Posting mode: Reply
Password(Password used for file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 250x250 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • ????????? - ??

  • File : 1328601777.jpg-(100 KB, 500x313, 6115713823_0451e8c92e.jpg)
    100 KB TG Quest planning thread - also requisitions arguing Anonymous 02/07/12(Tue)03:02 No.17840192  
    Make a list of what you want to ask from your scryers/communers.

    We're dealing with 8-bit distopia this time.
    >> Anonymous 02/07/12(Tue)03:07 No.17840226
    1. Deal with Wily
    a. Steal Dataslate
    b. Remove info from Wily's memory
    c. Make backup of all data on computers, especially experimental robot plans.

    2. Deal with Eggman.
    a. Find out what causes distortion
    b. Steal or destroy it and Metal Sonic
    c. Remove info from Eggman's memory

    3. Go to Digsite
    a. Find out what's causing distortion
    b. Deal with guards
    c. Steal or destroy distortion

    4. Deal with Gems
    -more info needed

    5. Kill, destroy, or turn main boss back to normal.
    >> Anonymous 02/07/12(Tue)03:14 No.17840262
    For the Aurors:
    1.Study Wily's Dataslate to see what he got from it. Possibly see which robot masters he's packing.
    2.study Robotnik's lab to confirm what specifically is causing the distortion, most likely metal sonic.
    3. Check out the layout of the digsite, and see if we can get a glimpse of what they're digging for.

    For the Farseers:
    See if there's any notables among the corpses/prisoners.
    >> Anonymous 02/07/12(Tue)03:25 No.17840342
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)03:41 No.17840460
    Bootleg Today, fellow questers.

    My CrawlDude has managed to map most of the CrawlWorld for you, and has written down a list of noteworthy loot and monsters to capture.
    Note that if you want the Abyss, Pan, or the 4 Hells fully mapped, then ... Ha Ha No. jpg
    I'll need to re-read past threads to get an idea of who wants to buy what for this upcoming mission.
    >> Anonymous 02/07/12(Tue)03:43 No.17840483
    So, did you do it the hard way, or just turn on wizard mode?
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)03:44 No.17840495
    Of course I did it the hard way.
    And may I say: Zot:5, Tomb, and Slime1-5 can all choke on a bag of poop.
    >> Potential Writefag 02/07/12(Tue)03:45 No.17840502
    While we're doing this, we should have our stealthy units hunt through the debris field for anything useful or interesting. We've already identified Gradius tech, so it stands to reason there'd be other goodies lying about.

    Or maybe right before we leave... Depending on how hot we gotta run.

    MetaOP should know by now we're masochists when it comes to this quest. He seemed honestly surprised that we were choosing a deliberately harder linchpin...

    Anyway, my money's on the big bad being some form of Dark Matter, or a really corrupted version of Ganondorf. Honestly, I'm going to laugh if it ends up we reforge Gurthang into a new Master Sword. I will utterly laugh. If we do, though... I vote for Agrias to get it; since the Daikatana's better off in the hands of someone in power armor like the KI.

    Wild speculation and vaporware dreams. Thoughts, comments, trolls?
    >> Anonymous 02/07/12(Tue)03:45 No.17840503
    Damn, you're a masochist.
    If it was for the quest, I'd have just done it the easy way.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)03:48 No.17840522
    Not meaning to bitch, but ...
    The Draconian Callers and the Death Drakes
    The Sigmund with the Wand of Disintegration
    The Zot:5, with its teleport traps blocking the hallways to the Orb of Zot. (Ended up in my favor after I bought an amulet of stasis)
    3 Ancient Liches, 3 Orbs of Fire.
    Vaults:8 was pretty tame in comparison, the "Ha ha you saw the rune now you die" room was Stone giants and Storm dragons this time, instead of Ancient Liches and Ancient Liches.

    I never saw Boris.
    I never saw Saint Roka.
    I find both of these facts quite strange.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)04:05 No.17840629
    Do you guys have any idea what might have happened to Saint Roka and Boris?
    Those two are pretty much the only constants in terms of uniques, and neither showed up.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)04:11 No.17840666
         File1328605860.jpg-(39 KB, 669x338, tomb3 Stairdance.jpg)
    39 KB
    Wait, No, Found Boris.
    No sign of Roka yet.
    >> Anonymous 02/07/12(Tue)04:21 No.17840737
    Can the Farseers do vague?
    a: someone who must live so that this world must be saved
    b: a place full of sacred magic (to reforge Gurthang)
    c: something useful yet long forgotten
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)04:38 No.17840802
    I'd have the Farseers look to see if they recognise any characters on the walls - mention Samus, Mario, Sonic, the Ninja Turtles, and Megaman.
    Aurors should take a closer look at the Digsite. See what it is they're digging for.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)05:53 No.17841251
    Some things to ask the three goddesses:
    Where are the heroes that can help us, and how do we get in contact with them?
    What have Wily, Robotnik, the Foot clan, and the Space Pirates been up to, in the last month?
    >> Rynex !3KCroq6wAA 02/07/12(Tue)06:51 No.17841532
    Heya guys, and Bootleg OP.

    We've gotten two subtle hints to go time travelling: Gradius tech, and possible Master Sword?

    (side note: Gradius tech is pretty broken, just right next to R-Type).

    We could ask the three goddesses how long it's been since the distortions appeared. From there, we could possibly pinpoint in time when to jump back in time and prevent all this.

    What else could we do with time travel? If we time travel in the meta, we could have probably warned our past selves not to do something, or two. But in an immediate case, we could use time travel to prevent at least one Requisitions base from being nuked.

    Alternatively, if Gradius V is an indicator, the tech would allow us to team up with our past selves in this canon at least.
    >> Taffer 02/07/12(Tue)07:10 No.17841610
    Well, I have no clue about Legend of Zelda but was the Master Sword ever broken? If it was we could reforge Gurthang where the Master Sword was reforged. If not, the original place the Master Sword was made is still a good choice. We can also get the blessings of Din, Farore and Nayru during the reforging to power it up further, as we are gonna help them cleanse their land.
    >> Anonymous 02/07/12(Tue)07:26 No.17841697
    I know that use of time travel is one of the Transpace Guard's methods of dealing with certain worlds as an alternative to a Rewriter bomb, but I think it needs to be cleared with HQ. Mind you, if we can avoid causing a Paradox with the stuff we have, than its a possibility worth consideration.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)07:32 No.17841721
    >We've gotten two subtle hints to go time travelling: Gradius tech, and possible Master Sword?
    That and the Chamber of time from OOT.
    And the chamber of time from Twilight Princess.
    And the Gurus from A link to the past.
    Link's been around time a lot, not even counting the fact that at least 3 different characters (and up to 11) are named after him.

    >Was the master sword ever broken?
    Breaks down more than an Orcish iMac near seaspray. Biggoron helped him reforge it once, the Picori helped him once, and some random Blacksmith in a hut in nowhere helped him a 3rd time.

    Good point about the Three Goddesses' blessing. If we can find who has the Triforce of Wisdom, Power, and Courage (My best guess is Splinter, Wily/Mother brain, and Protoman) then we can use that to our advantage.

    Assuming Nurgle!Kirby in the center hasn't already eaten all the protagonists yet.
    >> Anonymous 02/07/12(Tue)07:34 No.17841733

    You're sure? Not SecurityGuard!Link?
    >> Anonymous 02/07/12(Tue)07:57 No.17841809
    Requisitions went boom, remember? We have no more Rewriter Bombs to use.

    As for weaponized time travel, that's possible by focusing the energies into a beam. See:


    The only problem is that you'll need pinpoint application in a lot of cases, like perhaps, directly against the distortion.
    >> Anonymous 02/07/12(Tue)08:11 No.17841865
    I cannot stress this enough but the games are not valid sources for pretty much anything given the level of divergence and original content made for the setting.
    The rules of an ordinary Hyrule canon might not be applicable here and probably aren't.
    >> Anonymous 02/07/12(Tue)08:20 No.17841914
    Shit man, what happened to requisitions?I've been busy and everything's gotten all weird... and yes, I realize how odd that is to say, considering the topic.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)08:23 No.17841930
    In the past, where I run my quest, they are fine.

    In the current time, where MetaOP runs his quest, a combination of Insider dealings, and Firemen wanting to choke all the forces, Requisitions' HR and Logistics branches got nuked after someone on the inside lowered the defenses.

    As a result, most of the Looter and Farmer teams got pissed off, and stopped working for the Transpace Guard.
    >> Anonymous 02/07/12(Tue)08:24 No.17841938
    I'd like to point out to everyone thinking about using time travel that the Meta is on a different timescale than the local timeline of a Canon.
    We can go backwards and forwards in a Canon's timeline as much as we want, but we CAN'T do the same in the Meta.
    Which means that time in the Meta, and the progress of the moving reality distortion and the battle between the Void Engineers and Chaos over any remaining S.T.O.B.'s will continue unabated regardless of any time-traveling we do.

    Also, we have to FIND these places, if they even still exist.
    >> Anonymous 02/07/12(Tue)08:38 No.17842029
    That's a rather biased reason.
    Even if the horrific ethical violations weren't the true purpose for the bombings, it is the reason no one's really exactly mourning them.
    Also why recruiting a looter team will be complicated.
    >> Anonymous 02/07/12(Tue)11:00 No.17842967
    If we can reforge Gurthang, yes, I agree with equipping Agrias with it.
    Maybe Agrias will be a good influence on the sword, and the sword can finally be wielded by someone who's not a tragic anti-hero/asshole who did nothing but make one mistake after another.
    >> Anonymous 02/07/12(Tue)12:03 No.17843370
    I think we have reached consensus on this matter. This has come up again and again, and nobody has objected. Gurthang, once reforged, will be passed to Agrias.
    >> Anonymous 02/07/12(Tue)12:05 No.17843384
    Oh bear-bro. I fed you to my evil back hairs.
    I'm sorry.
    >> Anonymous 02/07/12(Tue)12:24 No.17843479
         File1328635477.gif-(3 KB, 61x50, 55-teddie_say.gif)
    3 KB
    It's alright. He's Douglas' Bearsona now. He's been beary useful to us so far. It was something of a surprise, actually. Ebon Night was unprebeared for him, at least. You should have seen it! It was unbearlievable!
    >> Anonymous 02/07/12(Tue)12:31 No.17843509
    So how come all of the stupid seemed to rush back in after we dealt with Sapphirus?
    30 minutes with only one post that had orders, some anon unable to think for themselves and waiting on posts from Fireman Prime, Potential Writefag and Bootleg OP, and people unable to understand what a Meta-Stable Crossover is, or the difference between a stable Crossover and a Meta-Contaminant even though the distinction is obvious (one generates a reality distortion, the other does not).
    >> Anonymous 02/07/12(Tue)12:46 No.17843608
    To be fair, we kind of found ourselves dealing with a massive crossover with widespread reality distortion. The last time that happened was Vaderworld. I guess people might have panicked slightly.
    >> Anonymous 02/07/12(Tue)12:57 No.17843676
    If time travel works inside a canon, then isn't it possible to save a Requisitions base from getting nuked? There are several bases, so there has to be at least one that's tucked inside a canon, right?
    >> Rynex !3KCroq6wAA 02/07/12(Tue)13:04 No.17843716
    >>As a result, most of the Looter and Farmer teams got pissed off, and stopped working for the Transpace Guard.

    So those teams that quit are now working as mercenaries?
    >> Anonymous 02/07/12(Tue)13:21 No.17843857
    That's no excuse for the sheer idiocy on display in the last thread.
    Panic still gets troops killed, regardless of its origin.
    >> Anonymous 02/07/12(Tue)13:23 No.17843875
    >As a result, most of the Looter and Farmer teams got pissed off, and stopped working for the Transpace Guard.
    Did MetaOP confirm it in an email?
    Because there's been no confirmation of that from his actual posts.
    >> Anonymous 02/07/12(Tue)13:49 No.17844082
    The thing is, it isn't obvious given that it's a fancreation.
    And that there were too many reality distortions to count.
    That means bad.
    >> Anonymous 02/07/12(Tue)16:13 No.17845329
    So...do we have any plans for looting? I know there's a whole mass of derelicts in space that might be worth nabbing, if not for the still-alive ships in the area, and the variouss wrecked vehicles on the moon might be worth grabbing.

    If we're breaking into Wily's and Robotnik's respective headquarters to retrieve the metacontaminants, might I suggest we swipe an additional robotics data we can find for our own use (as long as it doesn't compromise the main operation)? At the very least, grab some nonfunctioning bots from a junkyard for analyse/reconstruction.
    >> MetaQuest OP 02/07/12(Tue)16:15 No.17845354
    It's not a matter of Looter/Farmers getting pissed off, it's a matter that Requisitions as a whole is in disarray due to the attacks, not to mention a good chunk of their infrastructure was wiped out.
    >> Anonymous 02/07/12(Tue)17:01 No.17845958
    One thing we could ask the goddesses is how much of what we know of as Zelda canon applicable here.
    Like for starters are the three bearers of the Triforce ultimately the reincarnations of the goddess Hylia, her champion, and the demon lord Demise?
    >> Anonymous 02/07/12(Tue)17:09 No.17846065

    Depending on their answer, we can have people (Elaine, Agrias and Cheryl) become the avatars of Din, Farore and Nayru by having the Eldar Farseers help us with the method. Like this:


    >> By sacrificing an Exarch to Khaine on the eve of battle, the Avatar becomes a fiery, animated manifestation of the god, including the blood dripping from his hand, and leads the Eldar army into battle

    Except the three goddesses won't actually need blood sacrifices, right?

    If that doesn't pan out, we could ask the goddesses specific questions to help us travel through time and prevent the distortions.
    >> Anonymous 02/07/12(Tue)17:31 No.17846359
    lets see some things i noticed while reading up on 8BitDystopia:

    >there are 3 literal links running around, theres "Adult link" who is older and has done his quest already and is off at a bar getting stark raving drunk since his life went to hell, young link which is running around helping the resistance of Dr. Light and factory link was just starting to figure out WTF is going on

    >there are 3 confirmed elder gods: the wind fish, which may be at the center of hyrule, Gygias, and kirby, who has a shitload of fanatics who are batshit insane

    >Zero does in fact exist in this setting, he is what happened when the magaman project of Dr. light's got merged with protoman. so Zero is Protoman and wily just finished with him if we are just where It is considered

    continued in next post.
    >> Anonymous 02/07/12(Tue)17:32 No.17846366
    >there are quite a few threats floating around in space so we should probably prepare our shits for what could be the following: Marx running around being a Faux-god and killing everyone and everything around him to save them from kirby. also Sinistar is probably running around about to go break things. also theres the ever potential of kirby jumping into the dimension anywhere to eat whatever the hell gets out of dreamland and the entire planet its on with it.

    >sonic is a psychotic merdering psychopath who is running around everywhere at all times, dealing witwith ANYTHING on the surfact should be done with extreme caution because if we say just put a could troops in and sonic doesn't like them, they are probably dead before we can deal with it.

    >in addition to the sonic threat on the ground: there are bombermen who are killing things because they were slaves and are royally pissed off, there are the hyper sexual deviants that are the ice climbers, the Robot masters can easily kill humans just by trying hard enough, so they are fairly powerful, also there is the bazillions of badniks robotnik has at his disposal patrolling around from time to time, also yoshi's are pretty much cloned dinosaurs with fairly low intellect that are running around.

    >the Great Fox if unlmolested should have falco and peppy/slippy. odds are statistically likely it has been unolested because of the invisibility cloak they have on as was said in the metaquest thread.

    analysis: we have people to loot and stuff we can highjack, but god damn i almost would have preferred going into the 40k universe and harassing people then going to the video game hell this place has.
    >> Anonymous 02/07/12(Tue)17:35 No.17846402
    Yeah we... we probably aren't going to get out of this without sustaining fairly heavy casualties.
    But that doesn't mean that we shouldn't try.
    >> Anonymous 02/07/12(Tue)17:42 No.17846490
    i agree we should try but i felt i needed to point a few things out.

    so what i was essentially pointing out is:
    1. there is a HELL of alot of things that want to fight us, and probably attempt to kill us.

    2. we can get quite a few people here for pretty much free: Since there are 3 links running around, we could probably nab one, and i suggest adult link who already did his thing. we can get the zero blueprints here, and we could potentially go deal with the falco/peppyor slippy issue on the great fox.

    3. security is probably going to be the easy part, the HARD part is the center of the planet which i guarantee is probably one of the elder gods, my bet is the wind fish.
    >> Anonymous 02/07/12(Tue)17:46 No.17846539
    Well, grabbing Zero/Protoman is right out. He's Wily's right hand robot. Besides, he wouldn't have the experience and EX skills that the Zero from the regular Megaman timeline has anyway.

    But if we can find scrapped robots/vehicles/ships that we can obtain fairly risk-free, I say go for it.

    We need to figure out what these lesser reality readings are. I think they're probably Wilybots/Badniks upgraded with external modifiers. If that's true...oh boy.

    I wonder...can the Aurors get a good look at the Robot Masters with Wily? Do they appear upgraded in any way? For that matter, examine the Metal Sonic Robotnik's working on.
    >> Anonymous 02/07/12(Tue)17:50 No.17846581
    i think we could probably nab the blueprints while we are raiding wilys labs, not zero himself though.

    i assumed the lesser distortions WERE in fact probably modded robots.

    otherwise i agree.
    >> Anonymous 02/07/12(Tue)17:55 No.17846655
    I should point out that while we will possess Zero's blueprints (assuming they are equivalent to the version that we all know), it will likely be missing most of Zero's command arts and EX skills (including that precious Time Stop). If we can get the Reploid himself at a later date (or hell, just his cyberelf and stick it in a body we provide), I think we should. After all, it takes more than just the body to make a hero. Just ask Omega. Of course, I'll go with whatever the command crew as a whole decides.

    If we can get the Great Fox and crew, I say go for it. If not, we can't. Let's not stress ourselves.

    Are we agreed to try and loot some of those abandoned Vehicles on the moon if we have the chance? The derelicts will probably be a dicier prospect, as well as raiding scrapyards, but they are both options worth considering.
    >> Anonymous 02/07/12(Tue)17:57 No.17846678
    personally is we don't have to land ever i will be ok with it, because the planet if full of terrible to deal with in addition to the never slowing sonic shenanigans.
    >> Anonymous 02/07/12(Tue)18:00 No.17846711
    If the lesser distortions are modded robots, we're going to have to A) travel back in time and nip the distortion in the bud or B) go on a robot-smashing spree that Sarah Connor would call excessive.

    I can't help thinking. If we can get those people ensnared by the Elder God out, we should. They might be natives or foreigners to the canon. Either way, we can loot them (probably).
    >> Anonymous 02/07/12(Tue)18:03 No.17846736
    I think if we land in places we know are 'safe' (Wily and Robotnik headquarters) we should be OK. Mind you, doesn't Robotnik have some way of seeing him coming? If we can tap into that, we can pull our people out the way, let him pass through, and then clean up.
    >> Anonymous 02/07/12(Tue)18:10 No.17846802
    Taking people from here is a bad idea, since this is a Game Setting and not a Plot. The Links for example are fixtures of the setting, like Elminster or Blackstaff are in Forgotten Realms or Picador and Fastjack from Shadowrun. Taking them would be tantamount to kidnapping a major named Side-character without the proper precautions.

    We can recruit nobodies, redshirts, people without any relevance to the Setting. But not major plot points.
    >> Anonymous 02/07/12(Tue)18:25 No.17846990
         File1328657149.png-(101 KB, 192x411, synd_agent.png)
    101 KB
    I say we need Syndicate Agents. Most companies will offer anything for sale provided you pay enough. Combine that with fully upgraded cybernetics including persuadetron, we can convince anyone to anything.

    It will be so much easier to complete missions when everyone agrees with you.
    >> Anonymous 02/07/12(Tue)18:30 No.17847055
    of course, schematics and wrecked salvage is fair game, right?
    >> Anonymous 02/07/12(Tue)18:31 No.17847064
    so theres the go back in time way or the Raidah go smash the crap out of things way.

    I vote going back in time to fix the mess personally, but i'm not sure how to do that with our current group of people.

    also looting cultists is an extremely bad idea because of the fact that they may actually have some way of summoning kirby, and if kirby shows up, the entire canon is royally fucked.
    >> Anonymous 02/07/12(Tue)18:38 No.17847160
    As if sending operatives into the past without any support is any smarter.
    None of the time travel methods that the LoZ games had would allow our ships to pass through. We would be unable to communicate with them, as we don't have a comm array with a chroniton temporal node. Not only that, but our ships aren't temporally shielded. There's no telling how we would be affected by a temporal wave.
    >> Anonymous 02/07/12(Tue)18:43 No.17847230
    this is very true as well, like i said, i don't see how we could feasibly go back in the past and back, so we may need to go do the kill every robot and hope to god we don't lose half our guys in the process method.

    in other words, going to this meta was a terribad idea but we are here so we should probably do something about it.
    >> Anonymous 02/07/12(Tue)18:53 No.17847411
    What about the 'drop in, do the objectives, get the hell out' way?

    Do these guys have anything that can compare with the teleporter stuff we have? If we have a good enough visual (via our critical rolls) we may be able to just beam a solid away team into where we need to go.
    Not saying we shouldn't do more research in depth of their defenses for each area, but I think it would be the ideal entry method.
    >> Anonymous 02/07/12(Tue)18:56 No.17847466
    Well, it may be an idea to go after the dig site. That's probably the lightest defended. Of course, that has the effect of putting Wily on guard which would make swiping that slate plus any other schematics...difficult.

    I think we should try to hit both of the Wily targets simultaneously, to prevent either being reinforced. Mind you, both Wily and Robotnik are public figures, which means they wil have schedules. We could theoretically raid Wily's and Robotnik's labs for loot and the distortions while they're out giving speeches. For getting the Dataslate from Wily, we need to get him away from his robots, pehaps by rigging a portkey (something only HE would pick up-other than the Dataslate, for obvious reasons) in his office to take him to an ambush site? Remember, Wily and Robotnik are probably not expecting magic. Of course, that may have changed due to external factors.

    Can the Aurors get coordinates for the places that they're scrying? For apparition, if not our own teleporters.
    >> Anonymous 02/07/12(Tue)19:01 No.17847546
    the problem is if Wily and/or Robotnik have already modified their robots with Meta knowledge. Even if we swipe the original data, they can reverse-engineer from what they've already made. Not mention, more powerful robots care screw up the canon in a knock-on effect- for example, a stronger JOE unit might kill Mario when he was originally supposed to beat it, meaning that Mario can't save Megaman, who in turn can't save Link. You see the problem?
    >> Anonymous 02/07/12(Tue)19:31 No.17847988
    So what you're saying is 'wipe this filthy city off the map so that Hyrule may live once more'?
    Or merely 'assassinate or obliviate the two most powerful men in this canon'?
    >> Anonymous 02/07/12(Tue)19:32 No.17848007
    You know, we could send the AUH back asking Holtz for advice. I mean, I don't think it's carrying anything particularly necessary to our operations other than the 100 baneblades. Perhaps we should request permission for use of a chronosphere. Yes, that is an option. We considered it as an alternative to the rewriter bomb in Vader earth, if you'll care to recall. If we can get intelligence from the Goddesses on the specifics of the incursion, we can use the chronosphere to nip it in the bud. Failing that, check with Holtz if would be feasible to perform timetravel in canon. Get the Gurus in on this.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:34 No.17848039
    Hi Guys!

    So, who wants a session of Bootleg Quest?
    >> Anonymous 02/07/12(Tue)19:34 No.17848042
    /raises hand!
    >> Anonymous 02/07/12(Tue)19:36 No.17848055
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:36 No.17848065
         File1328661410.jpg-(22 KB, 537x190, 48_kilobytes_of_typing.jpg)
    22 KB
    Good grief it was a monster doing all of the in-quest planning.
    That's 48 kilobytes of pure text.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:41 No.17848142
    I'm going to sleep soon.
    Rather than make a new thread, I'm going to post the Dosh costs for various useful "Stuff for the Dungeon Crawl Stone Soup run" things.
    As of now, requesting new heroes or troop choices is CLOSED.

    A High-lethality route isn't what you're planning on.
    Assuming you're doing your job properly, you'll get at least 10x the DOSH out of the creatures you loot, compared the items you pick up.
    Considering this, I've removed the "Blows shit up in a hail of gunfire and death" options from your recruiting list.

    So, the list of possible shit to buy is:
    >> Anonymous 02/07/12(Tue)19:41 No.17848147
    correction: that's 48 kilobytes of pure DOSH.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:41 No.17848150

    Orbital Support:
    Heavy Teleport Support: 60 DOSH
    Electrified Steel Nets for Heavy Teleport Support are 5 DOSH for as many as you can realistically use.
    Rejuvenation Device: 20 DOSH (grants the effects of healing and rest to organics that touch it)
    Mechanical repair and recharge bay: 20 DOSH (can fix mechanical things, like guns, mecs, and robots)
    Alien Containment Rental: 15 DOSH
    Floor space for 50 troops: 10 DOSH
    Storage space for 5 mechs: 10 DOSH
    Enough Food for everyone: 0 DOSH (Not surprisingly, Requisitions feeds its own people)
    You start with enough space for 14 Troops, 10 Troops + 1 Mech, 6 Troops + 2 Mechs, or 2 Troops + 3 Mechs.

    Weapon items:
    A Holy Water Cannon is 35 DOSH. It is a crew-served weapon, though Mechs (and mech equivalents) can fire it without support.
    Infinite Holy Water Maker is 8 DOSH. It can be sprayed at enemies, though its range and damage are both only a quarter of the holy water cannon's.
    TMAR Tau Cannon: 8 DOSH each. Can fire through walls. Never runs out of ammo.
    TMAR Grenade Launcher: 8 DOSH each, and can fire-select between Frag, Incendiary, and Gas. Infinite ammo.
    TMAR Stun bomber Variant 1: 7 DOSH each. Fires Timed bombs rather than Contact bombs, allowing for easier teleport-shenanigans. Infinite ammo.
    A Staff of Negation is 2 DOSH, and requires a Hero to use. It is a spammable anti-summon and anti-magic item.
    Regular rifles are 2 DOSH for 20
    Regular pistols are 1 DOSH for 20
    Stun Rods are 1 DOSH for 5
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:42 No.17848163

    Stealth items:
    Camouflage Power Armor for 10 DOSH each. Is both power armor, and active camouflage.
    Cloak & Dagger: 3 DOSH. Invisible while stationary, and for a short time while moving. Does not function on wet or burning targets.

    Intel items:
    15 DOSH for a sees-through-walls-like-there-aint-no-walls device, typically in the form of a multi-spectrum radar/sonar, works out to 80 meters.
    10 DOSH for the NETHACK DIVINATIONS PACKAGE: Identify, Detect Monsters, Detect "Unseen" (traps), Clairvoyance, and Detect Treasure. Requires a spellcaster who is at least TRAINED in divinations to use them.
    8 DOSH for a HRV. It sees enemies through walls, but cannot see structure.
    3 DOSH for Soliton radar, a simple "shows enemies and friendlies nearby" radar with overlaid minimap.
    1 DOSH for a HUD + Comm system (per troop). This allows troops to talk to one-another and share intel data easily. If available in the archives, a Map of the area is also included.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:43 No.17848170

    Survivability items:
    A high-tech powered exoskeleton is 20 DOSH.
    A Halo-style shield is 15 DOSH.
    A Protoss-style shield is 10 DOSH.
    The ANTI-MAGIC GEM from the mansion is 10 DOSH. It weighs 200 kilograms, requires someone to carry it, and is unreliable vs. most magic, but it WILL block hostile teleports, including plane shifts to the Abyss.
    A standard power armor is 7 DOSH. It is considerably shittier than the high-tech exoskeleton.
    A Water Cloak is 6 DOSH.
    It allows you to put out normal fires 5 times per day, or magic fire once per day.
    A Red Mail is 4 DOSH. It makes you absorb fire attacks and gain HP.
    A Green Mail is 4 DOSH. It makes you absorb acid attacks and gain HP.
    A Ring of Grounding is 4 DOSH. It neutralises Electric attacks.
    A Unicorn Horn is 4 DOSH. It cures stat drains, sickness, disease, and poison.
    A Cloak of Magic Resistance is 3 DOSH.
    It makes you 100% resistant to hexes, and blocks the attacks of stinging insects.
    A Life Gem (doubles HP) is 3 DOSH.
    A Mana shield (take damage to MP if MP > HP) is 3 DOSH.
    A Ring of Regen is 3 DOSH.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:43 No.17848183

    Misc items:
    A Rune of Zot is 50 DOSH for each of Barnacled, Decaying, and Serpentine.
    A Bag of Looting is 5 DOSH. It's a Bag of Holding with no maximum limit, but it's hard to find items that are stored inside it.
    A Handy Haversack is 5 DOSH. It can only hold 25 (stacks of) items, but any item you want is easily obtained.
    A Warsong Battle Drums is 5 DOSH. It increases damage dealt by nearby friendlies by 10%, but requires a Hero unit to hold it.
    An Ancient Janggo of Endurance is 4 DOSH. It increases attack rate by 5%, and movement speed by 10%, of nearby friendlies. Again, requires hero unit.
    A Spellbook of Charm Monster is 3 DOSH. You need someone skilled at Enchantments to cast it, an Auror will suffice.
    A Boots of Speed is 3 DOSH. It makes the wearer move 66% faster.
    An Omni-tool is 2 DOSH. It's an entire toolbox in one item.
    A magic buff to grant Fire resistance (and cold susceptibility) is 2 DOSH per troop, but requires that they consent to the procedure.
    Combat drugs to increase damage resistance, Int, Str, accuracy, etc. are 1 DOSH per 5 doses. Troops must consent to take these drugs.
    Rope, Binoculars, Glue, Lights, Duck Tape, Chalk, etc: Free.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:44 No.17848193

    Gun-using Troops:
    Blacklight Trooper: 25 DOSH
    Known for using high-tech equipment, such as radars, cloaking devices, and advanced armor. Skilled at using Guns.
    Terran Ghost: 25 DOSH
    In addition to being a special forces soldier, can EMP, Snipe, Cloak, and Lockdown.
    Terran Spectre: 25 DOSH
    In addition to being a special forces soldier, is permanently cloaked, and can Pulse (stun biologicals briefly) and Mind Blast.
    Kasrkin Storm trooper: 20 DOSH.
    Comes with stronger armor and a stronger pistol than regular IG troops, and is willing to use other weapons in addition to his standard set.
    A Team Fortress Demoman is 20 DOSH. He respawns, and can use the TMAR Bombers.
    Special forces soldier: 15 DOSH
    Knows its way around a battlefield, and can take cover and fire weapons well.
    Securitron (Fallout): 10 DOSH
    Pretty stupid, but durable and accurate with its weapons. Can be modified to fire anything with a trigger.
    Ordinary Soldier: 5 DOSH
    Can use guns, and not panic when under fire.

    Melee Troops:
    A Deathclaw: 35 DOSH. Mech-sized. Durable, and hard-hitting.
    Your Deathclaw requests a DEATHCLAW SIZED AXE for 1 DOSH.
    Your Deathclaw requests a DEATHCLAW SIZED STUNROD for 1 DOSH.
    A well-equipped, well-trained Melee fighter: 10 DOSH.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:45 No.17848202

    Spellcasting Troops:
    Warcraft 10-man team: 100 DOSH.
    Contains 1 of every player class, and they are competent.
    Lots of Healing, Resurrecting, Debuff-removing, Utility, Crowd Control (temporarily disabling enemies), Buffing, and Damage.
    It will cost 2 DOSH to give all the players a usable Stun rod.
    *SPECIAL: WoW players can stand in one spot overlapping, taking up only 1 spot on the transport. They can also easily shoot THROUGH monsters to a target behind.
    Auror: 50 DOSH.
    Can cast a wide variety of spells, and learn from a wide variety of spellbooks. This one can, for example, make spams of birds, disable opponents, cure mutations, and loot all nearby items.
    Your Auror requests a MANA SHIELD for 3 DOSH.
    White Mage: 30 DOSH.
    One of the best healers out there.
    Your white mages request a MANA SHIELD for 3 DOSH.
    Crawl Player character: 20 DOSH.
    Starts at level 1. Levels up as you progress.
    D&D Player Character: 20 DOSH.
    *NOTE: OP has no idea about feats and level advancement, and only a vague idea of how D&D works. If you're going with this option, send someone who knows how to build a character.
    Summoning Mage: 15 DOSH.
    Chaff generator. Need a rain of rats and birds? He's your man.
    Can also summon and maintain control of 1 golem at a time. Golem is your choice of Fire, Storm, Ice, or Iron.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:45 No.17848217

    Support Troops:
    A Minecrafter (respawn) is 50 DOSH, but he does not respawn with his items.
    A Spire (from defense grid) is 40 DOSH. It is Mech-sized. It projects a shield over nearby friendlies, protecting them from harm, and ensuring Area of effect attacks only hit once. The shield eventually goes down.
    Your SPIRE is requesting a FAST SHIELD RECHARGER for 10 DOSH.
    A Minecrafter (non-respawn) is 35 DOSH.
    In both cases, you are being given a BOX OF IRON BARS AND WOODEN PLANKS for 0 DOSH. The Minecrafter will level up as you clear the dungeon, and will use his experience to enchant items.
    A Team Fortress Medic is 30 DOSH. He respawns.
    A Mediator from Final Fantasy Tactics is 25 DOSH. He can attempt to charm or taunt intelligent opponents, and buff friendly units via speech.
    An Ork Mek is 20 DOSH. He can attempt to repair and upgrade mechanical things, such as mechs and guns.
    The Mek is requesting GUBBINS for 1 DOSH. You are not sure what GUBBINS are, but you sure can buy some.
    A Team Fortress Engineer is 20 DOSH. He respawns.
    A Team Fortress Spy is 20 DOSH. He respawns.
    The Spy requests a STUNNING GAROTTE for 1 DOSH.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:46 No.17848226
    #8, HEROES 1:

    Fantomex, from Marvel Comics, is 80 DOSH. He can conjure illusions, is superhumanly strong, fast, and tough, has an external nervous system (scout robot), and is an exceptional marksman. If he gets Abyss'd or turned to dust, you are fired, for losing a canon-important
    Fantomex is requesting a LIFE GEM for 3 DOSH.
    Fantomex is requesting a STUN ROD for 1 DOSH.

    Zero, from the Megaman X Canon, is 80 DOSH.
    Versatile, fast-moving, and more durable than a mook, but compared to most heroes is quite squishy. If he gets Abyss'd or turned to dust, you are fired, for losing a canon-important hero.
    Zero is requesting a STUN SWORD for 2 DOSH.
    Zero is requesting a REGEN RING for 3 DOSH.

    JC Denton, from Deus Ex*, is 70 DOSH.
    He is capable of going really fast, bashing people about with stun rods, absorbing a large amount of damage, using many weapons both ranged and melee, and talking about BOMBs and Candy bars.
    Comes with his dragon's tooth sword.
    *Is actually from Invisible War near the end of the game, but keeps his Deus Ex abilities.
    JC is requesting a STUN PROD (he insists on calling it 'prod') for 1 DOSH
    JC is requesting a FAST RECHARGING BATTERY for 15 DOSH

    The Orcs Must Die! Mentor is 60 DOSH.
    He can build traps, and fight in ranged combat, with spells that can slow or stop the enemy, as well as doing damage.
    He will level up as you progress in the dungeon.
    Your MENTOR is requesting a CHANCE GUARDS for 4 DOSH. It will allow him to build 3 times the traps.
    Your MENTOR is requesting a TOME OF EXPERIENCE for 3 DOSH. It will allow him to level up 15% faster.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:46 No.17848233
    #9, HEROES 2:

    A Warcraft 3 Paladin is 50 DOSH.
    Mass res, Healing, Armor aura, and temporary self-invulnerability make him a strong choice. However, he moves slowly, and is melee only.
    Your Warcraft 3 Paladin already holds a Sobi Mask (+mana regen).
    Your warcraft 3 Paladin already holds a Staff of Sanctury (tele a friendly unit to safety and heal it, cd 45 seconds).
    Your Warcraft 3 Paladin wishes to hold a WARSONG BATTLE DRUMS for 5 DOSH.
    The Battle drums increase damage dealt by friendly units nearby by 10%.
    Your Warcraft 3 Paladin wishes to hold a JANGGO OF ENDURANCE for 4 DOSH.
    The Janggo increases movement speed by 10%, and attack speed by 5%, for all nearby friendlies.
    Your Warcraft 3 Paladin wishes to hold a STAFF OF NEGATION for 2 DOSH.
    It can be spammed to dispel all magic in a target area, and hurt enemy Summons.
    The Paladin will level up as you clear the dungeon, but will get level capped very quickly.

    A Holy Blastoise is 50 DOSH.
    This is a Level 40 Blastoise whose cannons have been modified to launch Holy water, rather than regular water.
    It knows Holy Surf, Holy Water Spout, Blizzard, and Focus Blast.
    It is holding either a Leftovers (if you bring no healers) or a Life Orb (if you bring healers).
    It will level up as you clear the dungeon.
    Your Blastoise is requesting a GROUNDING RING for 4 DOSH. It will make him immune to lightning-based attacks.

    Max, from MDK2, is 45 DOSH.
    He can accurately and reliably fire 4 guns at a time. This offers the cheapest "Soldier to TMAR Bomber" ratio available.
    He is of average move speed and durability.
    He comes with his atomic jetpack, which allows hovering.
    Max is requesting a LIFE GEM for 3 DOSH.
    Max is requesting a BOOTS OF SPEED for 3 DOSH.
    Max is requesting a RED MAIL for 4 DOSH.
    Max says that he can use Crossbows.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:47 No.17848249

    Recette, from Recettear, is 15 DOSH.
    She increases you total DOSH looted by 3% if she survives.
    Recette is requesting you bring along someone who can Resurrect.

    Tip 1:
    You would do well to take the ANTI-TELEPORT GEM and someone that can hold it. Either that, or a Cloak of Magic Resistance for each (non-respawning) person you send.
    You want to take a lot of Stunning/disabling equipment and heroes, as a majority of the dosh is in captured creatures.
    Taking at least one person who can heal and resurrect is a good idea.
    Aurors are incredibly versatile spellcasters. With the Charm Monster spellbook, they can charm monsters. With the Divination set, they can find shit and give you advanced warning of enemies.
    By equipping the 15 DOSH personal sensor on one troop, and 1 DOSH HUDs on everyone, all of your troops can see the sensor's readings, and act accordingly.
    Most of your loot is in captured enemy troops. However, you'll need to get stunned enemy troops up or down a level if you wish to loot them on levels where cTele is not allowed.
    The Minecrafter is well worth the cost in this dungeon.
    The WoW players are exceptionally cheap, and very versatile.
    The Green Armor will make at least one branch of the dungeon a cakewalk.
    Take at least 1 character that can gain experience. You will earn DOSH for selling that character back once he/she is levelled!
    There is at least 1200 DOSH of personnel on Zot:5
    There is at least 1000 DOSH of personnel on Vault:8
    There is at least 300 DOSH of personnel on Elf:5.
    There is at least 150 DOSH of personnel at the end branches of Snake, Shoals and Slime (each).
    There are, of course, personnel spread across the entire dungeon that you can loot. But this is just to give you an idea.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:48 No.17848267

    Tip 2:
    I've cobbled together the following loadout:

    Orbital support:
    + NETS (5 DOSH)
    1 FOOD (0 DOSH)

    + HUD (1 DOSH)

    1 WOW TEAM (100 DOSH)
    + STUN RODS (2 DOSH)
    + HUDS (10 DOSH)

    1 AUROR (50 DOSH)
    + HUD (1 DOSH)

    Ranged attackers:
    1 MAX (45 DOSH)
    + 4 * TMAR BOMBER (28 DOSH)
    + RED MAIL (4 DOSH)
    + LIFE GEM (3 DOSH)
    + OMNI-TOOL (2 DOSH)
    + HUD (1 DOSH)

    Support troops:
    + HUD (1 DOSH)

    For 460 DOSH, or 230 DOSH "Loss".
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:51 No.17848322
         File1328662308.gif-(8 KB, 397x400, go_circle.gif)
    8 KB
    Now, I'm going to sleep, since dear god I've been awake for hours writing that up.
    It's 14.5k of PURE DOSH.

    Pick the loadout you want, based on these restrictions:
    Anything you buy, and destroy/consume, is DOSH lost.
    Anything you buy, and keep intact to sell back, LOSES 50% of the initial cost.
    You have a maximum of 850 DOSH to work with.
    There are no restrictions on how much, or how little, of each item you buy - save for the above 850 DOSH limit.
    You will need to buy transport, if your troop choice can't fit in the skyranger.

    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)19:53 No.17848361
         File1328662432.jpg-(144 KB, 1506x455, bulbs_rrryy.jpg)
    144 KB
    Oh, and this is the status of your COMMON SENSE.
    5 Bulbs on.
    Of those 5 bulbs, 3 are CHARGED (meaning you tried to earn a bulb, but your bulbs were already full).

    Hopefully, when I wake up, we'll have a solid Dungeon Crawl Stone Soup looting team assembled.
    >> Anonymous 02/07/12(Tue)20:26 No.17848858
    >>Are we agreed to try and loot some of those abandoned Vehicles on the moon if we have the chance? The derelicts will probably be a dicier prospect, as well as raiding scrapyards, but they are both options worth considering.

    If Falco and Slippy tell us it's okay, then it's okay.
    >> Rynex !3KCroq6wAA 02/07/12(Tue)20:29 No.17848902

    1. We ask the three goddesses if the Master Sword can affect our entire fleet to travel through time.

    2. If that fails, get the Gradius ships and activate their time travel devices.

    Early /mid-evening and daytime /tg/ is hard to talk to during planning threads.
    >> Anonymous 02/07/12(Tue)20:31 No.17848921
    What are Falco and Slippy's status in the 8-bit dystopia writeups so far? Is Fox himself dead?
    >> Anonymous 02/07/12(Tue)20:42 No.17849077
    Well, they won't know if we loot the moon or the robot scrapyards. Perhaps we should pretend to a salvage team? we could fabricate munitions to give to them in exchange for letter us haul off some of the derelicts for refit.
    Don't forget to ask the Gurus about time travel. They might have some ideas. We could always send some of our team via the sword, and follow with gradius ships to follow.

    Of course, we could check out the artifact and the two labs before we go. Just to get our hands on whatever is causing the distortions. Plus any other blueprints that catch our eye. If we interfere with the handover, the items may be lost forever. If we get the copies first, then we might wind up with paradox duplicates which the Gurus can stabilise.
    >> Anonymous 02/07/12(Tue)21:07 No.17849398
    from here: http://suptg.thisisnotatrueending.com/archive/7078929/#7087655
    >So, my idea for Starfox is that there are only two survivors, one of whom will be Falco.

    Uh, anyway, Falco is basically now going to have to man up and rebuild the Fox team (which will be still named as such as a mark of respect to their dead leader).
    The other guy will either be Slippy or Peppy, I haven't decided which - Peppy will become an alcoholic bum, a man broken by the death of his homeworld and his friends.

    If slippy, he'll become a vicious vengeful and dark. Suicidal in nature and highly insubordinate, haunted by the screams of his dead family as the the aliens burnt them alive.

    Everyone else from Starfox is dead. EVERYONE. Except MAYBE Andross, who has possibly thrown his lot in with the invaders, and has become some sort of horrific cyborg amalgam of man and machine.
    >> Rynex !3KCroq6wAA 02/07/12(Tue)21:12 No.17849480
    >>and follow with gradius ships to follow.

    You're thinking smalltime.

    I'm suggesting that we hook up the time travel drives to our big ships and make everyone piggyback in time.

    If we do timetravel, we better salvage all the tech we can because there won't be going back.
    >> Anonymous 02/07/12(Tue)21:13 No.17849502
    >>horrific cyborg amalgam of man and machine

    He becomes this in Starfox 64.
    >> Anonymous 02/07/12(Tue)21:15 No.17849539
    I still think Time Travel is way way too risky to be anything other than a last resort.
    Like what if it's one of those worlds that has time travel form stable loops?
    Or what if it just causes a divergent timeline and we still have the original to deal with.
    Because Zelda time travel pretty much does one or the other.
    >> Anonymous 02/07/12(Tue)21:28 No.17849717
    I'm inclined to agree with both these points. We don't head back unless we're sure its the only option, and we make sure that we've got any data and tech we want before we head out cough*zeroschematics*cough*.
    Does this sound about right?
    >> Anonymous 02/07/12(Tue)21:40 No.17849828
    At the same time though, there are multiple cosmic horrors present, and it seems like time travel is just asking for them t wake up.
    Like it's possible to go less extreme than guns blazing, such as lots of assassinations or even stirring up a revolution.
    >> Rynex !3KCroq6wAA 02/07/12(Tue)21:40 No.17849833
    Can you look up the 8-bit dystopia setting? Some of the rules might be different, or they may not have been made at all.

    I'll get back to you guys as soon as I dig up an archive about time travel on this setting.

    I'd believe that "send in 100 Baneblades, shoot everything in sight, send in Darius with healers, slash things up"-raidah-style is the last resort, because we're going to have to take a lot of losses that way.

    Since Requisitions has gotten nuked, we can't afford losses as easily as before, remember?
    >> Anonymous 02/07/12(Tue)21:40 No.17849840
    I think we're taking the raidah plan out of the running completely. We'll head straight for timetravel rather than sending in the tanks, unless there's some VERY CONVINCING mitigating circumstances.

    I don't think 8bit dystopia has a set rule for timetravel. We'll have to ask the goddesses.
    >> Rynex !3KCroq6wAA 02/07/12(Tue)21:44 No.17849902
    As for the final boss: He has terrain advantage that complements his abilities. You have tools that can drastically alter terrain, or negate terrain effects on your performance.

    I'm sure that's worth half a lightbulb.
    >> Anonymous 02/07/12(Tue)21:46 No.17849942
    wait, we do? and who is the final boss again?
    >> Anonymous 02/07/12(Tue)22:53 No.17851194
         File1328673219.gif-(2 MB, 320x240, _game_nerd.gif)
    2 MB
    Seriously, guys.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)23:16 No.17851639
    Or, you could, alternatively, not argue about what gear you're getting at all.

    That's unusual.
    >> Anonymous 02/07/12(Tue)23:24 No.17851753
    read here:
    this is my analysis of what the crap is going on in 8BD

    i personally think its one of the elder gods which is either Gygias, the Wind Fish or Kirby.

    I'm leaning towards the Wind fish because we know its deadish but can do stuff either way and is sealed up in the dark recesses of hyrule.

    Its not mother brain because that got captured by wily's company from one of the writefags what was writing on the setting.
    >> Anonymous 02/07/12(Tue)23:26 No.17851772
    1) I just woke up, so haven't had time to make a good argument yet.
    2) We seem to have plenty of stuff to argue about in the main quest. Perhaps a new thread will yield more focus?
    >> Anonymous 02/07/12(Tue)23:31 No.17851830
    >>I'm leaning towards the Wind fish because we know its deadish but can do stuff either way and is sealed up in the dark recesses of hyrule.

    >>boss was described to be ONCE HUMANOID

    So what have we learned about Zelda and time travel in this canon?
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)23:32 No.17851854
    Is there really a point to a new thread when I'm still asleep?
    >> Anonymous 02/07/12(Tue)23:33 No.17851862
    >once humanoid
    then it may be kirby, and then be VERY afraid.

    still think it may be an elder god or someone sticking some completely and utterly random ass thing in there and that could be why its SUEish.
    >> Anonymous 02/07/12(Tue)23:34 No.17851868
    For Bootleg quest:
    Anti teleport item:
    Dimensional Shackles: These shackles have golden runes traced across their cold iron surface. Any creature bound within them is affected as if a dimensional anchor spell were cast upon her (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.
    Moderate abjuration; CL 11th; Craft Wondrous Item, dimensional anchor; Price 28,000 gp;Weight 5 lb.

    Looking for more right now, but that one I remembered...
    >> Anonymous 02/07/12(Tue)23:40 No.17851948
    Guess not. Might as well wait til you're up and about.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)23:46 No.17852031
    Well if nobody else is here, I might as well run over the Pros and Cons of your various troop choices.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)23:53 No.17852101
    Heavy Teleport Support is one of the more useful items in the package.

    It allows you to transport in, and out, a 10x10x10m cube of material every 30 seconds, or a 1x1x1m cube of material every second. This is based more on the volume being transported than the dimensions, so people can be shuttled up and down very quickly.
    It can teleport in Nets or Grenades to drop on opponents.
    It can teleport out chunks of room, or teleport in chunks of room, to adjust the terrain and make cover when needed.
    It can be used to make long, thin tunnels for sniping or to get vision of an area.
    It can teleport in Water or Sand to reduce enemy mobility.
    It can teleport in Burning materials to reduce the available Oxygen in an enclosed area* (doesn't work in crawl)
    It can teleport in Acidic materials to burn shit.
    It can teleport away PART of an enemy, chopping them in pieces.
    It can also, of course, send troops and items down, and troops and items up.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)23:55 No.17852132
         File1328676944.jpg-(5 KB, 144x204, instant_revitalizing_machine.jpg)
    5 KB
    Designed by Dr. Andonuts, the Instant Revitalization Machine (Rejuvenation Device) is a device to bestow the benefits of a good night's sleep to whomever uses it. This has the effect of healing and recharging spell slots.
    A small amount of Psitanium is used in its manufacture, explaining its high price tag.

    A Mechanical recharge and repair bay, from the Red Alert canon, proves a popular item for many people deploying mechanized forces. The problem of keeping it supplied with power and materials increases its cost, but it is still very useful for anyone fielding mechanical forces.
    >> Bootleg OP !!Cuw+lR6NxOH 02/07/12(Tue)23:58 No.17852171
         File1328677138.jpg-(7 KB, 256x256, alien_containment.jpg)
    7 KB
    Straight outta X-com, it's the Alien Containment unit.
    It is not fully understood by Earth science how a potentially infinite amount of Aliens can fit in one tiny room, and how even the most powerful ones fail to escape, but these structures have proven to be completely safe in the field.

    They are commonly used by Looter, Shipper and Smuggler teams to hold captured enemies, and at only 15 DOSH, they are well worth the cost.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:05 No.17852247
         File1328677519.jpg-(43 KB, 416x300, water_cannon.jpg)
    43 KB
    Floor space for troops and mechs is self-explanatory. Bigger ship.

    Food is one of the essential ingredients to any long campaign. It is grown en-masse on any world unimportant to canon, worlds from "Burned" canons, or in non-canon-important and uninhabited areas of any canon-relevant worlds. It is thus plentiful, cheap, and in great variety.

    The Holy Water Cannon is made out of several Decanters of endless water, combined with a variety of pressurised chambers that can be #dipped into small basins of water. By using a series of mechanics powered by the water pressure itself, this cannon can bless, then fire at high pressure, a potentially infinite amount of Holy Water.
    >> Anonymous 02/08/12(Wed)00:06 No.17852270
    From what canon is Heavy Teleport Support?
    >> Anonymous 02/08/12(Wed)00:07 No.17852277
    Working on a list for Looting quest!
    Have been for a few minutes actually...

    What would you think of taking a WoW team for the main force and heavily upgrading them through items (just looking to see if this I'm overestimating them)?
    Maybe with a couple of other troops for looting / dragging stunned enemies in range of the teleport?
    >> Rynex !3KCroq6wAA 02/08/12(Wed)00:08 No.17852295
    I kept a list of the DOSH costs, but the list is unorganized, by the way.

    It seems I don't have the data for the DOSH costs for the food items from Recettear.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:09 No.17852311
         File1328677764.jpg-(296 KB, 1024x768, tau_beauty.jpg)
    296 KB
    The Tau Cannon's popularity comes from two main factors.
    #1: It fires beams powerful enough to penetrate 2 meters of concrete and maintain lethal power.
    #2: Its recoil is powerful enough to enable people to literally FLY with it.
    Made up of super-accelerated elementary particles, the Tau cannon is effective against a wide variety of targets, including those susceptible to being hit by force, burned, electrified, and irradiated.
    Care should be taken not to give the weapon to inexperienced troops, as its recoil, plus its ability to "Overcharge", have spelled the doom of many a recruit over the last few years.

    >From what canon is Heavy Teleport Support?
    A combination of Stargate, Star Trek, Schlock Mercenary, and Alpha Centauri. Though the exact principles behind each are currently unknown to science, by taking specific parts of each system and constructing them together, one can create a teleport device with ALL of the uses and NONE of the saftie... downsides.
    >> Anonymous 02/08/12(Wed)00:11 No.17852352
    Actually, the plan I'm working on is ending up very similar to your list already.
    I was trying to fit some Life Gems in for the WoW team though.
    Doubling their HP makes them really hard to bring down, and the healers don't need as much reaction time to be effective.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:13 No.17852379
         File1328677982.gif-(8 KB, 288x276, XCOM_StunBomb_Pattern.gif)
    8 KB
    TMAR, or "Techno-magical ammo regeneration", is a name for a series of magicks and technologies invented by Mental during his attack on Sirius, and later, Earth. For a cost of 5 DOSH, you can make it so a gun does not need to reload, and cannot run out of ammo.

    This has proved useful with many small arms - including Rotary grenade launchers for troops engaged in lethal warfare, and Xcom's Small launchers for troops engaged in nonlethal warfare.

    Stun bombs are a concussive bomb that contain a small amount of Elerium, effective at stunning even Vehicles such as Sectopods and Cyberdiscs. Though by default the Stun launcher is slow to reload, TMAR cuts out this disability, and allows for a wall of concussive goodness.

    >It seems I don't have the data for the DOSH costs for the food items from Recettear.
    So bloody expensive that you might as well take a White Mage.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:16 No.17852418
         File1328678216.gif-(4 KB, 64x64, staffofnegation.gif)
    4 KB
    A Staff of Negation is an item well-stocked and well-distributed by the Goblin Merchants of Azeroth.
    Capable of dispelling all magical effects and harming summons in a wide area, it is a must-have when you are up against enemy summoners or debuffers, and you lack magical support of your own.

    Guns are self-explanatory: The original Point and Click interface.

    Stun Rods are a device, purchased from the X-com canon for a small amount of money. They can be used in a melee attack to stun an adjacent opponent.
    Because their means of operation is well-known to science, they can be modified cheaply - making Stun maces, Stun batons, Deathclaw-sized stun batons, and "Magical rods of Stunning" that can be given to sufficiently oblivious WoW players.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:20 No.17852479
         File1328678448.jpg-(18 KB, 304x454, active_camouflage.jpg)
    18 KB
    Powered armor comes in many varieties.
    Some, such as those of the Terran Ghost, Covenant Arbiter, or Crysis Soldier, have built-in active camouflage.
    I couldn't find a picture of any, so have a picture of a blank grey background.

    The Cloak & Dagger, from Team Fortress, contains a small quantity of Australium. It is able to provide invisibility to a person, providing that person is slow-moving, dry, and not on fire.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:26 No.17852555
         File1328678770.jpg-(24 KB, 410x293, can-see-forever.jpg)
    24 KB
    Up next on the list:
    Technological, squad-level, info-gathering devices.
    Radars, Sonars, X-ray goggles, Heartbeat monitors, Infra-red and Nightvision goggles, and HUD minimaps with the colored dots on them fall under this classification.

    They prove to be a popular item amongst many groups, because being well-informed and well-trained makes any mission go a lot smoother.

    Speaking of Heads Up Display:
    We're not entirely sure -how- people without any Helmets or Glasses are able to have a clear heads up display visible to them.
    Nonetheless, our R&D branch can replicate them, and replicate them cheaply.
    The basic HUD package has a built-in Comms system, local map (where available), and numbers showing the user's HP and ammo remaining.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:31 No.17852634
         File1328679090.jpg-(52 KB, 450x499, books.jpg)
    52 KB
    Or, more accurately, Spellbooks.
    Nethack is a very well-farmed canon, and Spellbooks are an extremely common drop from farming and sacrificing Black Puddings.
    Divinations, Healing, Polymorph, Charm Monster ... all of these are very useful spells.

    Any unused Nethack canon is filled with pudding farming hotspots, and is a common source of some of the Transpace Guard's god-killing heroes.
    A character from Nethack, fully kitted out and buffed, has an AC and HP that can withstand multiple nuclear strikes, infinite MP, and enough stopping power to walk down a hallway, kill Asmodeus or Orcus, and only a few minutes later notice who they have killed.
    It is assumed that some of these characters will be sent in after you if you fail.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:36 No.17852698
         File1328679404.png-(259 KB, 673x524, Mjolnir Armor.png)
    259 KB
    For personal defense, you have many options.
    Some technological - including Fast regenerating shields, Power armor, Power armor with Fast regenerating shields, Slow regenerating shields, Regular armor, and a wide variety of "There is a Thing between bullet and you" defense systems.
    Many of these cost as much as a well-trained soldier, creating the moral and ethical question of whether it's worth it to protect your troops.
    >> Anonymous 02/08/12(Wed)00:41 No.17852765
    WoW Team extra gear (44 DOSH):
    Warrior - Cloak of Magic Resist
    Priest - Cloak of Magic Resist
    Rogue - Green Mail
    Warlock - Staff of Negation
    Mage - Staff of Negation

    All: Life Gems


    This is a spendy addition, but it should give the WoW team lots of extra survivability, it includes the green mail for dealing with acid based enemies and two staffs of negation for certain foes. This list also renders the main tank and healer immune to hexes.

    I'd also like to add a D&D character for 20 DOSH. They travel with the WoW team and soak up as much experience as possible. Cleric class, chosen diety is one of Thieves, or Kali. At first the Cleric won't be of too much help, but with the ability to regain spells / day by visiting the ship and touching the rejuvenator they will be much more useful.

    They will be able to fight somewhat well, and deal out a good amount of healing (for their level). As they level up, some more options become available. They're also excellent at dealing with undead via the Turn Undead ability. Turn Undead's effectiveness is based on their level (and random chance). Stronger undead likely aren't hurt, moderate undead are driven away and weak undead are destroyed.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:42 No.17852773
         File1328679745.jpg-(265 KB, 1600x768, TreasurePile.jpg)
    265 KB
    Magic items.
    Everyone knows 'em, everyone wants 'em. While the most powerful ones are incredibly rare and expensive, there are some remarkably useful, common, and cheap ones that end up on many people's want lists.
    You'll probably loot a lot of said items in your dungeon run!

    From Armor to make you absorb or resist elemental damage,
    To lifestones that double your HP,
    To amulets that make you take damage to MP instead of HP,
    To sources of Food and Water,
    To shit that buffs your stats,
    To items that grant a bonus to nearby friendlies,
    To a cloak that makes you immune to hostile spellcasting (and proves incredibly common amongst people).

    Even the shittiest magical item can be thrown in the Pile, either to be picked up for cheap, to have its magical essence stripped from it and added to another item, or to be Polymorphed in hope of getting a better item.

    Magical loot is great.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:44 No.17852807
    As the Warlock and Mage are not HEROES, they cannot equip the Staff of Negation.
    The Rogue cannot wear the MAIL, but you may have a Green Leather for the same cost.

    If you wish to bring along the Cleric, I'll need someone who's experienced at D&D to control him for me, since I've never played a game in my life. Certainly doable, though.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:47 No.17852868
         File1328680071.jpg-(79 KB, 300x300, green_gem.jpg)
    79 KB
    Of particular note is the ANTI-TELEPORT GEM recovered from the mansion by the team sent after you.
    They have opted to sell their gem directly to you, as you may find it useful.
    The GEM itself is heavy, shoddy, and sometimes needs to cool down, but should protect perfectly against Teleport Other and Banishment.

    >Should I have let you enter the dungeon without this item, and sent your team to the Abyss one by one?
    >No, that'd be a bit of a dick move
    >Still fun to think about.
    >> Anonymous 02/08/12(Wed)00:51 No.17852921
    I'm semi-experienced at D&D. DM'd for five years, but haven't played for just as long after that.
    I'm assuming they start out at level 1 and are 3.x ed., which means they won't be doing much for a while. Once they hit about level 7 they start getting some better spells, like Stoneskin (reduces some damage taken), Cure Serious Wounds.
    In general, the cleric will have good heal and buff spells, a small number of powerful damage spells, moderate to good fighting ability, and turn undead.
    The cleric must choose what spells they wish to cast ahead of time, though they can convert a spell into a same-level or less healing spell. I would have this cleric focus on buffing spells.

    In this meta-system, you could probably easily just average out the effects of the cleric's buffs on the group they are with as a whole if you didn't want to hassle with it.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:54 No.17852957
         File1328680447.jpg-(2 KB, 187x140, ascii_items.jpg)
    2 KB
    Other items of note:
    You may buy RUNEs of ZOT.
    This isn't advised, as you'll get tons more loot if you clear the branches, but it is an option.

    You may buy a BAG OF LOOTING. It is, as the name implies, a way to fit an entire dungeons' worth of drops into a bag.
    You may also buy a HANDY HAVERSACK, for accessing useful and important items you gather from the floor. This won't be important if you take the WoW team, as each one of them is basically a Handy Haversack, but if you wish to go without, this is a secondary option.

    And, of course, Canon gold.
    When you told the staff that you were going to hit the Crawl world, they instructed you to BUY EVERYTHING. You intend to do so.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)00:57 No.17852989
    Which god do you want your Cleric to worship?
    You may pick any Crawl god, or any god you are likely to find on the Outer Planes*.
    *It would be unwise to pick Dispater or Asmodeus. People who've played crawl might know why. ;)
    >> Anonymous 02/08/12(Wed)00:59 No.17853019
    So, Rogue in Green Leather.

    Well, I didn't really want to spend all that much, but I really, REALLY want to make sure our main clearing group has the Staff of Negation.
    The Orcs Must Die! Mentor - 60 DOSH.
    With: Staff of Negation (2 dosh), Chance Guards (4 dosh) and Tome of Experience (3 Dosh)
    This gives us a WoW Group with lots of extra crowd control options from their hero companion.

    As a bonus, he can level up and defray some of his cost.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:04 No.17853073
    Troops that use guns, advantages and disadvantages:

    Any of their default guns will run out of ammo fairly quickly into your trip.
    You will need to buy them AT LEAST a TMAR Stun bomber or Rotary grenade launcher, making them cost 7 DOSH more each.

    The Blacklight Troopers will run into "Sees invisible" enemies later in the dungeon, but taking them will allow you to have some moderate (~7, 8 DOSH's worth) technological foe-finding, so you needn't spend 15 DOSH on a "I can see everything" item.

    The Terran Ghost reports that there isn't much to EMP or Lockdown here, and Snipe only reduces your DOSH total.

    The Terran Spectre's Psionic Lash will be very handy when dealing with enemies you can't capture - such as Ancient Liches, and his Pulse will be handy for things you CAN. However, note that the Spectre himself is a bit fragile, and may need healing, shields, a life gem, or resurrection support.

    The Kasrkin trooper is a versatile and viable choice.

    The Demoman is a Respawning TMAR-bomber whore. If you do not take any resurrection support, he will be of great use to you. If you DO take resurrection support, he's a waste of DOSH.

    The regular special forces soldier is also a versatile and viable choice. He may provide bonuses to your COMMON SENSE.

    Anyone lower down on the list isn't worth the DOSH to equip them with guns.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:05 No.17853082
    What is it about the Staff of Negation you find most useful?
    >> Anonymous 02/08/12(Wed)01:06 No.17853104
    Would the God Hermes from Nethack work? Greek and Healing are the other notes I see on him.
    If Kali would work I would prefer here as she is in requisitions and we are acquainted with her. And levelling up a cleric of a deity in our organization seems like a good thing.

    Clerics gain access to a Domain their deity has, and it offers some optional spell choices, and usually a minor power. Fire doman gives some fire based spells the character can choose instead of another spell of the same level when preparing their spells, and IIRC allows the caster to turn fire elementals as if they were undead.
    >> Anonymous 02/08/12(Wed)01:09 No.17853132
    Would you have any issues if we were to use a pathfinder cleric? They're pretty much the same as a 3.5 cleric.
    >> Anonymous 02/08/12(Wed)01:10 No.17853142
    Well, it's anti magic and hurts enemy summons, both of which our WoW team is somewhat lacking in. I see them as very good when focused on single targets, and less good dealing with hordes.
    I'm attempting to shore up that weakness. The mentor offers some abilities that work well against hordes. The ranged attacks and traps certainly don't hurt either. In fact, the traps work very nicely with Steve digging a huge tunnel down for them. It helps prevent unwanted guests.
    >> Anonymous 02/08/12(Wed)01:15 No.17853188
    I have no experience with Pathfinder, but I have no objections. Much of the material is the same from what I have heard.

    Though a properly built cleric can become very powerful, I don't think there is any guarantee our cleric will get to those levels. I'm not as worried about using exact game mechanics translated into meta system, so much as going with the general theme and power level of a D&D cleric.
    D&D 3.x is a poster child for complicated sub-systems, and I don't think we'll get enough benefit in this run to spend the time dealing with them.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:17 No.17853199
    Melee troops, advantages and Disadvantages:

    The Deathclaw is big enough to carry the Anti-teleport gem.
    He is very tough, and if you opt to give him a weapon, will hit hard with it. However, he provides literally 0 utility, as his only two functions are "Hit things" and "Get hit".

    A melee troop is inferior to the choice of taking a DnD or Crawl player character, as the later parts of the game will shred your melee troop.

    Spellcasting troops, Advantages and Disadvantages:

    The Warcraft 10man team is HALF PRICE, and 100 DOSH instead of 200 DOSH. You may consider each player to be worth 25 DOSH.
    They are very versatile, providing Healing, Ressing, Debuff-removing, Utility, Crowd Control, Buffing, Tanking, and Damage.
    If equipped with Stun rods, they will attempt to close into melee range with any enemy that lacks AoE (i.e. almost all of them), and stun enemies.
    They are weak to being Abyss'd, and a single Anti-teleport gem is cheaper than 10 Cloaks of magic resist, so if you want these folks, get that gem.

    The Auror can use spellbooks from Nethack and Crawl. He is competent in most spell schools, very good in Conjurations, Transmutations and Summoning, and Excellent in Hexes and Charms.
    This alone should ensure he is well worth a spot.
    He is one of the two people on you list that can cure mutations.
    His weakness is that he is fragile, but a MANA SHIELD will affray this considerably.
    He can equip items you find on the dungeon floor. Find all 4 Rings of Wizardry and you may earn a PROMOTION!
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:18 No.17853218
    Spellcasters, continued:

    The White Mage is, basically, 2 WoW priests duct taped together. It is better to take a 2nd WoW team than 3 White Mages.
    Esuna can cure mutations, if for some silly reason you opt not to take the Auror.

    The Crawl Player Character grants you a considerable bonus to LORE rolls, and levels up as he/she/it goes into the dungeon.
    Crawl PCs are versatile spellcasters, but they take a few levels to get going.

    The D&D Player levels up SLOWLY, but will end up incredibly powerful depending on build.

    The summoning mage ... is useless if you're taking the Auror, as the Auror can and will spam birds everywhere, in addition to his 30 other useful spells.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:20 No.17853235
    rolled 70 = 70

    Checking if MERCURY (hermes) is present in crawl's setting.
    KALI would indeed work. Her domains are Time, Change, and Death. Basically, she's Tzeentch with Tits.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:21 No.17853246
    HERMES is indeed present, and has a healthy amount of followers.
    >> Anonymous 02/08/12(Wed)01:22 No.17853258
    How about the Pathfinder gods?
    They're down under domains. http://www.d20pfsrd.com/classes/core-classes/cleric
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:23 No.17853264
    Your WoW team has no lack of antimagic, given that its priest has Mass Dispel, its shaman can Purge, and at least half of its dudes can interrupt or silence enemy casters.

    Anti-summon, however, might be relevant if you're headbutting Orc Sorcerers, Elf Demonologists, Liches, and Draconian callers.

    You may indeed take the Pathfinder cleric.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:24 No.17853276
    rolled 90 = 90

    Let us see how many of them are present.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:24 No.17853280
    They all are*.
    *Asmodeus is still not a wise choice for a Crawl run.
    >> Anonymous 02/08/12(Wed)01:28 No.17853302
    I was specifically thinking Desna. She's the Goddess of Luck and can make things go your way.

    Her other domains are Liberation and Travel.

    Travel gives you movement based spells like transportation.
    Liberation mostly removes Debuffs.
    >> Anonymous 02/08/12(Wed)01:30 No.17853323
    I'd be tempted to run with Kali, and Death domain.
    If Kali dislikes Undead (I assume she doesn't like them), then the Repose domain should be used instead of Death.
    It grants spells to kill, and spells to prevent or harm undead.
    Turn Undead also fits thematically with this cleric. If you have a better deity choice though, by all means.

    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:33 No.17853346
    Support troops, advantages and disadvantages:

    If you take a resurrect-capable person (WoW team, Whitemage), then the Respawning Minecrafter is 15 DOSH wasted.
    Otherwise, the ability to SHAPE THE DUNGEON is well worth the cost, especially in the Dungeon Crawl Stone Soup.
    He acts as an EXP sink that can be converted to DOSH, but he dies in a light breeze.

    The SPIRE pretty much requires the MECHANICAL REPAIR BAY, and so is 60 DOSH. Whether a recharging shield on all your troops is worth this cost or not is up to you.

    The non-respawning Minecrafter is basically the respawning Minecrafter, only you need to get out of combat before you pick him back up and tell him to get back to work.

    The Team Fortress Medic isn't valuable. Both the WoW team and the White mage are better than he is.

    The Mediator might be useful, if you're planning to talk your way to a superior force. There are some powerful creatures in Crawl; being able to convince them to work for you will certainly give you an edge.
    The Mediator himself is quite fragile, and would prefer to stay on your ship and chat to the people in the Alien Containment bay.

    Da Ork Mek sez dat yer betta off takin' summa dem 'umie grotz, az yer plan's got too much kaptjure an not enuff choppy. 'e's still willin' ta werk wif ya, but 'iz moderfikashunz to yer meks mite be a bit wonky.

    The Team Fortress Engineer is one alternative to taking TMAR of everything, as his Dispenser provides ammo. Everything else he builds is already covered by someone else, though. Plus, TMAR guns don't need to waste time reloading.

    The Team Fortress Spy is not suited to a straightforward meatgrinder.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:35 No.17853367
    Kali HATES undead. They are an enemy of Time and an enemy of Change and an enemy of the circle of life.
    There is only one thing she hates more than undead and you'll be told about it when it's plot-relevant.

    You may indeed focus on the Repose domain.
    >> Anonymous 02/08/12(Wed)01:35 No.17853371
    Well, the respawning Steve wouldn't necessarily be wasted, if we're sending him off to scout in areas where we may not want to go find and rez him.
    >> Anonymous 02/08/12(Wed)01:42 No.17853437
    One of the nicest spells that a Cleric of Desna gets is called Find the Path.


    The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. The locale can be outdoors or underground, as long as it is prominent. For example, a hunter's cabin is not prominent enough, but a logging camp is. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting.

    The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense what cavern corridor to take when a choice presents itself. The spell ends when the destination is reached or the duration expires, whichever comes first.

    Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round, specifying the destination as "outside the maze." This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians) who might take action to oppose the caster as he follows the path revealed by this spell.

    IE, Give me the directions to Zot 5, and our cleric would know the exact path to get there. It'd be very useful to get to the areas we need to go to.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:42 No.17853448
    Heroes, advantages and disadvantages:

    Good at distracting or keeping enemies occupied, damn good at stunning enemies whether from range or in melee, and capable of using items you find on the ground.
    Downsides? If he goes to the Abyss and can't find his way out, you're out of a job.

    Surprisingly likely to be torn to pieces by a multitude of forces here. He CAN take a few hits, but as Mechanicals are hard to repair, he'll spend a lot of time either retreating or in pieces. I'd pass on him for now. Despite this, his damage output is easily the 2nd highest thing you could get here.

    Susceptible to one shot kills by many creatures, even WITH a lifegem. Take resurrection support if you're grabbing him. Or better - take a 2nd WoW team for basically the same amount of Choppy dakka and much more utility.

    Orcs Must Die Mentor:
    Not very good at nonlethal combat. However, being able to Secure an area to fuck and back is always a welcome plus.
    He can take a LOT of hits, can slow enemies down, and of course lay down a shitload of traps. For 60 DOSH? Probably worth it.

    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:44 No.17853463
    The biggest issue with this is that most of your loot is in the monsters of the dungeon, not the orb.

    You make a valid point.
    >> Anonymous 02/08/12(Wed)01:47 No.17853498
    Even so, it would would help us find the entrances to the annoying areas.

    Luck would be the nicest. The power to reroll. . .
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:49 No.17853508
    Heroes 2, Advantages and Disadvantages:

    The Warcraft 3 Paladin may not be very versatile, but he's the Tankiest thing on the list, he makes everyone around him more Tanky, he can Res, He can Heal.
    He's the type of person you'd want at the forefront of a charge into Zot:5, and for good reason.
    He's also able to hold and use Warcraft 3 items exceptionally well.
    He's also strong enough to hold the Anti-Teleport Gem.
    His downsides is that he is slow and melee only, and he's not very well-suited to capturing enemies alive.

    The Blesstoise makes the Tomb and any undead-filled branches utterly and completely trivial. However, his "Woops I killed your loot"-ity makes him a liability anywhere else. Mainly he'd be there to soak up XP and soak up Demons and Undead, and probably not worth the DOSH.

    Max ... well.
    You want to stun enemies?
    You want Max.
    Max reports that he can use the Red Mail, in combination with TMAR Overheating, to heal himself over time.
    He still requests a Life Gem, because although he won't die in one hit, he comes DANGEROUSLY CLOSE, and that's never a good thing.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:52 No.17853539
    Aye. If you don't wish to take the Auror + Nethack divinations set, then this would be a useful alternative.

    Are you planning to loot at least 500 DOSH?
    If y, get Recette, keep her in the back behind the Paladin/Deathclaw/Wall of blocks.

    (Protip: I haven't counted exactly, but "4000 DOSH" is a lowball estimate on how much cash you can get out of this mission)
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)01:56 No.17853569
    Unless ofc you go with the "Fuck the optional objectives, straight to the bottom with the Minecrafter, Scry the rune, send Nightcrawler to pick it up, repeat 3x, Go to Zot, repeat 1x, win".
    Which I suppose is a technical win, but you're the Looter division, not the Bypasser division!
    >> Anonymous 02/08/12(Wed)02:03 No.17853611
    One question:
    Will the Blastoise use the attacks main Pokemon games style or PMD games style?
    What about PP?
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:06 No.17853629
         File1328684796.jpg-(13 KB, 382x480, lightbulb.jpg)
    13 KB
    For those who want a new BULB, tell me:

    How can you capture a Guardian Mummy, or a Lich, on a level that does not allow controlled teleport?

    They are immune to concussive effects.
    If they have line of sight, and aren't silent, they will spam demons, meaning they can't be teleported safely.
    Their high Spell resistance means Auror spells will likely not work on them.
    On a level that does not allow cTele, you cannot simply teleport a box around them, and you cannot simply teleport them out.

    If your answer is "Lead them up the stairs and box them" I will /slap you for your lack of creativity. Think of something else.
    >> Anonymous 02/08/12(Wed)02:07 No.17853638
    Control undead and beat their will saves. make them go into the box "willingly"
    >> Anonymous 02/08/12(Wed)02:10 No.17853657
    An evil aligned cleric (like an undead lord) has the ability to rebuke undead up to a certain level of hit dice. Only intelligent undead get will saves, so a mummy may be ours automatically, but a lich would have to fail a will save.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:14 No.17853686
         File1328685268.jpg-(133 KB, 1506x455, bulbs_rrryw.jpg)
    133 KB
    What part of "High Spell Resistance" is difficult to understand here, people?
    I see both of your suggestions are "Cast a spell at it and hope it doesn't save"
    Also how the bloody hell does Rebuke help capture anything? It makes things flee or die.

    I'm taking off a bulb. Think harder.
    >> Anonymous 02/08/12(Wed)02:15 No.17853696
    I'm having a feeling of deja vu here.
    >> Anonymous 02/08/12(Wed)02:16 No.17853702
    It's not a spell. It's an ability that's part of the cleric class. Rebuke also means "command" when it comes to evil clerics

    Command Undead (Su)
    Undead lords command or rebuke undead creatures of the same type as itself as a cleric with the Command Undead feat equal to its current Hit Dice. If the base creature can already command or rebuke undead, this ability stacks.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:18 No.17853725
    You can earn that bulb BACK if you can think of a way that'd actually WORK to capture the undead. I've only thought of two so far, sadly.

    Yes, yes you are.

    That ability is called "Command Undead".
    >Saving Throw Will negates; Spell Resistance yes
    ... Stop this nonsense.
    >> Anonymous 02/08/12(Wed)02:20 No.17853745
    i've no idea what means are available but there dozens of way to do that but the first thing that comes to mind is freezing them
    >> Anonymous 02/08/12(Wed)02:21 No.17853763
    Impairing them in general would be a good way. The problem is to do it before they react.
    >> Blacklight 02/08/12(Wed)02:24 No.17853783
    I did not read every single post of this, but it seems to me that the planning thread has turned into a Bootleg thread? Not that I really have a problem with that, I'm just a little confused on what the general ideas were for tomorrow's TG Quest.

    I saw that we want to ask the Golden Goddesses some questions about aspects of Hyrule (i.e. the stones, the sword, the hero), which I very much approve of. Also, I agree that we definitely need more information on that...thing at the center of the world.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:24 No.17853788
         File1328685869.jpg-(184 KB, 1506x455, bulbs_rrryy_2.jpg)
    184 KB
    Heh. If your answer to "There will be resistance to that plan of action" is "THAT PLAN OF ACTION BUT HARDER" you will lose bulbs.

    Freezing them solid in a block of ice?
    Let's see if that works... It won't check spell resistance, at least.
    Mummies and Liches resist cold, so it won't kill them.
    The Block of Ice will act as a Silencing effect.
    The Auror has shown capable of doing this.
    It looks as though it will work!
    Bulb for you!

    My way was "Rig up a cage trap",
    >> Anonymous 02/08/12(Wed)02:24 No.17853794
    It's serving as a planning thread for both quests.
    >> Blacklight 02/08/12(Wed)02:27 No.17853817
    Ah, I see. Well, my question stands. Aside from the questions for the goddesses, the attempt to discern the nature of the core entity, and learning more about the BBEGs (Wily, Eggman, etc.), what ideas were there for TG Quest?
    >> Anonymous 02/08/12(Wed)02:29 No.17853837
    We should really get the Blastoise now, what with Blizzard affecting every enemy in the room (according to PMD) with a chance to freeze.
    And give it the grounding ring it needs. Speaking of grounding rings, did you meet Nikola?
    >> Anonymous 02/08/12(Wed)02:29 No.17853840
    Buy Cleric spell-penetration cloak from WoW. Tell Spell resistance to go fuck itself.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:32 No.17853866
    Might as well.

    So, right now, people want a loadout consisting of:

    Orcs must die! Mentor
    Pathfinder Cleric of Luck
    Warcraft Team

    Would you rather have:
    15 Cloaks of magic resistance (45 DOSH), or
    An Antimagic Gem carried by a Deathclaw (45 DOSH), or an Antimagic Gem carried by the Blesstoise (60 DOSH)?
    The Cloaks provide resistance not only to abyssing, but all that paralysis confusion stinging nonsense.
    However, the Deathclaw and Blesstoise have their combat capabilities.

    Also, would you like to remove anything from the list?

    The MR of a player character, for being immune to basically everything, is 150.
    The MR of a Lich is 400.
    The MR of an Ancient Lich is 700.
    The MR of a Mummy is, apparently, infininte.
    A penetration cloak cannot break through this.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:35 No.17853886
    Finally, what items would you like to add to, or remove from, the list included in >>17848267 ?
    >> Anonymous 02/08/12(Wed)02:35 No.17853888
    For the theoretical floor where you are unable to teleport, would the floor below have the same problem?

    If not, have Steve drop them down a floor, then we can use teleporting to capture them.
    >> Anonymous 02/08/12(Wed)02:37 No.17853908
    In one hand abyssing is going to pretty much make the target LOST FOREVER.
    In the other, the Banishment spell (main source of getting sent to the abyss) can be prevented with a high enough magic resistance.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:37 No.17853911
         File1328686670.jpg-(179 KB, 1506x455, bulbs_rrrry.jpg)
    179 KB

    Someone suggest something really creative that I probably haven't thought of, as a way of looting lots of items and creatures or making the dungeons easier.
    >> Anonymous 02/08/12(Wed)02:39 No.17853920
    Note: "lost forever" because it would be very hard for the target to find a portal back and get reunited with the team.

    There's isn't always a floor below, like Slime Pits 6
    >> Not completely retarded 02/08/12(Wed)02:40 No.17853927
    What's the "Ha ha you saw the rune now you die" thing?
    Is it a rune that kills you when you see it, and what effects would it have over a comm link or scanner?

    Should we shell out for extreme teleport support, or stick with heavy support?

    We need that looting bag otherwise we will run out of space on the ship.
    I think we should get the anti teleport gem, as long as it won't interfere with our own teleporters.
    The auror, spellbooks, and at least one WoW group are must haves.
    Can we just have one of the WoW players carry the anti teleport gem?
    If we get two units that collect xp, do they get less each than if we only got one? Would a minecrafter just waste xp on useless enchanting?
    Would a nethack player character be a good xp sink?
    Can the auror reverse petrification from basilisks? We probably want a way to fix that.
    Does the common sense bonus from the spec ops guy stack if we get several? More common sense is something we definately want.
    We definately want a source of holy water, we can use the holy water to bless our equiptment once we use our teleporter to make a container to put the holy water.
    We need to do a lot of enemy stunning, so let's get max, his preffered gear, and the repair bay. (does resurrect work on mechanicals?)
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:41 No.17853932
    Banishment isn't an instant death spell, but getting out of the abyss is 60 different kinds of pains in the ass.

    Your Auror, and all of the heroes, have a realistic shot of making it out of the Abyss. Realistic doesn't mean guaranteed, and you never know when an Ancient Lich is going to show up, summon 3 fiends and 3 neqoxecs, then lol at you as you die.

    There is a floor below Slime:6.
    It is Slime:7. There are no stairs leading to it, and it is completely comprised of rock.
    I hadn't considered the possibility of players using it, but ... There is a box. You thought outside it. Bulb for you!
    >> Anonymous 02/08/12(Wed)02:41 No.17853933
    Room full of powerful creatures. It's the game's way of saying "Fuck you"
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:43 No.17853955
    >What's the "Ha ha you saw the rune now you die" thing?
    The Vaults8 I got had the Rune inside a room.
    That room, that fucking room ...
    It has a chance to be full of fucking Titans, Ancient Liches, Shadow dragons, Gold dragons, Quicksilver dragons, Fire giants...

    No, Crawl's way of saying "fuck you" is Shaft trap into the middle of a room of bees. This is Crawl's way of saying "damn".
    >> Anonymous 02/08/12(Wed)02:43 No.17853965
    >Is it a rune that kills you when you see it
    No, its just that they are very heavily guarded. Emphasis on "very".

    And all those mentions of the RA Repair Bay make me wonder how much would cost a RA2 IFV + Engineer.
    >> Anonymous 02/08/12(Wed)02:47 No.17853997
    Does that mean infinite floors? Is there a market for acid exuding blocks of rock?
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:49 No.17854013
    rolled 95 = 95

    >I think we should get the anti teleport gem, as long as it won't interfere with our own teleporters.
    It has been provided with an "Off" switch, that you can use to turn it off if you want to teleport your dudes out.
    Your dudes can also WALK out of its field of effect, and be teleported out.
    The SPIRE is sufficient at manipulating shields that it can turn it off on a per person basis.
    Also, I'm Bullshit DM Fiating that if you try to teleport with the field still up, you appear on the Level above, in a mostly clear area, so you're safe, even if you teleport from inside the field.

    >The auror, spellbooks, and at least one WoW group are must haves.
    Your Auror will likely obtain Hero status if he loots this dungeon and finds enough magic lewt.
    >If we get two units that collect xp, do they get less each than if we only got one? Would a minecrafter just waste xp on useless enchanting?
    XP is shared between the two. The Minecrafter would waste XP on enchanting, but you can opt to turn his XP off for 0 DOSH if you want.
    >> Anonymous 02/08/12(Wed)02:50 No.17854026
    And now that I think about it, the Minecrafter should have a pair of acid resistant gloves if we even dare to go there. Something that we do not have to do at all.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:51 No.17854036
    >Would a nethack player character be a good xp sink?
    No, because Nethack has wonderful things called Succubi that raise your level to max. A Crawl character is a good XP sink.

    >Can the auror reverse petrification from basilisks?
    Yes. It goes away on its own, but the Auror, WowPriest, WowDruid, WowPally, WowShaman, White Mage, and Staff of Negation can remove it.

    >Does the common sense bonus from the spec ops guy stack if we get several?
    No, though you may take along a bunch of people from different fields of specialisation if you want to talk to them.

    >We need to do a lot of enemy stunning, so let's get max, his preffered gear, and the repair bay. (does resurrect work on mechanicals?)
    Normally resurrect does not work on mechanicals. However ...

    ... Max is sufficiently Organic that he can be resurrected and repaired.
    You have two sources of Repair:
    >The leader of the WoW team has a mammoth. You can talk to a vendor that rides on it to repair, but ONLY for personal-level items, not for mechs or spaceships, and it cannot recharge anything.
    >The Repair bay is 20 DOSH, and is optional.
    >> Anonymous 02/08/12(Wed)02:53 No.17854064
    We could have Steve dig a path just slightly off map, and then a stairway straight down. That way we can skip certain areas that we really hate. Go down a floor, dig a hole under the rune, grab it and run.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:54 No.17854075
         File1328687651.png-(11 KB, 800x383, glowingpits.png)
    11 KB
    You may take a Green Mail for 4 DOSH.
    It would make the Slime Pits relatively easy.

    >Does that mean infinite floors?
    Do you know what they say about men who dig too greedily and too deep?
    >> Anonymous 02/08/12(Wed)02:55 No.17854089
    They should make a demon blood waterfall to make Armok happy?
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:56 No.17854095
    Very possible, and I'd considered the players doing that.

    That's exactly why most of the Dosh in this mission comes from the form of capturing monsters.

    Hmm. Come to think of it, I DID roll a 6 for complications... and it WAS established that other gods can cross over...
    >> Anonymous 02/08/12(Wed)02:58 No.17854112
    Looting mission in a Dwarf Fortress canon, where a fortress has been overrun by demons and all the precious ores are up for grabs?
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)02:59 No.17854121
    >and all the precious demons are up for grabs
    >> Anonymous 02/08/12(Wed)02:59 No.17854123
    God. Damnit.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:00 No.17854130
    >> Anonymous 02/08/12(Wed)03:01 No.17854136
    Ores AND demons. Leave no stone unturned and no life form where it originally was.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:03 No.17854152
    "These ores are really rare."
    "These demons are really powerful."
    "This world has a rich history."
    >> Anonymous 02/08/12(Wed)03:04 No.17854167
    Player plays adventure mode. . .

    "I could have swore there was a Fortress here!"
    >> Anonymous 02/08/12(Wed)03:05 No.17854174
    And thus the Looting Team had it's own hymn. Which was promptly looted afterwards.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:07 No.17854191

    Anyway, you're at 4/5 charged bulbs.
    Suggest something creative/smart/wise/out-of-the-box that you could do to win easier.

    >Can we just have one of the WoW players carry the anti teleport gem?
    A good thought, but no, none of them can carry it and have it active from their backpacks.
    >> Anonymous 02/08/12(Wed)03:10 No.17854209
    No one said anything about backpacks. Unless they have to be explicitly held in the hand.
    >> Not completely retarded 02/08/12(Wed)03:11 No.17854222
    Could you just kill the mummy, move the corpse to a different area, box it, then resurrect it before capturing as normal?
    Stun Prod it with a cloaked hero?

    Does resurrecting leave a troop at full health? if so, can we have out troops kill then resurrect someone to heal them instead of repairing them (ie max)(assuming the troops don't mind, since they'll be getting resurrected afterwards.)

    Can we send our troops off to nethack to succubus them to max level?
    Can we just teleport out the roof ,walls and floors of each level of the dungeon sequentially, looting each level from the surface, giving our stun bombers a nice ledge to fire over? What about making a large cage over the dungeon area first so nothing flies or climbs away?

    Can we detect loot on each floor, teleport a shaft to the ceiling over the loot, and teleport the loot out from each level sequentially? Does this work for detect monsters and boxing?

    Can we get better cooling for the TMAR on this mission? or at least some heatproof gloves?

    I think we should shell out for the two WoW teams, so we have plentiful resurrection and healing.

    We should stop to bless our equipment and troops before we loot the dungeon, maybe throw a holy pool party for the troops to increase morale? If the water cannon is too slow could we make giant bowls with our teleporters and #dip a lake?
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:11 No.17854224
    Wow backpacks are mystical devices that allow your rotting corpses to not generate gas, your seeds to never grow, and your 1 tonne of ore to never weigh you down.
    Also, trinkets can't be used from them.

    While there's no doubt a WoW player could carry the gem, it would not be active while they do so.
    >> Anonymous 02/08/12(Wed)03:15 No.17854251
    I was thinking of carrying the gem in a belt or something similar, thus leaving the hands free, but I don't know if that would work.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:15 No.17854262
    >Could you just kill the mummy, move the corpse to a different area, box it, then resurrect it before capturing as normal?
    Mummies in Crawl do not leave corpses.
    >Does resurrecting leave a troop at full health?
    Lol No.
    >Can we send our troops off to nethack to succubus them to max level?
    Not any longer! But good suggestion.
    >Can we detect loot on each floor, teleport a shaft to the ceiling over the loot, and teleport the loot out from each level sequentially? Does this work for detect monsters and boxing?
    Yes, but it'll take a long time to do so!
    >Can we get better cooling for the TMAR on this mission? or at least some heatproof gloves?
    Fired normally, it does not generate noticable heat.
    Fired on overload, it generates enough heat to burn you.
    You may request 1 RED MAIL for 4 DOSH to allow you to heal from fire damage.
    >I think we should shell out for the two WoW teams, so we have plentiful resurrection and healing.
    You can do this if you want!
    Getting a bit expensive if you're taking it, though, considering:

    Orcs must die! Mentor
    Pathfinder Cleric of Luck
    Warcraft Team

    Is your current team, and anything beyond "Captures everything easily" is a waste of dosh.
    >> Anonymous 02/08/12(Wed)03:16 No.17854266
    I don't think resurrect would work in this case, what with them being UNDEAD.

    Maybe a necromancer could do something similar.
    >> Anonymous 02/08/12(Wed)03:18 No.17854280
    Scratch the necromancer part, Bootleg just made me remember the corpses part.
    Still, resurrect on an undead...
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:18 No.17854281
    For instance, Taking both the Orcs Must Die! mentor and the Blastoise is a bit too much Lethal gear for a "capture everything" mission.

    And if you go Auror / Cleric / Warcraft / Max / Minecrafter / Blastoise that's already enough firepower to lockdown almost 90% of the game.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:22 No.17854311
    Do the Aurors have an Abjuration or an Unsummon charm in their long list of spells?
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:32 No.17854400
    Of course I'm perfectly willing to let you take all that stuff. It never HURTS to have more people on your away team.
    But it both makes you loot less dosh and makes the quest more boring.


    65 Heavy Tele support
    5 Nets
    15 Alien containment
    20 Revitalization device

    50 Auror
    60 Mentor
    20 Cleric
    100 Warcraft Team
    100 Warcraft Team
    45 Max
    35 Minecrafter
    50 Blastoise

    3 Mana Shield

    4 Chance Guards
    3 Tome of Exp
    2 Staff of Negation
    5 Drums
    4 Janggo

    2 Stun rods
    2 Stun rods

    28 TMAR bombers
    4 Fire mail
    3 Life orb

    4 Grounding ring

    15 Sensor
    26 HUDs for all
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:34 No.17854412
    That's 655 DOSH of Lootocaust (included 10 anti-magic gem).

    I'm not saying it's wrong, or that it's bad. Just that it's ... a lot of dosh!
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:38 No.17854437
    Anyway, you folks argue overnight about what's useful and what isn't.

    I'm adding a Boots of Speed onto Max and an Omni-tool for general use onto your 655 DOSH team to make a 660 DOSH team, and if nobody wishes to make any objections/alterations, then that's what we're rolling with.

    As for "Will they fit in the skyranger":
    Blastoise takes 1 spot, Mentor takes 1 spot, Minecrafter takes 1 spot, Auror takes 1 spot, Max takes 1 spot, cleric takes 1 spot, for 6 spots.
    The remaining 8 spots consist of 7 empties, and 20 overlapping WoWers.
    >> Anonymous 02/08/12(Wed)03:40 No.17854452
    might want to toss in Recette too. We'll be in there a while.
    >> Not completely retarded 02/08/12(Wed)03:40 No.17854454
    How much are stone to flesh and flesh to stone spellbooks? presumably with these we could potentially loot unlimited monsters by putting stoned monsters into the bag of looting.
    Why is it "not any longer" for the sending our troops to succubus? Could we requisition one to level up our troops?

    How much is the material the dungeon is made of worth? we could use out teleporter and minecrafter to collect it and toss it into the bag of looting.

    If a second WoW team is only going to slow us down, let's only get the one.

    Do we have a way to reliably fond the wizard rings?
    I think the aurors can dispell with "finite incantium", but i'm not sure.
    >> Anonymous 02/08/12(Wed)03:41 No.17854459
    No objections here, too tired to and on the verge of falling asleep.
    Although there's something that has been nagging me about the Blastoise: what about the PP?
    >> Anonymous 02/08/12(Wed)03:42 No.17854467
    healing machine restores it. Don't worry about it.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:44 No.17854478
    He runs out of PP, he teleports up, he taps the revitalizer, he teleports back down with full PP.

    Roger that. Adding Recette for 675 DOSH.
    Ha! you guys really ARE making use of that 850 DOSH you got from black mesa.

    >How much are stone to flesh and flesh to stone spellbooks?
    Believe it or not, the Auror can already do very similar things, so they weren't included.
    You can't spend any longer futzing with new characters because I'd like to start the Stone soup run some time before I die of old age, it's been 3 planning threads now god damn :P

    The Second WoW team will allow for a faster run. However, I've only given personalities to one of the WoW team.
    >> Anonymous 02/08/12(Wed)03:47 No.17854496
    WoW players with personalities? Damn you're optimistic.
    >> Anonymous 02/08/12(Wed)03:51 No.17854523
    And I'd rather not have to use that much of it, in case of emergency. But the rewards might pay for the loadout multiple times over.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:54 No.17854543
         File1328691286.jpg-(10 KB, 277x223, wowteam.jpg)
    10 KB
    Here is your WoW team 1, with character pictures attached.
    Top row, left to right:

    Lorefail, Draenei Death Knight. Can Tank, can DPS.
    Melissa, Draenei Shaman. Can Heal, can DPS with spells.
    Quiver, Night Elf hunter. Can DPS with arrows.
    Gnomecolectr, Night Elf druid. Can Heal, can dps with claws.
    Tankgirl, Human warrior. Can Tank, can DPS with melee weapons.
    Jamesbrown, Human priest. Can Heal, can DPS with spells.
    Beardbeard, Dwarf paladin. Can Heal, can tank.
    Stalker, Dwarf rogue. Can DPS with melee weapons.
    Strawberry, Gnome mage. Can DPS with spells.
    Lineofsight, Gnome warlock. Can DPS with spells.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)03:55 No.17854553
    Lorefail, Gnomecolectr, Jamesbrown, Beardbeard, and Lineofsight are Men.
    Melissa, Quiver, Tankgirl, Stalker, and Strawberry are ... probably men too. The characters are female, however.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)04:02 No.17854600
    If you're taking a 2nd team, they're all mute powergamers.
    The only time they will show personality is that they will type "gogogo" if you spend too long waiting for something.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)04:09 No.17854643
    And now, I rest. Have fun waiting for OP later today!
    And try not to do anything too retarded when you're stormy Wily's castle. =)
    >> Anonymous 02/08/12(Wed)04:17 No.17854701
    Don't do anything retarded? Have you been to Meta Quest before?

    We have to hit people over the heads with shovels to keep them from doing retarded things. We had someone on our command crew run at a fucking dragon with a knife!
    >> Anonymous 02/08/12(Wed)06:33 No.17855430
    I suggest asking time-related questions, to help us with more precise time travel.
    >> Anonymous 02/08/12(Wed)07:22 No.17855691

    >>"we have terrain altering tools"
    >>wait, we do? and who is the final boss again?

    Scroll up. There's been plans laid out on how to do time travel. Just look around these posts:


    As for people's hard on for Zero, remember that he can't take hits at all, and if he does get beaten up, we only have Elaine to heal him as repairs in the middle of a fight. Otherwise we'll have to haul him back to the ship for repairs.
    >> Anonymous 02/08/12(Wed)07:30 No.17855754
    So regarding the Abjurers... They're from a 3.5 era Dungeons and Dragons right?
    Did we specify what spells they know and don't know?
    Because I've been doing some research...
    >> Anonymous 02/08/12(Wed)07:36 No.17855802
    >>sees Ogawa Kentaro in Rance thread here

    Has anyone else played Sengoku Rance and seen how broken this guy is?
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)07:37 No.17855807
    Proceed, citizen.
    >> Anonymous 02/08/12(Wed)07:42 No.17855847
    How about a cloak of stars that automatically destroys any nonmagical weapon or missile that hits the person wearing it, all for the low low price of 20 gp worth of pixie dust?
    >> Anonymous 02/08/12(Wed)07:51 No.17855900
    Or a spell that grants resistance 10 to all five forms of energy, with a special bonus, that the subject of the spell can choose to absorb an elemental attack and not only is all the damage of the attack negated, the subject also gains half as many hitpoints as the attack would have taken.
    >> Anonymous 02/08/12(Wed)07:54 No.17855922
    Actually wait a second, I think I might have forgotten how 3.5 wizards worked.
    Like I confused the spell level with character level.
    You need to be like, level 16 to cast 7th level spells.
    >> Anonymous 02/08/12(Wed)07:54 No.17855923
    Please present your research so we can apply the Abjurers to their maximized use in combat.

    Also, I'm sure Ogawa Kentarou is hellishly expensive. Like, 250-300 DOSH for that Ranceverse demon barrier + tanking armies like a boss.
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)08:24 No.17856077
    Spell level * 2 + 1, IIRC.
    >> Anonymous 02/08/12(Wed)08:27 No.17856091
    In any case, here's a useful spell that's only level 4.
    Anticipate teleportation

    >The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell’s area. Any teleportation spell or affect can be anticipated, making the spell’s recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature’s size, and how many creatures (and their sizes) are arriving with the teleporting creature. The spell also delays the arrival of the teleporting creature by one round (so that it arrives on its initiative count immediately before its next turn), generally giving the recipient of the spell and anyone else made aware of the information one round to act or ready actions. The teleporting creature does not perceive this delay.
    >> Anonymous 02/08/12(Wed)08:33 No.17856122
    >Since a teleporting creature doesn’t necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere. For a creature that intends to teleport into range but inadvertently arrives outside the spell’s area, the spell gives the recipient awareness that a target has attempted to teleport into range and delays the creature as normal, but doesn’t give any awareness as to the actual location of the immediate arrival.
    >The spell has no effect on creatures attempting to teleport away from the spell’s area, though if their destination is within the area, the spell will affect their reentry as normal.

    Given that our abjurers are level 11, this spell covers a 55 foot radius from the recipient and lasts for eleven hours.

    ...Think it sounds useful?
    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)08:54 No.17856246
    Seems pretty useful.
    >> Anonymous 02/08/12(Wed)09:10 No.17856346
    Here's one we should have been doing from the beginning.
    Disobedience, level 3 spell
    >You shield your subject against mind-controlling spells and abilities. Disobedience blocks any attempts to exercise mental control over the subject creature, including charm and compulsion effects that grant ongoing control over the subject, such as dominate person or a vampire’s dominate ability. The protection does not prevent such effects from targeting a subject affected by disobedience, but it suppresses the effect for the duration of the spell. If disobedience ends before the effect granting mental control does, the would-be controller is able to mentally command the target creature.
    >In addition to protecting the subject, disobedience sends false information to the creature that is attempting to gain control of the subject.
    >The would-be controller must succeed on a Will save or believe that its spell or ability has taken effect and that the target is now under its control. The spell’s subject becomes aware of commands issued by that creature and can choose to act however she pleases, disregarding the would-be controller’s orders or going along with them in a pretense of obedience.
    >> Anonymous 02/08/12(Wed)09:50 No.17856614
    >As for people's hard on for Zero, remember that he can't take hits at all, and if he does get beaten up, we only have Elaine to heal him as repairs in the middle of a fight. Otherwise we'll have to haul him back to the ship for repairs.

    Well considering Data already has plans for a nanite self-repair system in the works, we can work around that. Granted he may not have insane durability (at least compared to some stuff), the idea that he can be taken out of action in a single hit is preposterous. He's survived being at ground zero of a missile explosion, which I think most of our heroes cannot boast. Not to mention, we load him up with subtanks (modified to have more energy by our engineers of course) he can heal himself with those. and this is without any upgrades to his chassis we make.

    i don't think we should take him for this mission, as he's pretty much completely wrong for the mission profile but to dismiss him out of hand is preposterous. Honestly, you make it sound like he's made of wet tissue paper.

    Soapboxing aside: I'm pretty happy with our plans for both Bootleg and Main quest.
    >> Anonymous 02/08/12(Wed)11:59 No.17857770
    One of the questions we should ask the goddess if they know what the creature in the core was.

    Hell of a lot easier than guessing.
    >> Anonymous 02/08/12(Wed)12:04 No.17857815
    i agree with this because information is a very good thing.
    >> Anonymous 02/08/12(Wed)12:11 No.17857867
    Agreed. Knowledge is power.
    >> Anonymous 02/08/12(Wed)12:49 No.17858202
    Surprisingly likely to be torn to pieces by a multitude of forces here. He CAN take a few hits, but as Mechanicals are hard to repair, he'll spend a lot of time either retreating or in pieces. I'd pass on him for now. Despite this, his damage output is easily the 2nd highest thing you could get here.
    >> Anonymous 02/08/12(Wed)12:54 No.17858244
    That guy was mixing up the two quests. We don't want Zero for Dungeon Crawl. He'd be a liability down there.. Now, Zero as a hero in the main quest wouldn't be so bad, because he'd be our guy, and we can upgrade the hell out of him.
    >> Anonymous 02/08/12(Wed)13:58 No.17858768
    Yeah, I was talking about the main quest. I should have made that clearer. I can see how that would have been confusing. I'm in full agreement that we shouldn't bring him along.

    However, I didn't mix up the quests-the guy I was responding to specifically mentioned Elaine. I figured that we'd already decided not to use him here.
    >> Anonymous 02/08/12(Wed)14:53 No.17859242
    Preliminary plan:

    1. Deal with Wily
    a. Steal Dataslate
    b. Remove info from Wily's memory
    c. Make backup of all data on computers, especially experimental robot plans.

    2. Deal with Eggman.
    a. Find out what causes distortion
    b. Steal or destroy it and Metal Sonic
    c. Remove info from Eggman's memory

    3. Go to Digsite
    a. Find out what's causing distortion
    b. Deal with guards
    c. Steal or destroy distortion

    4. Deal with Gems
    -more info needed

    5. Kill, destroy, or turn main boss back to normal.

    For the Aurors:
    1.Study Wily's Dataslate to see what he got from it. Possibly see which robot masters he's packing.
    2.study Robotnik's lab to confirm what specifically is causing the distortion, most likely metal sonic.
    3. Check out the layout of the digsite, and see if we can get a glimpse of what they're digging for.

    For the Farseers:
    See if there's any notables among the corpses/prisoners.

    Where are the heroes that can help us, and how do we get in contact with them?
    When did the contaminants arrive here, and will they help us travel through time to prevent them from spreading?
    What is the creature at the core of the world; what was it before, and what did it combine with to become the thing it is now?

    Identify some of the wrecks both in the debris field and on the Moon's surface for later retrieval.

    Get into orbit of Hyrule, and begin scans of the three HQ's. Get detailed floor plans, see if there's any kind of interdiction or interference field in place.
    >> Anonymous 02/08/12(Wed)15:02 No.17859327
    >>When did the contaminants arrive here, and will they help us travel through time to prevent them from spreading?
    >>What is the creature at the core of the world; what was it before, and what did it combine with to become the thing it is now?

    Add this to Tosh's questions:
    "When did the creature at the core of the world change to its present form?"

    Or rather,

    "When did the contaminant arrive at the core of the world?"

    And since we now know that the Great Fox has Peppy, Falco, and Slippy on it, we need to use it to our advantage (eventually) in the way we did with Cheryl.
    >> Anonymous 02/08/12(Wed)15:08 No.17859391
    >And since we now know that the Great Fox has Peppy, Falco, and Slippy on it, we need to use it to our advantage (eventually) in the way we did with Cheryl.
    It has Falco. And it's either Peppy OR Slippy.
    Also make note of how they've been broken.
    This will be difficult to use properly.
    >> Anonymous 02/08/12(Wed)17:57 No.17861275
    Hopefully it's Slippy. Even if he sucks as a pilot, he's a hell of a mechanic.
    >> Anonymous 02/08/12(Wed)18:09 No.17861406
    This plan is solid. I can think of no particular objections to it. I might make an addendum, though: can the Aurors pinpoint the locations they see solidly enough that they might be able to apparate there? Not right now, but if we need to in future. Or the past, even.

    Also, see what creatures are being studied at the Gems site, as well as any security arrangements. Always helps to know what we're dealing with. And we might be able to loot some of those beasties, too. Although they should be a lower priority than the robots (be they Wily or Robotnik).

    I can't help but wonder: might Metal Sonic himself be the unknown quantity? I can't recall reading about him in any of the 8bit dystopia threads. And he is pretty wanked, so it would likely be a very disruptive element, shifting the balance of power significantly. If he himself is the element in question, we should take him for analysis. But DO NOT activate him. He's powerhungry, and we'll wind up cursing his sudden yet inevitable betrayal. Also keep such a fact in mind when working on our robo/tg/uys. Perhaps we should give them 30 years of ethical testing (via a timedilation field provided by the sages or tech, preferably being only 30 seconds on our end) before activation.

    Also: tell the salvage crews to prioritise salvageable gear, but wrecks are also viable for scrap and tech.

    I'm saying NO to Great Fox. That's part of the setting, and we can't meddle with that.
    >> Anonymous 02/08/12(Wed)18:22 No.17861519
    This setting is mallable. It doesn't technically have a future right now.
    >> Anonymous 02/08/12(Wed)18:25 No.17861564
    it's not a finished work. We can't be sure they won't be needed back there. better to err on the side of caution.
    >> Anonymous 02/08/12(Wed)18:51 No.17861859
    t-minus ten minutes till projected quest restart.

    Are we all happy with our present plans?
    >> Anonymous 02/08/12(Wed)19:10 No.17862115
         File1328746209.jpg-(24 KB, 373x363, waiting for op the second.jpg)
    24 KB
    we are now, officially, waiting for OP.
    >> MetaQuest OP 02/08/12(Wed)19:13 No.17862174
    Hmmm? I said 8, didn't I? Did I say 7? Shit.


    >> MetaQuest OP 02/08/12(Wed)19:25 No.17862328

    >> Bootleg OP !!Cuw+lR6NxOH 02/08/12(Wed)21:23 No.17863858
    Seems viable. I'm getting an archive up on this thread, if it's not already done.

    Delete Post [File Only]
    Style [Yotsuba | Yotsuba B | Futaba | Burichan]