02-20-2014, 11:05 AM
Crossposting from goonthread:
Been weeks since I've played due to a shitty computer situation, but I dreamed of SS13 last night.
I was a Wizard, and I had a bunch of spells, but was trapped on the Arrivals shuttle due to an unusual placement of those non-destroyable shuttle blocks. I used the diagonal movement exploit (a thing that exist) to get through most of them until I guess an admin deleted them? Then I went on fireballing the crew, except the spell had been renamed to "Lazy Uncreative Asshole Ball". Then after people fought back I teleported back to the Wizard's den...which instead of a shuttle, was a crystal-themed derelict, with monsters roaming the halls outside of the safe wizard's area.
I am such a god damn nerd
Captain Bravo:
From the weirdest dream... comes the greatest thing.
Seriously, can we make this a thing? Move the wizard's room onto a big derelict, and give him some shutters he can activate from inside. So if the wizard wants to adventure and fireball some monsters (If they ever fix fireball to let it target mobs...) he totally can do that. Or if someone wants to try and break into the wizard den and steal some robes, they can do that. But anyone just trying to zip over and attack the wizard at home is going to have to deal with mobs, and will still probably get stonewalled at the end by a closed pair of shutters.
Nakar:
It would actually be interesting to give the crew an alternate win condition to Wizard mode by invading the wizard's dungeon and destroying his crystal ball or phylactery or spellbook or whatever the hell grants him his powers.
Heck, make it a spellbook they can burn, let the wizard change his spells out whenever he wants to at his spellbook (subject to a limit on spells he can know at any one time), and make teleportation free but on a cooldown. The wizard gets a mystical warning if any adventurers set foot in his dungeon, so he can choose whether to keep at his mission or teleport back home to defend his spellbook with his monsters, traps, and of course his own powers. And the wizard is immune to all of these things because he's the dungeon master because of course he is.
Maybe have a separate, sealed-off section full of monsters hostile even to the wizard that's full of goodies, so if the wizard wishes to try his luck he can or the crew can invade even on non-wizard rounds to try to get at some Space Wizard Federation artifacts.
Posting this shit here for more cool wizard ideas and rad pics of wizards doing cool stuff
Been weeks since I've played due to a shitty computer situation, but I dreamed of SS13 last night.
I was a Wizard, and I had a bunch of spells, but was trapped on the Arrivals shuttle due to an unusual placement of those non-destroyable shuttle blocks. I used the diagonal movement exploit (a thing that exist) to get through most of them until I guess an admin deleted them? Then I went on fireballing the crew, except the spell had been renamed to "Lazy Uncreative Asshole Ball". Then after people fought back I teleported back to the Wizard's den...which instead of a shuttle, was a crystal-themed derelict, with monsters roaming the halls outside of the safe wizard's area.
I am such a god damn nerd
Captain Bravo:
From the weirdest dream... comes the greatest thing.
Seriously, can we make this a thing? Move the wizard's room onto a big derelict, and give him some shutters he can activate from inside. So if the wizard wants to adventure and fireball some monsters (If they ever fix fireball to let it target mobs...) he totally can do that. Or if someone wants to try and break into the wizard den and steal some robes, they can do that. But anyone just trying to zip over and attack the wizard at home is going to have to deal with mobs, and will still probably get stonewalled at the end by a closed pair of shutters.
Nakar:
It would actually be interesting to give the crew an alternate win condition to Wizard mode by invading the wizard's dungeon and destroying his crystal ball or phylactery or spellbook or whatever the hell grants him his powers.
Heck, make it a spellbook they can burn, let the wizard change his spells out whenever he wants to at his spellbook (subject to a limit on spells he can know at any one time), and make teleportation free but on a cooldown. The wizard gets a mystical warning if any adventurers set foot in his dungeon, so he can choose whether to keep at his mission or teleport back home to defend his spellbook with his monsters, traps, and of course his own powers. And the wizard is immune to all of these things because he's the dungeon master because of course he is.
Maybe have a separate, sealed-off section full of monsters hostile even to the wizard that's full of goodies, so if the wizard wishes to try his luck he can or the crew can invade even on non-wizard rounds to try to get at some Space Wizard Federation artifacts.
Posting this shit here for more cool wizard ideas and rad pics of wizards doing cool stuff