Post by BioLogIn on Jun 3, 2010 13:25:23 GMT -5
Prying open my third arm
It seems that the Hermit has been busy with the Orb. In fact, he's unlocked the secret to growing a third arm. Really, it's suprisingly simple. Dc. That's it. Or to put it another way:
LH: Dc
RH: Xc
Perhaps it's because when people do that, they're normally throwing a bolt- that people haven't realised it before?
Now sadly, the third arm isn't quite right. It's decidedly weaker than your first two. So much so, that it can only cast the following spells.
DSF
DPP
SWD
PSDF - Must state the hand effected and gesture on the turn you cast it.
FFF - Because of the hands weakened state, this can only be used to paralyse your opponents third hand. It also doesn't score you any points.
Because of the Hands weakened state, any mindspell cast by an original hand will override the new hands spell. However, they will cancel out with each other.
Finally, just as a weakened hand can be grown, it can also be severed. Any successful stab will do the trick.
Scoring for this dual will be as follows.
+1 for successfully landing a non-para enchantment with the third arm.
+2 for succesfully creating an arm. A countered arm is not created.
+5 for successfully destroying an arm, whether that be through Severing, Remove enchantment, or Dispel.
A couple of foot-notes for gameplay.
To you your hand, you must SPEAK it's gestures. Forget to do that, and it's a - gesture for you. Also, for the sake of playability, please repeat the in-play gestures each turn. A simple example of a few turns would be as follows.
T1: D
T2: DS
T3: DSF (Maladroit)
T4: DSFS
T5: SW
T6: SWD (Fear)
T7: DP
Also, *if* you want to summon a hand, instead of casting a bolt- ensure that you aim the bolt at nobody and say in the comments that you will be casting a hand.
As you can see, the hand is very powerful. But mighty fragile.
finally, for this dual, it will probably be easy to make a mistake- so rather than force surrenders, we're going to institute the following penalty structure.
- If you fail to comply with an enchantment, you must throw -/-/-.
- For every spell thrown since (or on the turn of) breaking the rule, throw a -/-/-. This applies only to spells that wouldn't have been cast had the rule been followed.
- If breaking the rule allowed for the creation or stealing of creatures, then it must target you until dead. Also, throw a -/-/- for every point of damage it caused since you broke the rule.
- If breaking the rule enable you to cast any of the following: FoD, Disease, Poison, Dispel, Summon an elemental; or cause more than 4 points of damage that turn then you are considered having lost, and that turn won't be counted.
- If breaking the rule enabled you to cast haste/timestop, you must throw a -/-/- on your hasted turns.
- If breaking the rule allows you to remove the other players hand, then it's not removed.
- if breaking the rule allowed you to kill your opponent, then you are considered having lost, and that turn won't be counted.
Any of the above effects are culmative. So if breaking the rule allows you to can WFP, you must throw -/-/- for the next 2 turns. If breaking the rule lets you cast Anti-spell, then you must throw -/-/- for the next two turn. If breaking the rule lets you cast Lightning, surrender.
Also, keep in mind, there is a statute of limitations applicible to breaking the rules. If it isn't pointed out, in the comments, then next turn- then it's a fair bump, play on.
T1: I'm hit by a Fear spell.
T2: I throw S/S.
T3: My opponent says nothing.
T4: I got away with it, the statute has applied.
It seems that the Hermit has been busy with the Orb. In fact, he's unlocked the secret to growing a third arm. Really, it's suprisingly simple. Dc. That's it. Or to put it another way:
LH: Dc
RH: Xc
Perhaps it's because when people do that, they're normally throwing a bolt- that people haven't realised it before?
Now sadly, the third arm isn't quite right. It's decidedly weaker than your first two. So much so, that it can only cast the following spells.
DSF
DPP
SWD
PSDF - Must state the hand effected and gesture on the turn you cast it.
FFF - Because of the hands weakened state, this can only be used to paralyse your opponents third hand. It also doesn't score you any points.
Because of the Hands weakened state, any mindspell cast by an original hand will override the new hands spell. However, they will cancel out with each other.
Finally, just as a weakened hand can be grown, it can also be severed. Any successful stab will do the trick.
Scoring for this dual will be as follows.
+1 for successfully landing a non-para enchantment with the third arm.
+2 for succesfully creating an arm. A countered arm is not created.
+5 for successfully destroying an arm, whether that be through Severing, Remove enchantment, or Dispel.
A couple of foot-notes for gameplay.
To you your hand, you must SPEAK it's gestures. Forget to do that, and it's a - gesture for you. Also, for the sake of playability, please repeat the in-play gestures each turn. A simple example of a few turns would be as follows.
T1: D
T2: DS
T3: DSF (Maladroit)
T4: DSFS
T5: SW
T6: SWD (Fear)
T7: DP
Also, *if* you want to summon a hand, instead of casting a bolt- ensure that you aim the bolt at nobody and say in the comments that you will be casting a hand.
As you can see, the hand is very powerful. But mighty fragile.
finally, for this dual, it will probably be easy to make a mistake- so rather than force surrenders, we're going to institute the following penalty structure.
- If you fail to comply with an enchantment, you must throw -/-/-.
- For every spell thrown since (or on the turn of) breaking the rule, throw a -/-/-. This applies only to spells that wouldn't have been cast had the rule been followed.
- If breaking the rule allowed for the creation or stealing of creatures, then it must target you until dead. Also, throw a -/-/- for every point of damage it caused since you broke the rule.
- If breaking the rule enable you to cast any of the following: FoD, Disease, Poison, Dispel, Summon an elemental; or cause more than 4 points of damage that turn then you are considered having lost, and that turn won't be counted.
- If breaking the rule enabled you to cast haste/timestop, you must throw a -/-/- on your hasted turns.
- If breaking the rule allows you to remove the other players hand, then it's not removed.
- if breaking the rule allowed you to kill your opponent, then you are considered having lost, and that turn won't be counted.
Any of the above effects are culmative. So if breaking the rule allows you to can WFP, you must throw -/-/- for the next 2 turns. If breaking the rule lets you cast Anti-spell, then you must throw -/-/- for the next two turn. If breaking the rule lets you cast Lightning, surrender.
Also, keep in mind, there is a statute of limitations applicible to breaking the rules. If it isn't pointed out, in the comments, then next turn- then it's a fair bump, play on.
T1: I'm hit by a Fear spell.
T2: I throw S/S.
T3: My opponent says nothing.
T4: I got away with it, the statute has applied.