killing everything it meets to see if its tasty.

Backgrounds:
Dark Wizard/Sorcerer/Enchater/MaybeArchmageALongTimeAgo? +5
4 pounds of Fury in a 10 pound sack +2
Nearly Dead all the time +1

Racial Ability:
Evasive - Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty.

Class Features:
Arcane Implements - As a character casting arcane magic, your best options for improving your spellcasting are wands and staffs.
Death’s Master - Necromancers don’t necessarily serve the Lich King, but they know him. All necromancers must spend at least one relationship point with the Lich King.
Summoning - Your summoning spells use the standard summoning rules from page 11.

Talents:
Deathknell - As a quick action, drop a nearby enemy that has 25 hp or fewer down to 0 hp. Heal 4d8 hit points.
Skeletal Minion - You have a skeleton minion the same level as you that acts as a servant, fights alongside you in battle, and is replaced by a new skeletal minion when it inevitably collapses or is destroyed.
pre:
Level 10 Skeletal Minion
Attack +18 vs AC
Damage 7d6
AC 28
PD 26
MD 22
HP 108
Sorta Dead - In some ways, you’re dead already. You don’t need to eat or sleep or breathe. You can’t drown in normal water/liquid, though magical gas will probably still affect you.

Powers:
Chant of Endings
Ranged spell
At-Will
Target: The nearby enemy with the fewest hit points (you choose if there’s a tie; you also don’t have to be able to see that enemy)
Attack: Intelligence + Level vs. MD
Hit: 8d10 + Intelligence negative energy damage.
Special: Ignores Mooks (Adventurer Feat)

Summon Undead
Ranged spell
Daily
Effect: You summon a mob of 1d3+2 mooks , as per the summoning rules on page 11.These skeletons fight for you until the end of the battle or until they drop to 0 hp, whichever comes first.

pre:
Blackamber Skeletal Warrior
Initiative: +15
Vulnerability: holy
Shortsword +15 vs AC - 28 damage
Natural 16+:  Each Blackamber skeletal warrior in the battle 
moves up 1d4 points in initiative order.
Natural Even Miss: [/u] 10 damage

Javelin +13 vs AC - 24 damage
Press Advantage:  The warrior deals +1d10 damage with its attacks against enemies that have a lower initiative than it.

Resist weapons 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC 26
PD 20
MD 22

HP 25 (mook)
Mook:  Kill one Blackamber skeletal warrior mook for every 25 damage you deal to the mob.
Terror
Ranged spell
Daily
Target: One nearby creature with 300 hp or fewer.
Attack: Intelligence + Level vs. MD
Hit: The target uses all its actions during its turn to move away from the battle, disengaging from enemies to do so (hard save ends, 16+). If it fails to disengage with all of its actions, it won’t take opportunity attacks by moving. The effect also ends when you or one of your allies attacks the target.
Miss: 8d10 + Intelligence phychic damage

The Bones Beneath
Ranged spell
Daily
Target: One nearby mook (and hence, its mob)
Attack: Intelligence + Level vs. PD
Hit: 2d10x10 + Intelligence negative energy damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle
Miss: Half damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle.
Special: The stats for the mooks created by each level of the bones beneath appear below. The level or physical nature of the mooks is irrelevant; the magic of the spell turns whatever creatures it’s forced to work with into skeletal mook allies with the stats below.
The new mooks take their turn immediately after your turn. It’s worth mentioning that the mooks created by this spell don’t count as summoned mooks. This isn’t a summoning spell.

pre:
Just-Ripped-Free Skeleton Mook (9th)
Initiative: +14
Vulnerability: Holy
Sword or axe or whatever +14 vs. AC - 28 damage

Resist weapons 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC 24
PD 22
MD 18

HP 44 (mook)
Mook:  Kill one Blackamber skeletal warrior mook for every 44 damage you deal to the mob.
Death's Call
Ranged Spell
Quick Action
Once Per Battle
Effect: Choose a creature you can see in the battle. If that creature is the next creature to drop to 0 hp, you heal using a recovery.When the creature drops, one of your nearby allies can heal using a recovery instead of you. If the chosen creature is not the next creature
in the battle to drop to 0 hp, you still gain 30 temporary hit points.

Rotting Curse
Ranged Spell
Daily
Target: One nearby enemy
Attack: Intelligence + Level vs. PD
Hit: 80 ongoing negative energy damage (hard save ends, 16+), and each tiem the target fails the save, the ongoing negative energy damage incrases by 40.
Miss: 40 ongoing negative energy damage (hard save ends, 16+)

Ghost Form
Ranged Spell
Daily
Target: Two nearby willing allies (including you).
Effect: Until the end of the battle, the target gains flight and resist damage 16+ against all damage except force damage. The target also only gains half the normal amount from healing effects, no matter the source. While in ghost form, you can move through solid objects, but you can’t end your movement inside them.

Finger of Death
Ranged Spell
Daily
Target: One nearby enemy with 320 hp or fewer
Attack: Intelligence + Level vs. MD
Hit: The target drops to 0 hp and dies
Miss: You take 4d10 damage and regain finger of death after the battle.

Vampiric Form
Ranged Spell
Daily
Effect: Until the end of the battle, or until you drop to –40 hit points, you heal 6d10 + triple your Charisma modifier hit points at the start of each of your turns. In addition, as long as this spell is in effect, you can make the following attack as a free action against each nearby enemy that misses you with an attack with a natural roll of 1–5.

Attack: Intelligence + Level vs. MD
Natural Even Hit: The target is confused until the end of its next turn.
Natural Odd Hit: The target is weakened until the end of its next turn

Adventurer Feats
Summoning - Your summoned creatures can add the escalation die to their attacks
Deathknell When you use Deathknell, one of your nearby conscious allies can gain the healing instead of you.
Skeletal Minion Your skeletal minion now adds the escalation die to its attack rolls.
Skeletal Minion As a quick action, you can set your skeletal minion ablaze, or extinguish the blaze. While it’s flaming, your skeleton minion’s damage dice increase by one size, and it deals fire damage with its melee attacks, but it takes damage equal to your level each time its natural attack roll is odd.

Champion Feats
Summoning When you summon mooks, increase the number of mooks you summon by 1.
Deathknell Double the healing gained from Deathknell when you drop an enemy
Skeletal Minion Add a damage die of the same size to your skeletal minion’s damage rolls (for example, 3d6 becomes 4d6).

Epic Feats
Skeletal Minion Add a damage die of the same size to your skeletal minion’s damage rolls (for example, 4d6 becomes 5d6, and this is cumulative with the champion feat).
Ghost Form You can now target up to two nearby willing allies (including you).
Finger of Death You can now target an enemy with 320 hp or fewer.

Gear:
Epic

Book of Scribblins

quote:

Tome of Arcane Mysteries (recharge 11+):
This weighty volume is full of arcane sigils, half-mad poetry, impious philosophical assertions, and deep reflections into the nature of arcane power. When you make an attack roll with an arcane spell, after finding out whether the attack hits, change the attack roll to a 10 instead of the natural roll.

Quirk: Doodles insane geometrical designs.

Mudgett's latest acquisition, this book was the notebook of the mad wizard that tried to teach Mudgett the art of combat magic. It has various undiscovered spells recorded into it, but most of the time when Mudgett reads it he only seems rambling poems and meaningless text.

Mudgett uses it as a shopping list for the most part.

Robes of Magic

quote:

Robe of Perfection (+3 AC):
You gain a +1 bonus to all defenses while at maximum hit points.

Quirk: Made uneasy by the sight of blood.

Found in Circadia, these Robes seem to be made of Magicstuff. Feels like they're made of iron or something. Quite heavy.

Bone of Mrtyubereche

quote:

+3 Attack and Damage with an arcane or divine attack.

1/Day: As a standard action you may summon the spirit of Mrtyubereche himself. Immediately following the end of your turn, Mrtyubereche attacks an enemy of your choosing, using either his claws (+15 vs. AC (2 attacks) — 35 damage Natural even hit or miss: Roll a third attack.) or his fire breath (Fiery breath +15 vs. PD (2d3 nearby enemies)— 40 fire damage Miss: Half damage.) at your command. After his turn has ended, he disappears back into the aether.

Quirk: Something... else has been left in this staff. Strange whispers beg to be set free. You could, if you so wish, fulfill their desires by breaking the staff in twain. Just saying.

A dragonbone from a dead pandemonium dragon. Knarly.

Champion

Sorcerous Daggers of Undeniable Pain

quote:

Wand of Unerring Pain (+2 to Attack and Damage; recharge 16+):
When you miss with a spell that targets a single enemy, as a quick action immediately afterward, fire a magical missile that automatically hits that creature for 4d10 force damage.

Quirk: Stares intently, often at nothing.

These are the heirlooms of Mudgett's family. A pair of meat cleavers permanently stained in blood. Both of the cleavers were found buried in Mudgett's mother and father's heads at the butcher shop where they worked. Mudgett retrieved them, and then buried them in the bastard that placed them there himself. Probably the only time that magic was not channeled through them in the 60+ years he's had them. He's never cleaned them.

They've gained the ability to shoot a burst of blood boiling head towards enemies as they please. Mudgett sometimes uses the head to cook chicken when travelling. Mudgett also calls them by the names of his parents. In his right hand is Lavilly and in his left is Samboldt.

Leather Gloves of Brain Siezure

quote:

Gloves of Mind Rot (recharge 6+):
When you hit one or more foes with an arcane spell attack, deal +2d10 psychic damage to one target of the attack.

Quirk: The texture of your skin seems wrong to everyone else, but you know it’s all in their minds and often explain that to them.

A lich owned these gloves. A powerful lich too. He was able to control the minds of a large horde of elves and wreck havoc in the 10th age. However when he had possession of these gloves they were not gloves, but [i]his hands
.

Mudgett was able to find them locked in a chest at the bottom of a well in one of the deepest levels of hell. He was there looking for a rare bird that gave the moistest of meat, but only grew in the 3rd level of hell. The bird was picking at the gloves at the bottom of the well when Mudgett found them.

He took both the bird and the gloves, and ate like a king that night.

Elvish Cape

quote:

Adroit Avoidance (recharge 6+):

When an attack or effect deals ongoing damage to you that a save ends, you can roll an immediate save against it.

Quirk: Doesn’t notice social slights or insults.

Mudgett stole this cape off on an Elf. An Elf princess. While she was getting married in a beautiful Elvish wedding to some Elvish Lord.

How you ask? Magic :smug:

Mustache Ride fucked around with this message at 22:28 on Oct 24, 2014

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Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
djw where is Shadow Nadêje. Don't make me come down there.

Mustache Ride
Sep 11, 2001



Hell I could have built Shadow Nadêje in this time.

And maybe I will :colbert:

Mustache Ride
Sep 11, 2001



Well since you only seem to have time to make 4e characters, djw, I went ahead and made you one myself.

quote:

Dark Naděje - One Unique Thing: The Meanest Person
Race: Aasimir +WIS
Class: Occultist +INT
STR: 8 (-1)
CON: 12 (+1)
DEX: 12 (+1)
INT: 20 (+4)
WIS: 20 (+4)
CHA: 10 (0)

AC: 25 PD: 21 MD: 25 Init: +11
HP: 171 Recoveries: 8, roll: 8d8+2

Icons:
Negative 2: Caincakah, Goddess of the Black Mind: The prices may be high, but I will be the one paying them.
Conflicted 1: The Templars: Even with all cruel acts this group has commited, there must be some glimmer of good in him.
Negative 2: The Green Lady, Rose of the Wood: The forests have been nothing but kind to me.

Backgrounds:
Destroyer +5
Angry +3

Features:

Delayed Magical Healing posted:

Magical healing effects heal you one round after the effect would normally be applied. You gain the healing at the start of the turn of whoever applied the magical healing effect, or at the start of your next turn if you drank a healing potion or found some other way of magically healing yourself during your last turn.

Focus and Spellcasting posted:

Wielding your arcane power of reality requires two steps. First, you take time to focus your mind on the skeins of destiny that pull the material world along. Once you have this focus, you can cast a spell (to distort reality). Casting a spell generally expends your focus until you can gain it again. Sometimes, however, you manage to retain your focus, allowing you to cast a spell again during your turn or the next round.
Gaining your focus requires a standard action, and it draws opportunity attacks just like using a ranged attack does. (The “range” in this case is “beyond this world.”) Once you have your focus, you can expend it to cast an occultist spell. You can cast most of your spells only in response to an event, typically during an enemy’s turn or an ally’s turn (indicated by the trigger line in a spell stat block).

Rebuke posted:

With focus, you can pummel someone with their own negative karma. In addition to the spells you normally know based on your level, you also know karmic rebuke.
pre:
Karmic Rebuke
Close-quarters spell  Quick action to cast; expend focus  At-Will
Target: One nearby enemy
Attack: 14 (INT + Level) vs. MD
Hit: 7d10 + 4 (WIS) psychic damage.

Talents:

Warp Flesh posted:

When you cast a spell that targets Mental Defense and the target has a higher MD than PD, the attack “twists” and targets PD instead. When a spell twists this way, it deals force damage instead of its normal damage type.

Unwinding the Soul posted:

When you cast a spell and roll a natural 11+ with the attack, after the attack you can “unwind” the target as a free action, making it vulnerable to your attacks until the end of the battle. You can unwind only one enemy at a time, so if you choose to unwind a different enemy, the previous foe is no longer vulnerable to your attacks.

Superior Rebuke posted:

The first time each round that you expend your focus to cast a spell as an interrupt action and fail to retain your focus, roll a d20 afterward. On an 18–20, you can also cast karmic rebuke as a free action, using that roll in place of your attack roll. You can use this talent again during a later round in the battle once you have your focus again.

Stance of Necessity posted:

Twice per day as a quick action, you can gain a +4 bonus to all defenses as you draw protective karma around yourself. The protection lasts until the end of the battle and is in effect while you do NOT have your focus. The bonus also ends when an attack hits you while you don’t have your focus.

Brain-Melting Secrets posted:

When you hit with a spell attack that deals psychic damage, one target of the attack can’t attack you during its next turn this battle unless you are the only nearby enemy.

Hewer of Truth posted:

You can use an edged melee weapon without an attack penalty. You can use Intelligence instead of Strength for your attack rolls with that weapon, and Wisdom instead of Strength for your damage rolls. In addition, when you hit an enemy engaged with you with a spell, you can cause a small amount of extra harm to that foe with your weapon. The target takes ongoing damage equal to your melee attack miss damage.

Powers:
Racial: Halo: Once per battle as a free action during your turn, give a +2 bonus to all defenses to a nearby ally until they are hit by an attack (or until the battle ends).

Spells:
pre:
Better Yet, Here
Close-quarters spell  Interrupt action to cast; expend focus  At-Will
Trigger: One of your allies hits, but does not crit, a nearby enemy with an attack.
Target: The enemy hit by the attack
Attack: 17 vs. MD
Hit: The target takes 8d10 + 7 extra damage from the hit.
(If your attack crits, double the damage you are adding to your ally’s attack, but not their base damage.)
Miss: The target takes extra damage from the hit equal to the spell level.
Retain Focus: 1–7
pre:
Brilliant Comeback
Close-quarters spell  Interrupt action to cast; expend focus  Recharge 6+ after battle
Trigger: A nearby ally uses a recovery.
Effect: The triggering ally adds hit points equal to triple your Wisdom modifier to the recovery.
Also, the triggering ally can make an At-Will attack as a free 
action. Instead of using their attack bonus, that ally uses an
attack bonus equal to your Intelligence modifier + 15 (19).
Retain Focus: 1-17
pre:
Inevitable Fall
Close-quarters spell  Interrupt action to cast; expend focus  Recharge 16+ after battle
Trigger: One of your allies attacks a nearby enemy and misses.
Target: The missed enemy
Attack: 17 vs. MD
Hit: 2d10 x 10 + 7, and 35 ongoing psychic damage.
Miss: 35 ongoing psychic damage.
Retain Focus: 1–7
pre:
Blood for Blood
Close-quarters spell  Interrupt action to cast; expend focus  At-Will
Trigger: One of your allies is staggered by a nearby enemy’s attack.
Target: The attacking enemy
Attack: 17 vs. MD
Hit: 7d10 + 7 psychic damage, and the target is vulnerable (save ends).
Miss: Damage equal to spell level
pre:
Diversion of Pain
Close-quarters spell  Interrupt action to cast; expend focus  Recharge 6+ after battle
Trigger: A nearby enemy of any level hits one of your allies
with an attack that could have targeted you or a different ally.
Effect: The triggering attack now targets you or a different ally of
your choice as long as that creature would be a legal target of
the attack. Keep the same attack roll.
Retain Focus: 1–17
pre:
Strike of the Last Breath
Close-quarters spell  Interrupt action to cast; expend focus  At-Will
Trigger: A nearby ally drops to 0 hp or below from the attack of an enemy engaged with it.
Target: The triggering ally
Attack: 17 vs. MD
Effect: Before the target drops, it can make a basic attack against
the attacking enemy as a free action (if possible), but uses your
attack roll instead. On a hit, the attack deals normal damage,
and the target (your ally) takes less damage from the triggering
attack equal to 7d10 + 7

If the target can’t make a basic attack against the enemy
making the triggering attack, this spell has no effect.
Retain Focus: 1–7
pre:
Call of Doom
Close-quarters spell  Free action to cast  At-Will
Trigger: You drop to 0 hp or below or roll a death save.
Special: You can cast this spell without having your focus. If
the trigger is you dropping, you cast it before you drop. If the
trigger is a death save, you cast it while unconscious; even in
that state you still can assert your will upon reality.
Target: The closest random nearby enemy
Attack: Intelligence + Level vs. MD
Hit: 10d10 + 7 psychic damage.
Retain Focus: —
pre:
Fateful Confrontation
Close-quarters spell  Interrupt action to cast; expend focus  Recharge 16+ after battle
Trigger: A nearby unengaged enemy ends its turn.
Target: The triggering enemy
Attack: Intelligence + Level vs. MD
Hit: Until the start of the target’s next turn, you and each of your
allies can make melee attacks against it as if you were engaged
with it, as long as the attacker can see the target. Note, when
you or an ally attacks the target while nearby or far away, the
attacker isn’t actually engaged with the target.
Retain Focus: 1–7
pre:
Arcane Loop
Close-quarters spell  Interrupt action to cast; expend focus  Recharge 16+ after battle
Trigger: A nearby ally casts a daily or recharge spell of 9th level or lower.
Effect: The triggering ally doesn’t expend that spell.
Retain Focus: 1-15
pre:
Hasten Fate
Close-quarters spell  Interrupt action to cast; expend focus  Recharge 6+ after battle
Trigger: A non-mook enemy drops to 0 hp while the escalation die is 2-5.
Effect: Increase the escalation die by 1.
Retain Focus: —

Feats:
Adventurer:
Focus and Spellcasting - When you cast a spell and retain your focus, +2 bonus to all defenses until the start of your next turn
Stance of Necessity - You can guard the path of a nearby ally instead of yourself (you don’t have to see that ally). The defense bonus ends if either you or the ally is hit while you don’t have your focus
Strike of the Last Breath - The target can make an at-will attack instead of a basic attack
Brilliant Comeback - The triggering ally adds hit points equal to triple your Wisdom modifier to the recovery.

Champion:
Focus and Spellcasting - When an enemy misses you with an attack, it takes psychic damage equal to your level.
Brilliant Comeback - The triggering ally can make an at-will attack instead of a basic attack.
Arcane Loop - The triggering ally also gains THP equal to double your Wisdom modifier + the level of the triggering spell. In addition, that ally gains the THP again when they cast that spell this battle.

Epic:
Focus and Spellcasting - The “retain focus” range of your occultist spells increases by 2.
Arcane Loop - Your retain focus range with this spell is now 1–15
Haten Fate - The spell now triggers when the escalation die is 2–5

Inventory:
Enchanted Robes +3 AC
Staff +3 Attack and Damage
Shield of Faith +3 Hit Points

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

Mustache Ride posted:

Well since you only seem to have time to make 4e characters, djw, I went ahead and made you one myself.



For real though that's pretty great.

Doomsayer fucked around with this message at 22:03 on Nov 6, 2014

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

Well now that djw has options, once they make a choice we'll get underway. Only question remains: would you guys like a quick test battle to work out any kinks first? Or should the next fight just be the final(?) boss?

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

Questions? Comments? Concerns?

Also, which character are you going with djw?

Mustache Ride
Sep 11, 2001



Dammit dude, why can't we finish at least one combat?

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

In thinking about it more, MustacheRide is right, I haven't finished a fight in forever. So keep killing dudes.

Doomsayer fucked around with this message at 20:06 on Nov 23, 2014

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

As per the new rule in OGaK (not that it's particularly relevant at the moment):

If at any point you would like to initiate a fight with someone, just roll an attack against them. Call it a "sucker punch" rule, but that'll make it more explicit when you want to fight, when you want to plotfight, and when you want to talk. So, for example, if you wanted to punch someone to emphasize a point, it's just a normal skill roll. But, if you want to actually "get in a fight", ie stop talking and just kill a motherfucker, just roll an attack to start the encounter. Enemies that want to kill you will initiate their own combats as per usual.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
You want a Wanderpost? You'll get a loving Wanderpost. I've always wanted to cause a party wipe. Bonus points if it's someone else's party.

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

Do you have any idea how disappointed I'd be if you didn't attempt to just murder the hell out of everyone? :allears:

Mustache Ride
Sep 11, 2001



As much as I hate to say it....

Let's give this up, Doomy.

I don't want to post by myself.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
The ultimate Doomsayer game, going through two systems and something like four different parties only to sputter and die at the final final boss.

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

Hey, that's 2/3! Both of you go post and I'll go yell at djw

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

For the record, while of course I want you guys to post, I actually have a Bad End ready for just such a scenario. I said Epic Game was going to have a proper ending, and I meant it :v:

Also thank you Mustache_Ride for posting :allears:

Mustache Ride
Sep 11, 2001



What the hell is a "Limited Attack"?

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

v:v:v

I believe it's "Limited" as in "You can only use the attack X times or under X circumstances", as in an attack that isn't at-will.

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

For-real-non-bluff Bad End incoming :toot:

Mustache Ride
Sep 11, 2001



I started to make posts for everyone but got bored and didn't bother.

Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

It's alright, I appreciate the enthusiasm!

Actually I think it'll be kinda cool, the :effort: Bad End actually turned out kinda cool, and basically leaves the world as notAthas. Might be kind of fun to run with it as a setting in the future.

Also I'll probably get bored and do a sockpuppet ending which will represent the direction I kinda thought things were going to go, based on conversations with you guys. Then I can do my dumb Fallout-esque ending cards like I had planned.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
I legit lost interest at the third final boss

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Doomsayer
Sep 2, 2008

I have no idea what I'm doing, but that's never been a problem before.

Well then I am *very* glad I didn't go for my Kefka-esque three-tier Actual Final Boss :v:

Edit: Wait, who was the third? I get Finnoc and Ashdraanol, but I'm not sure who the third was.

Double edit: Oh right, Bōthaōẏārlḍasa.

Doomsayer fucked around with this message at 06:36 on Feb 10, 2015

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