STGOD 4 OOC Thread
Moderator: Thanas
- Hotfoot
- Avatar of Confusion
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I would say FRJ or bust.
And that's being generous.
And that's being generous.
Do not meddle in the affairs of insomniacs, for they are cranky and can do things to you while you sleep.
The Realm of Confusion
"Every time you talk about Teal'c, I keep imagining Thor's ass. Thank you very much for that, you fucking fucker." -Marcao
SG-14: Because in some cases, "Recon" means "Blow up a fucking planet or die trying."
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The Realm of Confusion
"Every time you talk about Teal'c, I keep imagining Thor's ass. Thank you very much for that, you fucking fucker." -Marcao
SG-14: Because in some cases, "Recon" means "Blow up a fucking planet or die trying."
SilCore Wiki! Come take a look!
I can avoid boring first contact.Thirdfain wrote:Ok, I'm adapting the stance that the only way I'd be willing to see you back in the STGOD would be as the Free Republic of Jardan. You need to live with the consequences of your actions, and if we let you get another fresh start (therefore forcing usinto another boring 1st contact situation) then I don't think this will help the STGOD. Frankly, I don't think you'll do anything for the STGOD with Jardan, but I'm up for giving you one last chance.
And as the ruler of a weakened, shattered empire i'll be to busy putting out fires to have much to do with international affiars outisde of Jardan.
........well, other then the "easy target for invasion" kind of contact.
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Yah, like I said, if you want me to I CAN make the FRJ work, I would just prefer a new empire.Thirdfain wrote:Look, no one wants to invade the FRJ. Putting out internal fires can be an excellent backdrop for international politics- bargaining for external assistance, for instance.
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Oh come on.......what am I that guilty of......Hotfoot wrote:I would say FRJ or bust.
And that's being generous.
You know, other then all that stuff.
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- Hotfoot
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Beggars can't be choosers.lazerus wrote:Oh come on.......what am I that guilty of......
You know, other then all that stuff.
Note that I said I was being generous, not that I was in a mood to negociate.
Do not meddle in the affairs of insomniacs, for they are cranky and can do things to you while you sleep.
The Realm of Confusion
"Every time you talk about Teal'c, I keep imagining Thor's ass. Thank you very much for that, you fucking fucker." -Marcao
SG-14: Because in some cases, "Recon" means "Blow up a fucking planet or die trying."
SilCore Wiki! Come take a look!
The Realm of Confusion
"Every time you talk about Teal'c, I keep imagining Thor's ass. Thank you very much for that, you fucking fucker." -Marcao
SG-14: Because in some cases, "Recon" means "Blow up a fucking planet or die trying."
SilCore Wiki! Come take a look!
- frigidmagi
- Sith Devotee
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I still holding out on the vague, nigh-non existant hope that pablo will let me have a new empire...........
But for when he says no, the FRJ is good.
But for when he says no, the FRJ is good.
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- Dahak
- Emperor's Hand
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Being positive, I'm giving it 3 to four days until Laz starts another war or has his nation blown up in a rather unimpressive way...
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- Pablo Sanchez
- Commissar
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That's good. Because Pablo supports the general feeling of the group in that you should continue with the FRJ.lazerus wrote:I still holding out on the vague, nigh-non existant hope that pablo will let me have a new empire...........
But for when he says no, the FRJ is good.
"I am gravely disappointed. Again you have made me unleash my dogs of war."
--The Lord Humungus
- Thirdfain
- The Player of Games
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Well, Lazerus, at last count your fleet is down to 2 DNs, 3 Battle Carriers, and 3 deep strike cruisers. Your escort forces have suffered heavily as well, with 100 frigates destroyed over Belarus, and many more were probably lost during the rebellion. I'd say your lighter forces are more than halved. On teh plus side, your government has the tacit approval of the Hajr at this time, so none of the small fiefdoms will fuck wiht you.
NOw it's just limited to huge, phycotic machine-empires messin wit me.Thirdfain wrote:Well, Lazerus, at last count your fleet is down to 2 DNs, 3 Battle Carriers, and 3 deep strike cruisers. Your escort forces have suffered heavily as well, with 100 frigates destroyed over Belarus, and many more were probably lost during the rebellion. I'd say your lighter forces are more than halved. On teh plus side, your government has the tacit approval of the Hajr at this time, so none of the small fiefdoms will fuck wiht you.
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No one can help you there...lazerus wrote:NOw it's just limited to huge, phycotic machine-empires messin wit me.Thirdfain wrote:Well, Lazerus, at last count your fleet is down to 2 DNs, 3 Battle Carriers, and 3 deep strike cruisers. Your escort forces have suffered heavily as well, with 100 frigates destroyed over Belarus, and many more were probably lost during the rebellion. I'd say your lighter forces are more than halved. On teh plus side, your government has the tacit approval of the Hajr at this time, so none of the small fiefdoms will fuck wiht you.
Trust me on this, no one.
'After 9/11, it was "You're with us or your with the terrorists." Now its "You're with Straha or you support racism."' ' - The Romulan Republic
'You're a bully putting on an air of civility while saying that everything western and/or capitalistic must be bad, and a lot of other posters (loomer, Stas Bush, Gandalf) are also going along with it for their own personal reasons (Stas in particular is looking through rose colored glasses)' - Darth Yan
'You're a bully putting on an air of civility while saying that everything western and/or capitalistic must be bad, and a lot of other posters (loomer, Stas Bush, Gandalf) are also going along with it for their own personal reasons (Stas in particular is looking through rose colored glasses)' - Darth Yan
- SirNitram
- Rest in Peace, Black Mage
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Your universe will be... Purged.
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Out Of Context theatre: Ron Paul has repeatedly said he's not a racist. - Destructinator XIII on why Ron Paul isn't racist.
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- Pablo Sanchez
- Commissar
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They're hurting too badly to go on any offensive maneuvers any time soon, I think. As a second tier power (for the moment), your best option is to align yourself with a major nation as Italy aligned with Germany. Everybody needs a friend.lazerus wrote:NOw it's just limited to huge, phycotic machine-empires messin wit me.
"I am gravely disappointed. Again you have made me unleash my dogs of war."
--The Lord Humungus
Comparing me to WWII Italy?Pablo Sanchez wrote:They're hurting too badly to go on any offensive maneuvers any time soon, I think. As a second tier power (for the moment), your best option is to align yourself with a major nation as Italy aligned with Germany. Everybody needs a friend.lazerus wrote:NOw it's just limited to huge, phycotic machine-empires messin wit me.
That's just..........INSULTING.
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There is a difference between a poorly run empire and one that lost a war with ETHOPIA.Thirdfain wrote:-shrug-
Well, you got no one to blame but yourself for that one, eh?
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Actually Italy had a 5 to 1 advantage against a technoligicly inferior opponent. So i'm still better then them.Thirdfain wrote:Dude, you did turn a 3 to 1 numerical advantage into a crushing defeat. Frankly, I think calling you Italy is a bit generous.
Oh, and nice work on the crushing of freedom of speech- that'll go over REALLY well.
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I am NOT facing gurilla attacks.
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- Alyrium Denryle
- Minister of Sin
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Force Declaration
Raistlin Majere
Another extremely powerful mage. Raistlin has been called the Master of Past and Present. He is skilled in the art of chronomancy(time magic) and has been known to weave veritable webs of contingencies around himself for defense.
The following spells are always in effect
Greater ironguard:Protects from unenchanted metal, and lower level enchantmened metal.
Stoneskin: Damage resistance
Epic Mage Armor: An armor skin of force protects agaisnt physical damage
Mind Blank: Grants near-immunity to telepathic scans and attacks
Elminsters Evasion: Teleports away instantly if the following 6 conditions are met
If attacked
Is near death
is telepathically attacked
Has his spells disrupted
Is in danger.
Raistlin Majere
Another extremely powerful mage. Raistlin has been called the Master of Past and Present. He is skilled in the art of chronomancy(time magic) and has been known to weave veritable webs of contingencies around himself for defense.
The following spells are always in effect
Greater ironguard:Protects from unenchanted metal, and lower level enchantmened metal.
Stoneskin: Damage resistance
Epic Mage Armor: An armor skin of force protects agaisnt physical damage
Mind Blank: Grants near-immunity to telepathic scans and attacks
Elminsters Evasion: Teleports away instantly if the following 6 conditions are met
If attacked
Is near death
is telepathically attacked
Has his spells disrupted
Is in danger.
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Factio republicanum delenda est
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est
- Alyrium Denryle
- Minister of Sin
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If you were a paranoid official, who is privy to the things he is...Thirdfain wrote:Nice post, Alyrium
God, it's nice that your Mage gets those spiffy insights
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Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est
- Thirdfain
- The Player of Games
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Blackeyes:
My best regular agents, the next thing short of Elanie. Their only purpose is the slaying of mages, they are few in number, and these are the cream of the crop- and, they understand magic, via the stolen spellbooks. They are working in a team, and can turn a great mage swathed in protections into but an ordinary man- but only for a few seconds, before the weaves of magic reassert themselves. Arcane powers, of all sorts, are snuffed out, mundanity ensues.
My best regular agents, the next thing short of Elanie. Their only purpose is the slaying of mages, they are few in number, and these are the cream of the crop- and, they understand magic, via the stolen spellbooks. They are working in a team, and can turn a great mage swathed in protections into but an ordinary man- but only for a few seconds, before the weaves of magic reassert themselves. Arcane powers, of all sorts, are snuffed out, mundanity ensues.
- Pablo Sanchez
- Commissar
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In the current spirit:
General character declarations--
Characteristics of Orcs
Intelligence: generally poor. The average IQ for an orc is around 80-90.
Strength: An orc typically has 2-3 times the strength of an average human of the same state of fitness.
Quickness: As normal for a human, but as an orc has no fear of death and is more or less engineered for combat, they can usually react without hesitation and thus appear quicker than standard humans.
Senses: Orcs can see clearly in darkness in much the same way as a cat. Hearing is human normal, as is touch. Taste and smell are somewhat more acute than humans, but not approaching dog levels.
Special: Orcs are engineered to be servile to vampires. Death, discomfort, and other horrors hold little sway over them. They will resist any spells or other attempts to turn them from their service to a much higher degree than normal.
Characteristics of Dhampir
Intelligence: As normal for humans.
Quickness: Superior to humans, depending on bloodline. An average dhampir could be compared to a masterful human fencer or quickdraw expert, while dhampir from superior bloodlines can appear to dodge bullets (actually more in the way that a Grammaton Cleric does so, by watching the aiming point of the gun and moving accordingly before the shot is fired. Actually an illusion).
Strength: Superior to humans, depending on bloodline. Average is 2-3 times human normal, exceptionally strong dhampir are 3-8 times human normal.
Senses: Dhampir can see normally in total darkness, as with a vampire. Hearing is significantly more acute than human. Dhampir possess a sixth sense that allows them to detect telepaths and magic users (if they are not actively stealthing themselves).
Special: Dhampir are naturally resistant to magic spells, and also more likely to be able to employ magic themselves. They have latent but very minor natural telepathy which in rare cases can be developed and expanded into psionics and greater telepathy.
Note: An average, "unnamed" dhampir will be assumed to be somewhat more capable than a human of the same relative standing. This makes almost no difference in terms of war, as they are too few (serving only as officers and in special forces) and automatic firearms neutralize most of their advantages. "Named" or heroic dhampir will be more capable.
Characteristics of Vampires
Because they usually disdain to sully their hands, vampires will be directly employed only in 'story events' and will always be named characters. As the circumstances will be two-player collaborative engagements (as with the kung-fu battle earlier in the game ) their abilities will be decided on a case-by-case basis. Broadly speaking, they run to be rather nasty...
General character declarations--
Characteristics of Orcs
Intelligence: generally poor. The average IQ for an orc is around 80-90.
Strength: An orc typically has 2-3 times the strength of an average human of the same state of fitness.
Quickness: As normal for a human, but as an orc has no fear of death and is more or less engineered for combat, they can usually react without hesitation and thus appear quicker than standard humans.
Senses: Orcs can see clearly in darkness in much the same way as a cat. Hearing is human normal, as is touch. Taste and smell are somewhat more acute than humans, but not approaching dog levels.
Special: Orcs are engineered to be servile to vampires. Death, discomfort, and other horrors hold little sway over them. They will resist any spells or other attempts to turn them from their service to a much higher degree than normal.
Characteristics of Dhampir
Intelligence: As normal for humans.
Quickness: Superior to humans, depending on bloodline. An average dhampir could be compared to a masterful human fencer or quickdraw expert, while dhampir from superior bloodlines can appear to dodge bullets (actually more in the way that a Grammaton Cleric does so, by watching the aiming point of the gun and moving accordingly before the shot is fired. Actually an illusion).
Strength: Superior to humans, depending on bloodline. Average is 2-3 times human normal, exceptionally strong dhampir are 3-8 times human normal.
Senses: Dhampir can see normally in total darkness, as with a vampire. Hearing is significantly more acute than human. Dhampir possess a sixth sense that allows them to detect telepaths and magic users (if they are not actively stealthing themselves).
Special: Dhampir are naturally resistant to magic spells, and also more likely to be able to employ magic themselves. They have latent but very minor natural telepathy which in rare cases can be developed and expanded into psionics and greater telepathy.
Note: An average, "unnamed" dhampir will be assumed to be somewhat more capable than a human of the same relative standing. This makes almost no difference in terms of war, as they are too few (serving only as officers and in special forces) and automatic firearms neutralize most of their advantages. "Named" or heroic dhampir will be more capable.
Characteristics of Vampires
Because they usually disdain to sully their hands, vampires will be directly employed only in 'story events' and will always be named characters. As the circumstances will be two-player collaborative engagements (as with the kung-fu battle earlier in the game ) their abilities will be decided on a case-by-case basis. Broadly speaking, they run to be rather nasty...
"I am gravely disappointed. Again you have made me unleash my dogs of war."
--The Lord Humungus