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Old 07-06-2008, 02:56 PM   #1
Coolguy
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Cool T&T Dungeon 3: The Secret Ninja Lair!

Tunnels and Titans Dungeon 3:
The Secret Ninja Lair



Alright, time to start! As I already said in the sign-ups, PK can just finish his dungeon whenever he gets back - It's almost been a month!The story so far: Eight adventuring wizards decided to work together and aid the pirates in assassinating an important ninja, the Shadow Shogun, who is hiding out in a secret ninja lair on Ninja Island in the Ninja Ocean.

The heroes arrived at the island. It was a dark, spooky island, covered in steep stone cliffs and ancient pine trees under an overcast sky, which looked as if it was about to burst with lightning, thunder, and pouring rain. And at the top of one of these 500-mile-high cliffs lied a massive, odd-looking boulder. Cheeselord's Psychomancer suddenly detected something. He said ''That boulder is an illusion!'', and, to demonstrate, fired a small psionic beam through it. The illusion was disrupted, and, like a hologram in a science fiction movie, it buzzed and faded out, revealing that the boulder was indeed a lie. Where the boulder once sat, there was a massive red, black, and gold pagoda covered in statues of dragons and demons in the same colors. The heroes began to ascend the high cliffs. Blackduck's Aeromancer easily glided upwards while all of the other heroes glared at him in jealously (especially Cheeselord's Hydromancer, who wished he had listened more back in Seagull Aspect class). DrGamer's Geomancer called out ''What's your name? I want to call you something mean that parodies it!''. Blackduck's Aeromancer looked confused for a second. ''That's odd... I don't remember! It's as if I've never had a name in my entire existence other than 'Blackduck's Aeromancer'. I sure wish I had one!'' The other wizards noticed that they, too, could not recall ever having a name. ''Y'know, let's just make up names'' said Sillyman's Biomancer. The others agreed that this would be a good idea.

Everybody make up names for your characters! This is so the fight scenes don't have a bunch of fight scenes that make the game sound too much like that Army PWNZOR we had a whie ago.

After 18 seconds of exhausting climbing, the heroes finally managed to ascend the huge 500-mile-high cliff. And, upon pulling themselves up, they found that climbing all that distance had given them 3 skill point's worth of experience! Yay! They stood at the huge doors that led into the ninja lair. The dark and massive door was covered in golden statues of various creatures from Ninja mythology, such as some sort of large turtle and a ninja holding a clock. There was also a circle-slash symbol with an annoying orange ninja in the middle. Heh heh, even the ninjas don't like his ''Believe it!''. They prepared to go in... but decided to spend their starting 3 skill points first before braving the ninjas.

So spend your first 3 skill points, in addition to giving your wizards names! Skill charts and cards are coming in the next post. Also coming are text versions of cards, probably in the post after it.
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Old 07-06-2008, 03:28 PM   #2
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

First up, Cryomancer! Refresh right now, please, because I re-uploaded the Cryomancer card with fixed Cold Cannon cost.

Neptune! (Class: Cryomancer. Owner: Blackduck)


Statistics:
Health: 8/8
Energy: 1/5
Level: 1
XP: 0/20
Skill Points: 3
Armor: 0.5

Moves:
Icicle (+1) 2 Damage
Cryo-Stasis (-1) Hide. Heal 2 if not attacked.
Cold Cannon (-1, +1) 1st turn- 5 damage piercing. 2nd turn- Do nothing.
Day After Tommorow (-3) Block everyone so they cannot use a move next turn. Hits current turn.
Specialty: Arctic Aura - Immune to freezing.

Equipment:
BOOTS: None
ACCESSORY: Eskimo Parka (Normal Accessory. Take 0.5 less damage from attacks.)
SHIELD: None
HAT: None
POCKET: None
Proficiencies: None

Skills:
None

Skill Chart:


The Cryomancers can focus on Northern, Southern, or Eastern Cryomancery, although they can easily mix together several columns! Northern Cryomancers live in the frozen northern pole, and they attempt to emulate the glaciers there by being slow but mighty. They focus on slow, hard-hitting attacks, such as Cold Cannon and the new Aurora Beam, in addition to Cryo-Stasis. Eastern Cryomancers live in the mountains, and, because of extremely limited resources there, they have learned to use anything they can get their hands on. Their skills mainly focus on upgrading and utilizing items. Southern Cryomancers live at the south pole, where it's much, much chillier than anywhere else in the world. There, Southern Cryomancers have mastered the power of pure cold. Their powers mostly focus on freezing and shattering enemies.

Note: The MC in Super Chill stands for ''Mind Control''. I used "MC" as "Mind Control" in several other charts, too. Super Chill also blocks the same turn as its used, not the next turn!

Next is Necromancer! Here's his card, summons, and chart.



Necromancers chose their form of magic for many reasons. The Flesh Necromancers have chosen their path in order to utilize biological warfare and horrifying curses to subdue those they determine as evil. They are masters of damage-over-times, and can deal massive damage. The Blood Necromancers are members of a cult that believes suffering and sacrifice is a divine source of power. Blood Necromancers use many of their powers by sacrificing health, and even their lives. Finally, Soul Necromancers are priests and mediums who study the afterlife. They speak with the dead and can bind souls to corpses in order to create undead allies. Soul Necromancers focus on summoning a wide variety of creatures from the afterlife.







Note that the Ascendant is actually the Necromancer reborn; When the Ascendant is on the field, his post-grave abilities don't work, and, if he's revived, than the Ascendant asplodes.

Bonemaker! (Class: Necromancer. Owner: DrGamer)


Statistics:
Health: 8/8
Energy: 1/5
Level: 1
XP: 0/20
Skill Points: 0
Armor: None

Moves:
Ectoplasmic Beam (+1) 1 Damage. Poison for 1D/turn for 3 turns.
Lethal Aura (+1) 2 damage to attackers until fight ends.
Raise Dead (-2) Costs 1 corpse. Summon a Skeleton.
Cryptic Curse (-2) Target takes 2 damage a turn for 5 turns.
Specialty: Won't Stay Dead - User revives with 2 HP and 0 energy after battle ends.

Equipment:
BOOTS: None
ACCESSORY: Shrunken Head (Attackers are cursed for 1D/turn for 2 turns)
HAT: None
POCKET: None
Proficiencies: Toxic

Skills:
Microbiology (2/4) (Flesh Tier 0) User is immune to poison.
Cryptonite (1/6) (Flesh Tier 0) User will do 1 more damage/turn with Cryptic Curse at Rank 3/6.

Alright, continuing on...
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Old 07-06-2008, 04:32 PM   #3
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

And next is Biomancer!

George! (Class: Biomancer. Owner: Sillyman)


Statistics:
Health: 10.5/10.5
Energy: 1/5
Level: 1
XP: 0/20
Skill Points: 0
Armor: None

Moves:
Death Vines (+1) 1 damage.
Healing Touch (+1) Target heals two. Cannot target user.
Wooden Armor (+0) Target is hidden. Can target self..
Revive (-5) Revive a fallen ally with 0 energy and 2.5 HP.
Specialty: Healthy - Heal 1 a turn.

Equipment:
ACCESSORY: First Aid Kit (Normal Accessory. Heal 3 at the end of each battle.)
POCKET: None
Proficiencies: None

Skills:
Reincarnation (1/6) (Medicine Tier 0) Revived units will come with +0.5 HP.
Flower Power (1/4) (Botany Tier 0) The user has +0.5 max HP.
All-Natural (1/4) (Botany Tier 0) Nothing yet until Rank 2!

Skill Chart:


Biomancers can focus on Medicine, Genetics, or Botany. Medical Biomancers have honed their skills in order to heal their friends, but usually not themselves. They are a standard healer. Genetics Biomancers use their power over life in order to manipulate its genes. They have a variety of buffs and curses which benefit their pals and harm their enemies, plus they can clone dead enemies. Botanical Biomancers are druidic worshippers of nature who use the power of plant life mainly to heal and strengthen themselves, rather than heal others. They are nearly unkillable due to huge HP bars and rapid healing.

Another Note: DOT=Damage Over Times. These include Poison and Curse, along with anything else similar to those (such as Irradiate).

Now, Hydromancer's turn!






Hydromancers have been in so much contact with the sea that they can change their forms into that of sea creatures. Usually, they pick one or two aspects to upgrade to incredible power. Pacific Hydromancers use the power of creatures from the pacific ocean, such as the Whale and the Eel. They upgrade Eel Aspect to be immune to many effects and deal piercing damage while they learn and upgrade Whale Aspect in order to heal themselves and do fun moves, such as self destruction and swallow. Indian Hydromancers use creatures from the Indian Ocean- Mainly, Shark and Jellyfish! Sharks do lots of damage while Jellyfish are masters of poison. Finally, Atlantic Hydromancers mainly use Crab and Octopus forms.

Also, aspects in full description since there was no room on that chart:

Whale Aspect (Accessory, Hat) (Heavy) Whales heal themselves each turn by eating plankton in the water (the healing is determined by the skill). They have several moves that only work for them.

Jellyfish Aspect (Hat, Accessory, Pet Armor) (Toxic) Jellyfish poison attackers (as said in the description) and their main attack also poisons with the proper skill. They can learn how to equip ultra-toxic items and use certain jellyfish-only moves.

Also, what Swallow REALLY does, since I couldn't fit it on the description:

Swallow (-1) Whale Aspect only! Target is blocked, hidden, and takes (pts in Big Gulp divided by 2) damage a turn until they escape in (pts in Big Gulp) turns. Bosses and other monsters immune to Block cannot be Swallowed. If the Hydromancer turns off Whale Aspect or dies, the target is freed. You cannot swallow multiple enemies at once.

No One! (Class: Hydromancer. Owner: Cheeselord)


Statistics:
Health: 7/7
Energy: 1/5
Level: 1
XP: 0/20
Skill Points: 0

Moves:
Tidal Wave (+0) 1 Damage to Two Targets.
Fish Language (+0) Summon a Piranha Swarm. Piranhas have 2 2/2 HP bars when summoned with Octopus Aspect.
Shark Attack (-2) 5 Damage. Only usable in Shark Aspect.
Aquatic Aspect (+1) Change Aspect. Cannot ''change'' into same aspect. Can use a 2nd move for no E gain. This move can only be used once a round. Do not get energy for using this move until end of round.
Aspect: Eel (See aspect description below)
Armor: Currently None, 0.5 in Crab Aspect

Aspects:
CRAB ASPECT: While in Crab Aspect, the player can use their shields, boots, hats, and heavy items. Everything else remains locked to them. While in Crab Aspect, the user takes 0.5 less damage from each attack, just like Geomancer. If you level up Crab Aspect, you will get more armor.
EEL ASPECT: While in Eel Aspect, the player can move in Round 0 and has immunity to Poison. In this form, you can wear accessories, hats, pet armor, and toxic items. This form does NOT heal each round as I said last time; I moved that over to Whale Aspect.
OCTOPUS ASPECT: Tidal Wave hits 4 targets instead of 2, and the user is immune to Dominate, Possess, and Sleep. Octopi have access to Accessories, Hats, Boots, and Pet Armor, and they can use High-Tech items. When piranha are summoned in Octopus Aspect, they have 2 2/2 HP bars instead of 2 1/1 HP bars.
SHARK ASPECT: Shark Aspect is an offensive form! They allow the Hydromancer to use his super-move, plus one of the enemies hit by the move Tidal Wave will be hit for 2 damage instead of just 1. These have no access to any form of armor.

Equipment:
BOOTS: None
ACCESSORY: None
SHIELD: None
HAT: Scuba Mask (Normal Hat. Allows user to Change Aspect for free outside of battle.) NOTE: All moves that don't cost energy can be used for a cost of 1E outside of battle, so Biomancer can heal people and such.
PET ARMOR: None
POCKET: None
Proficiencies: Heavy (Crab Aspect), High-Tech, Toxic (Eel Aspect)

Skills:
Language Arts (3/3) (Atlantic Tier 0) Piranhas now have 2 2/2 HP bars instead of 2 1/1 HP bars when summoned in Octopus Aspect.
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Old 07-06-2008, 06:20 PM   #4
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

Dave will have some Reincarnation, Flower Power, and All Natural to go, please.
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Old 07-06-2008, 06:47 PM   #5
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

What? No dopefish for the Hydromancer?
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Old 07-06-2008, 07:00 PM   #6
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

You can spend multiple points in one skill, you know! By the way, I made a mistake with Crab Aspect - In Crab Aspect, the user takes 0.5 less damage from each attack, not make everybody in the group take 0.5 damage only! (although the mistake should've been obvious due to saying that the crab's armor was the same as the Geomancer's)

The Biomancer, who donned the name ''Dave'', continued his natural studies. He picked up a nearby dead, brown, crackly leaf from a tree, but it suddenly burst into life once more! The Biomancer dropped the now-green leaf in surprise; Apparently, it was a lot easier to revive than he thought! Maybe with some more practice in this skill, he could make it cost less energy... Reincarnation is now at Rank 1/6. Targets are revived with 0.5 more HP than they would've without the skill.

Dave saw some strange flowers nearby that he had never seen before. Apparently, Ninja Island has some strange flora! He picked up the flower, sniffed it, and decided that it wasn't poisonous. He mixed it with some other herbs, stuffed it inside a golden bird, shook it, and then - Ta-da! An Immortality Potion! He drank it, causing his maximum life to increase. Flower Power is now at Rank 1/4! Dave now has 10.5 max HP! Surely he could make more of these immortality potions... Once he got more skill points, of course.

Finally, Dave got a bit bored waiting for everybody else to think of names, so he pulled out a book he'd brought to read; ''Amazingly Healthy Herbal Recipes''. As he read through it, he discovered the incredible health benefits of eating lots of tofu-turkey, so he decided to switch his diet over to some more 'natural' foods. All-Natural is now at Rank 1/4! However, it doesn't do anything yet until Rank 2.

Cheeselord's still-unnamed Hydromancer also decided to read. Deciding that his Eel Aspect form was too slippery to hold a book, he switched to Octopus Aspect! Within seconds, his human skin changed to a strange brightish pink with purple spots, his fingers doubled in length, became pointy, and lost their bones and nails, causing them to become more like tentacles, his lower body and legs distorted to become eight large octopus tentacles, and finally, his head morphed into that of an octopus. The Hydromancer picked up his book: ''The Official Babblefish English-Icthyoran Dictionary''. As he skimmed through it, he learned many useful inspirational words to use when he was giving speeches in fish language, which would cause any piranhas summoned to be much more motivated. Language Arts is now at Rank 3/3! Piranhas summoned while the Hydromancer is using Octopus Aspect will now have two 2/2 HP bars instead of two 1/1 HP bars.

EDIT: And then the Hydromancer named himself ''No One''.
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Old 07-06-2008, 07:48 PM   #7
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

Electromancer time! Refresh again, I changed the card; the 10 max energy limit is in there, plus the Electromancer's Thunderbolt doesn't give +2 until you get the skill for it!

George! (Class: Electromancer. Owner: Sillyman)



Statistics:
Health: 7/7
Shield: 1/1
Energy: 1/12
Level: 1
XP: 0/20
Skill Points: 0
Armor: None

Moves:
Thunderbolt (+1) 2 damage. Can hit air!
Ion Field (-1) Hide
Repair Kit (+1) Heal robot by 2.
Rebuild (-2) Revives robot buddy with 0E and 4 HP. NOTE- You can't have multiple robots, just like you can't 'revive' the same wizard multiple times so you have 3 pyromancers! You only have one buddy!
Specialty: Technology Master - Has a pet robot. User has a max of 10 energy instead of 5. Cannot replace this specialty..
Specialty 2: Generator - Gain 2E at the end of each battle.

Equipment:
BOOTS: None
ACCESSORY: None
HAT: Solar Panel Hat (High-Tech Hat. User has +2 maximum energy.)
POCKET: None
Proficiencies: High-Tech

Hal Statistics:
Health: 5/5
Shield: 1/1
Energy: 1/5
Armor: None

Hal Moves:
BZZZT (+1) 2 damage. Target loses 1E at end of turn.
Self-Repair (+1) User heals by 2.
Energy Up! (-1) Master gets 1E and heals by 2.
Self-Destruct! (-2) 4 damage. User dies.
Specialty: Generator (Gain 2 energy after each fight)

Robot Equipment:
PET ARMOR: Proton Projector (High-Tech Pet Armor. Gives the user a 1/1 shield, or gives +1 SP to an existing shield)
Proficiencies: High-Tech

Skills:
Technopathy (2/4) (Robotics Tier 0) Robot's ''Energy Up'' move heals its master by +1.
Force Field (1/4) (Shielding Tier 0) User has +1 shield points.

Skill Chart:


Electromancers come from an extremely high-tech society on the verge of singularity. Most of the human population has either transfered their minds into computers or have become half-human half-machine cyborgs. They have controlled the chaotic element of lightning in order to create perfectly ordered and logical technology-based magic. The logical Electromancer mind will understand emotions less and less as it becomes increasingly digital. Electromancers can focus their inventive minds into Electronics, Robotics, or Shielding. Electronics allows the Electromancer to generate incredible amounts of energy and fire it in massive bolts of lightning. Robotics allows the Electromancer to upgrade his robotic pet to be even more powerful than its master, with many abilities such as self-upgrading. Finally, Shielding allows the Electromancer to create powerful force fields around himself, for both defensive and offensive powers.

NOTE: Unlike all the other buffs, the Robot Buddy's ''Upgrade'' move can be used over and over in order to increasingly strengthen his weapon, just like the old PWNZOR Robot.

Now, Aeromancer's turn!




The School of Aeromancery is a generally easy, laid-back school, without all the extreme focus and seriousness of the other forms of magic. Aeromancers are still immensely powerful, though, and can deal as much damage as a Pyromancer! They can focus on being ''Blowers'', which are adept at emptying the skies of flying enemies, ''Flyers'', which are adept at flying out of the reach of enemies while firing off powerful attacks from above, and finally, ''Speeders'', who lower air resistence in front of them and push themselves forward with wind from behind, allowing them to run at extreme speeds and use many moves a turn.

>20! (Class: Aeromancer. Owner: Blackduck) (And yes, that is ''Greater Than 20''. Don't blame me, Blackduck named him!)


Statistics:
Health: 5/5
Energy: 1/5
Level: 1
XP: 0/20
Skill Points: 3
Armor: None

Moves:
Aero-Slice (+1) 2 damage to 2 targets.
Wind Bolt (+1) 3 anti-air damage.
To The Skies (-1) Gain Temporary Flight Specialty at end of round. (NOTE- When you change from Grounded to Flying and vice versa, it only takes effect at the end of the round, except for the move Levitate)
Blustery Day (-2) 3 damage to 3 flying units.
Specialty: Light As A Feather - Can equip a 2nd accessory.

Equipment:
ACCESSORY: Balloon Animal of Death (Normal Accessory. Deal 1 anti-air damage to all flying attackers.)
ACCESSORY 2: None
POCKET: None

Skills:
None

EDIT: Also, a slight change to the flying rules: You CAN heal and buff units while they're flying, but negative effects and damage not specified as being able to hit flyers are still out.
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Old 07-06-2008, 09:21 PM   #8
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

The amazing Psychomancer!

Cheeselord's Psychomancer! (Class: Psychomancer. Owner: Cheeselord)


Statistics:
Health: 4/4
Shield: 3/3
Energy: 1/5
Level: 1
XP: 0/20
Skill Points: 0
Armor: None

Moves:
Psy Beam (+1) 2 damage. Works on Air.
Meditate (+2) Nothing but energy.
Psionic Barrier (-1) Hide.
Assimilate (-4) Target is Possessed.
Specialty: Superintelligent - Immune to Dominate, Sleep, and Possess

Equipment:
ACCESSORY: None
HAT: Pyramid Head (Normal Hat. Increases psionic power. User's shield restores by 3 at end of each battle)
POCKET: None

Skills:
Inner Focus (3/3) (Knowledge Tier 0) Allows user to learn Meditate at 3. Meditate (+2) Nothing but energy.

Skill Chart:


Psychomancers are part of a big scary hive mind, which is the source of their psionic powers, which are in turn augmented by magic. They are constantly being monitored by their ''brothers'' and are mind controlled by the majority into being another conformist drone. Psychomancers can choose to gain psionic powers of Knowledge, which give them powers such as clairvoyance and precognition, powers of Order, which allow them to mind control their enemies into submitting to the might of the Hive, and powers of Unity, which allow them to move minds to other people's heads.

Explanation of Empathic Bond: Empathic Bond causes 2 units, good or evil, to share damage. If one takes 16 damage, then they both instead take 8. If one recieves 9 damage and the other recieves 4, then they each get 6.5 damage. This can be used to make a big attack from a goodguy hit multiple badguys, or make an attack that would've killed a low-HP goodguy instead merely slightly harm the goodguy and one of his higher-HP buddies. You can't make 3-way empathic bonds.

Assimilate cannot make a target kill themselves until you get the proper skill.

Our final character; Geomancer!


NOTE- The golem is just the same as PK's golem, except it can act as a pack mule with all the pockets. I'll go grab a card later, because I'm too lazy right now after uploading 8 skill charts and typing all this stuff.

Geomancers are tough, scary, athletics-obsessed barbarians. Their focus on emulating the strength and might of the ground itself gives them plenty of earth-based abilities. Crust Geomancers can manipulate earth and stone in order to burrow into it, create earthquakes, and even shape living creatures out of it! Mantle Geomancers have the ability to harden armor and flesh, just like the mantle hardens normal rocks into metamorphic stone. They have the best armor abilities in the game. Finally, Core Geomancers have the power of gravity on their side. They can destroy many benefits enemies have, such as armor and flying abilities, and then take out the survivors by making meteors rain from above.

NOTE- If you get the skill that lets you use Medusa's Gaze to protect an ally and also have the skill that causes MG to deal damage, it won't damage your friends if you use it on them.

Crusher! (Class: Geomancer. Owner: DrGamer)
(Note - Like I said in the other topic, a temporary card until I get a real one from PK. Another note - Drillbor is (-1, +0) for costs, since it's a 2-turn move)

Statistics:
Health: 6/6
Energy: 1/5
Level: 1
XP: 0/20
Skill Points: 0
Armor: -3 from each attack.

Moves:
Rock Out (+1) 2 damage. Target takes +0.5D from each attack for 2 turns.
Burrow (-1, +0) 1st turn- Hide. 2nd turn- 4 piercing damage.
Medusa’s Gaze (-2) Petrifies target for 2 turns.
Earthquake (-2) 3 damage to 5 targets.
Specialty: Rock Solid - Takes –2.5 damage from each attack.

Equipment:
BOOTS: Concrete Shoes (Heavy Boots. Take 0.5 less damage from each attack)
ACCESSORY: None
SHIELD/UMBRELLA: None
HAT: None
POCKET: None
Proficiencies: Heavy

Skills:
Armored (2/2) (Mantle Tier 0) Takes 2 less damage from attacks. Can equip Umbrellas.
Quaker (1/4) (Crust Tier 0) Earthquake hits another target.

EDIT: Also, Sillyman, give your robot-pal a name, too! You can just keep it at Robot-Buddy, though, if you want.
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Old 07-06-2008, 09:47 PM   #9
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

Cheeselord's Psychomancer downloaded a name from the HiveNet: ''The Wanderer''. Cheeselord decided to upgrade his psionic links to the hive (after getting permission for it from the Overmind, of course!) so that he could be able to meditate and gain psionic energy from his brothers far away at the Hive. Inner Focus is now at 3/3! Cheeselord can choose to learn the move: Mediate (+2) Nothing but Energy! He'll have to forget something to put it in his moves list, though.

EDIT: And Cheeselord makes his decision! He sends the information to forcibly Dominate enemies in return for the information to be able to Meditate! Meditate replaced Dominate!

The Aeromancer, who apparently felt like annoying the host, named himself >20. Meanwhile, the Cryomancer gave himself the name Neptune, after his favorite planet. They haven't spent their points yet.

EDIT 2: Also, everybody refresh again! I changed the Necromancer chart to nerf Corpse Bomb because that move's ridiculously evil.
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Old 07-06-2008, 10:43 PM   #10
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

Actually, I just got a really great Idea. Can I change Dave to uh... George and make my electromancer Dave? And his robopal Hal? Obviously, to keep that robot friendly, even if not obedient (Hey, it's a PAL, not a SERVANT), Dave's gonna want a couple points in Technopathy. And might as well get a shield (for myself) as well.
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Old 07-06-2008, 10:50 PM   #11
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

The nerf ray strikes! Geomancer and Necromancer are hit! Refresh to see their updated charts. This was on order of the ''We Hate DrGamer'' faction (or maybe just because I thought Corpse Bomb and fully upgraded Burrow were ridiculously powerful). I'm considering also changing the Hydromancer's Boxing Jellyfish skill so that it goes from (0/8 ) to (0/4), too, but I'm lazy because it doesn't currently look like we'll be seeing any Tier 3 Indian Hydromancers.

EDIT: Okay, changing Sillyman's pal's names.

The Biomancer was about to permanently enter his name as ''Dave'', when suddenly, the Electromancer tackled him! ''I want to be Dave!'' It said while pointing his lightning rod staff at the Biomancer's face. Thinking quickly, the Biomancer sprouted long whip-like vines out of his arms, which grabbed onto the Electromancer's legs and threw him against a nearby tree, who's branches wrapped around the Electromancer. The Electromancer charged up with electricity, causing the tree to light on fire and stop its attack. The Electromancer deployed gun drones, which flew at the Biomancer and opened fire. The Biomancer backfliped twice and fired foot-long thorns into each drone. The drones landed at the Biomancer's feet, exploding and sending him soaring into the treetops. The Electromancer whipped out his ion cannon and started blasting into the trees, trying to get the Biomancer, who narrowly dodged. The Biomancer threw a seed all the way down the barrel of the ion cannon, causing it to explode into plant life (and get destroyed in the process). The Electromancer twisted a dial on his wristwatch, causing his force field to turn from ''DEFENSIVE'' to ''OFFENSIVE'' and fired it at the Biomancer. The Biomancer tried to leap to the side, but he exploded in fire and death! The Electromancer said ''Ha! I'm Dave now!'' The Biomancer, sad and resigned, said, ''Fine, I'll be Dave..."

Meanwhile, one of the ninja guards looking out the window wondered what all the noise was, and why there were explosions everywhere. He decided to try checking it out later, since he had all the time in the world...

DOUBLE-EDIT: Exactly how many points in each skill? I put it as 2 in Technopathy and 1 in Force Field; You can change this for now (although later I'm not going to allow re-specing! Only when I change the charts!).

The Electromancer studied his wristwatch which could project minor force fields, and which allowed him to cast the move Ion Field. He decided to mess around with it a bit. He pressed a button on his staff, causing a bunch of screwdrivers and blades and wrenches and other gadgets to pop out (since it was a Swiss Army Staff). He took one of the screwdrivers and opened up the Shield-Projector Watch, and started studying it. After a cursory once-over, he immediately saw tht he could attach the subatomic manipulator core to the photon collector via a plutonium-silicon recombiner in order to create a constant regenerating force field around the watch. The Electromancer, after managing to create his very own force field, re-closed the watch. Force Field is now at Rank 1/4! Sillyman has a shield point!

The Electromancer felt like playing with some more gadgets. He picked up Hal and started tooling around in his brain. The Electromancer flipped the wrong switch, causing the robot's eyes to glow red as it said ''I CAN'T LET YOU DO THAT DAVE.'' The Electromancer quickly flipped the switch again, causing Hal to be less scary. Within minutes, the Electromancer felt that he understood the mechanical and logical mind of his robot pal, giving him Technopathy Rank 2/4! Hal's Energy Up will now heal the user by 2 instead of 1!
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Old 07-07-2008, 05:14 AM   #12
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

BTW, ROADTRIP. Let somebody temporarily replace me for a week unless I speak up from Nationals, because they might have a computer lab that I can use to check teh forums. If somebody does act in my stead for a week, I shall reward them with an arbitrary treasure.
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Blaaaah.

Last edited by Sillyman; 07-07-2008 at 05:14 AM.
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Old 07-07-2008, 06:12 AM   #13
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

Bonemaker and Crusher

Crushers skillpoints:
2 in Armored, 1 in Quaker

Bonemaker's skillpoints:
2 in Microbiology
1 in Cryptonite
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Old 07-07-2008, 07:15 AM   #14
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

*raises hand to replace Sillyman*

Seeya, get back soon! And let me take your position, please.
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Old 07-07-2008, 12:01 PM   #15
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

Quote:
Originally Posted by Sillyman View Post
BTW, ROADTRIP. Let somebody temporarily replace me for a week unless I speak up from Nationals, because they might have a computer lab that I can use to check teh forums. If somebody does act in my stead for a week, I shall reward them with an arbitrary treasure.
You can't give away treasures! The person will get the ''Play As Class'' trophy, though.

Since Bobinator's at the top, he'll be the one to replace in, temporarily, but only after a battle starts and Silly's characters actually need to do something. We're just waiting for Blackduck to pick skills right now before you can go lay smackdowns on ninjas.
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Old 07-07-2008, 01:28 PM   #16
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

If I'm allowed to play, I'll be a Pyromancer. Named Bobinator. Who is totally not a self-insert.

Hey, can I give my guy his own flavor text? I've got a story and personality planned out for him, or I can describe him to you, Coolguy. It's OK if you don't want to, though.
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Old 07-07-2008, 02:48 PM   #17
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

No, you can't. You had to have signed up.

Also, Coolguy, you called Brainstorm "Telekinetic Storm" in your Tier 3 skill of Unity in the Psychomancer.
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Old 07-07-2008, 02:49 PM   #18
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

You're just replacing somebody else temporarily; It's not truly entering the game! You have replaced Sillyman's characters until he gets back next week - They are Dave the Electromancer, his robot Hal, and George the Biomancer.
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Last edited by Coolguy; 07-07-2008 at 02:49 PM.
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Old 07-07-2008, 06:38 PM   #19
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

What? You can't? Oh well, it's not an issue, since they have a computer lab in the library at the college Nationals is held at.
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Blaaaah.
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Old 07-07-2008, 09:08 PM   #20
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Default Re: T&T Dungeon 3: The Secret Ninja Lair!

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What? You can't? Oh well, it's not an issue, since they have a computer lab in the library at the college Nationals is held at.
Of course not! You can't give SWC gallery goals to other people, can you?

Well, nevermind about the temporary-replacement thing, Bobinator. Although if anybody drops out, you can still take over for them, since you're still at the top of the list!

Also, BD, wake up and pick your skills, please!
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