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Akari
07-12-2007, 02:25 AM
So, I get in an argument with this cleric because my animate will not follow me into a sanct... he has the park sancted, and I'm about to have my ranger cast colors for everyone and spellup my animate... But, since he wants to be a cocknballs my animate ends up dieing while I argue with him forever.

People need to realize that sancts don't only stop thievery... they stop alot of other actions, such as "spelling up an animate" or simple actions like "casting 705 at an empty box in my hand"... these are more annoying then anything...
everyone has thier own thievery prevention, it's called closing your fucking containers...
Sancting to stop attacks while you raise someone is one thing, or to protect a public place during an invasion... but to sanct a public room, just to sanct... and sit there for hours with your sanct up? that is deserving of punishment.


Speaking quietly to you, Demyse says, "There is nothing further to speak."

Speaking to Demyse, you say, "I suppose talk will not solve anything at this point, just remember that I tried to be diplomatic about the issue."

Demyse turns around.

Demyse casually observes his surroundings.

Speaking in Guildspeak, Akaylas says, "Time for the fireworks..."

You rub your glass amulet.
1d100: 76 + Modifiers: 135 == 211

You become invisible.
Cast Roundtime 3 Seconds.

rummage my sack spell 214
You rummage through your crimson sack and remove a pure white scroll with Bind scrawled upon it.

You raise the pure white scroll and gesture to invoke the Bind spell.
Sparks begin to fly between the pure white scroll and your fingers. With a sudden burst of enthusiasm, the sparks jump into your hand and a charged feeling surrounds you.

You are visible again.
You gesture at Demyse.
CS: +297 - TD: +116 + CvA: +14 + d100: +35 - -5 == +235
Warding failed!
Demyse suddenly stops all movement.
Cast Roundtime 3 Seconds.
>n
[Town Square, Southwest]
This corner of the square seems somewhat subdued. Townsfolk pass through on their way to the shops, the bazaar, or the main well at the center of the square. Others hurry past, anxious to get home or go on about their business. You also see a gypsy fortuneteller, a shaggy mutt, a badly damaged modwir trunk, a weathered thanot chest, a cobblestone walkway leading up to a wrought-iron gate and a wood-sided shop.
Obvious paths: north, northeast, east, south, west

Roundtime: 5 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.

The shaggy mutt barks, "Woof! Woof!"
>sneak s
[Town Square, Small Park]
A small, shaded park fills an old vacant lot behind a row of buildings, the bright lamplight from the square filtering through the passage to the north to illuminate the area with a soft glow. A weatherworn grey marble statue of a stocky human in pioneer's clothing overlooks the park, his stone hat encrusted by the gifts of decades of passing birds and his right hand half-upraised as if it once held some now-missing object. You also see a heavy backpack, a heavy backpack, a small green frog that is sitting, a large black vulture that is flying around and some ornate wrought-iron benches.
Also here: Davaru, Mixi, Great Lord Bulwark, Akaylas who is sitting, Torruck who is sitting, Lord Qwibbly who is kneeling, Nataylia, Nivlamvar, Lord Demyse, Symminian
Obvious paths: north, south, west
Roundtime: 10 sec.

You move into position to stalk Demyse when he moves.

Revon comes out of hiding.
Revon starts jumping around like a twelve-year-old.

You come out of hiding.
You sneeze.

You gesture while calling upon the lesser spirits to aid you with the Spirit Guide spell...
Your spell is ready.
You gesture.
Your surroundings blur for a moment . . .

[Wehnimer's, Erebor Square]
The dome of a large temple rises above this peaceful square, silhouetted against the starlit sky. The circular building is surrounded by marble porticos and teak columns, and a promenade leads to two pillars, through which the inner sanctum can be glimpsed. Priests and worshippers wander here and there, engaged in various rituals of devotion or study. A locked almsbox is securely bolted to an iron pole alongside the pillars. You also see a wrought-iron gate and a glowing white stone.
Also here: Lord Demyse, Revon
Obvious paths: east, south, west
Cast Roundtime 3 Seconds.

You are overwhelmed by an intense wave of disorientation. An acidic bile taste hangs in the back of your throat, making it difficult to swallow. As you try to recover some semblance of balance, an intense series of spasms from deep in your bowels forces its entire contents to work its way up your throat. It takes every ounce of personal effort to keep yourself from the irresistible urge to vomit!
Roundtime: 59 sec.

Revon deeply says, "I knew something was happening."

Revon starts chortling.

You recover somewhat from your nausea.

Revon surveys his surroundings carefully.

Demyse quietly asks, "Ahh so brute force now?"

Revon gazes in wonder at his surroundings.

You say, "I tried the diplomatic way."

You say, "You told me there was nothing else to speak about."

Demyse quietly says, "I saw how hard.. so your mind was so weak that now you act as a human."

(he woulda lived had he not said that, I was gonna just leave him bound)

You stand back up.

Demyse quietly says, "Do as you must.. it solves nothing to the problem."

You trace an intricate sign that contorts in the air while forcefully invoking Torment...
Your spell is ready.

You gesture at Demyse.
CS: +416 - TD: +115 + CvA: +14 + d100: +21 - -5 == +341
Warding failed!
You glare malevolently at Demyse.
You feel a dark force suddenly summoned between you and Demyse.
Cast Roundtime 3 Seconds.

You rub your glass amulet.
1d100: 31 + Modifiers: 135 == 166

You become invisible.
Cast Roundtime 3 Seconds.

You feel a dark force lash out at your opponent!
CS: +416 - TD: -76 + CvA: +14 + d100: +9 - -5 == +520
Warding failed!
Demyse is engulfed in an eerie, dark haze!
He flinches in pain!
... 110 points of damage!
Demyse drops to the ground like a sack of potatoes.
He is knocked to the ground!
He is stunned!

Revon shifts his weight.

Someone unseen yells, "Criminal, begone! Hanging's too good for the likes of you!"


You feel a dark force lash out at your opponent!
CS: +416 - TD: -126 + CvA: +14 + d100: +13 - -5 == +574
Warding failed!
Demyse is engulfed in an eerie, dark haze!
He flinches in pain!
... 115 points of damage!
Shot shatters shoulder and severs left arm!

* Demyse drops dead at your feet!

Demyse appears less secure.

(that must really suck seeing your TD go further negative then it is normally positive)

A small human child cries out, "Murder!". His mother then sends him off for the night watchman.

You feel the presence take Demyse's life.

Revon rubs his glass amulet.

Revon rubs his glass amulet.

Revon rubs his glass amulet.

[Wehnimer's, Erebor Square]
The dome of a large temple rises above this peaceful square, silhouetted against the starlit sky. The circular building is surrounded by marble porticos and teak columns, and a promenade leads to two pillars, through which the inner sanctum can be glimpsed. Priests and worshippers wander here and there, engaged in various rituals of devotion or study. A locked almsbox is securely bolted to an iron pole alongside the pillars. You also see a wrought-iron gate and a glowing white stone.
Also here: the body of Lord Demyse who is lying down, Revon
Obvious paths: east, south, west

Revon deeply says, "Oy."

Revon rubs his glass amulet.
Nothing happens.

Revon renews his song.

Revon whines.

Demyse's body decays into compost.

Revon changes his tune, adding a new element to his song...

Revon skillfully begins to weave another verse into his harmony.
Revon sings a song of revelry, reminding you of days long gone. Lost in the song for a moment, your vision blurs slightly and you think you see Revon raise his arm in a toast. You blink to clear your head and find that Revon has vanished!

(thought we was gonna get to see Revon get hung, darn it)

Lord Demyse just strode in.

Lord Demyse strides away moving west.

(So, Demyse heads straight back to the park to sanct again, and he eventually got the sanct back up but not before he was slept a few times...)



I just wanted to post this as a reminder that sancts piss off more then just thieves...

Bobmuhthol
07-12-2007, 02:27 AM
Demyse = Foxs.

Alfster
07-12-2007, 02:38 AM
so move north and continue to spell up, the ones who wanted it would follow

Akari
07-12-2007, 02:39 AM
ah, makes sense... musta been how he knew to say "act as a human" to press Akari's buttons... humans could never be half as violent as him. :)

Akari
07-12-2007, 02:41 AM
so move north and continue to spell up, the ones who wanted it would follow

my point is... I shouldn't have to do that because of one person that wants to sit for hours with a sanct... actually, most people will drop the sanct if you ask them nicely

Shari
07-12-2007, 03:24 AM
Your first problem, of course, was that you were in Wehnimer's Landing. :D

Drisco
07-12-2007, 10:24 AM
Heh Its so true he was really pissing me off last night but I just went to bed and this morning I woke up in a courtroom and lost everything.

Latrinsorm
07-12-2007, 10:45 AM
How is the negligible inconvenience of you moving a room to spell up your animate worth more than the negligible inconvenience of everyone closing their containers?

Parkbandit
07-12-2007, 11:00 AM
Just another example of Simu trying to make a roleplaying game completely retarded.

Low level cleric can impose their will on an entire room. Yea, I can believe it.

:yawn:

Parkbandit
07-12-2007, 11:01 AM
How is the negligible inconvenience of you moving a room to spell up your animate worth more than the negligible inconvenience of everyone closing their containers?


Yea, because making a simple macro to close 3 items is a HUGE inconvenience.

Boo hoo.

Tea & Strumpets
07-12-2007, 11:04 AM
Just another example of Simu trying to make a roleplaying game completely retarded.

Low level cleric can impose their will on an entire room. Yea, I can believe it.

:yawn:

It's not the low level cleric, it's their god. Learn to roleplay for fuck's sake.

I don't like them imposing their religion on me though, so I think killing for a sanct is acceptable under most circumstances.

Latrinsorm
07-12-2007, 11:05 AM
Actually the word I used was "negligible", not "huge". However, let's work with your assessment:

Hitting three macros vs. typing "n". Four keystrokes versus two! You're right, PB, everyone should always sanct the park. Thanks for your input. :)
Low level cleric can impose their will on an entire room. Yea, I can believe it.If your idea of "roleplaying" is "level = power" then I hope Simu gets rid of all "roleplaying".

Parkbandit
07-12-2007, 11:14 AM
Actually the word I used was "negligible", not "huge". However, let's work with your assessment:

Hitting three macros vs. typing "n". Four keystrokes versus two! You're right, PB, everyone should always sanct the park. Thanks for your input. :)If your idea of "roleplaying" is "level = power" then I hope Simu gets rid of all "roleplaying".


I'm not roleplaying here Stanley Jr. Sorry to confuse you so.

And if you actually need 4 keystrokes to close 3 items, you are far too retarded to be playing Gemstone and should stick with your Barney and Friends game.

Back
07-12-2007, 11:20 AM
Heh, if that were Vaalor and you were parading that animate around you would not have had as polite a conversation as you would have with my pure elven paladin of Koar.

Akari
07-12-2007, 11:51 AM
How is the negligible inconvenience of you moving a room to spell up your animate worth more than the negligible inconvenience of everyone closing their containers?

Are you fucking kidding me? are you that fucking retarded that you think it is ok that the WHOLE park should move north to a non-noded area to cast thier spells, and get massies because of one fucking ignorant sancter that is doing nothing more then sitting there?
My whole purpose for bringing my ranger is to spellup my animate... but when he is done, I cast colors with him... and when I do this, I usually bring my wizard in to follow up with blurs while I cast guards... giving everyone in the park a full set of massies.
Let me put it like this... if I can't bring an animate in the node where I spell up because of your spell... then I ask you politely and you refuse to close your damn containers and remove the spell...
If I can't remove the spell, then I'll remove the sancter. If these preists that are sancting are so holy, and peacful... they would know better then to piss off a sorcerer for no reason other then to be a dickhead.

Celephais
07-12-2007, 11:52 AM
My cloak is stuck open... :(

Akari
07-12-2007, 11:59 AM
Heh, if that were Vaalor and you were parading that animate around you would not have had as polite a conversation as you would have with my pure elven paladin of Koar.

If I was in Vaalor... I wouldn't argue with some elf paladin about my animate, and my character has very little tolerance for anything... I'm sure the convo woulda lasted a whole 30 seconds before the sparks flew

CrystalTears
07-12-2007, 12:14 PM
Is it a prerequisite to be an asshole to play a sorceror?

Why is this even in Gems? This is more of a complaint, or are you showing your massive roleplaying skills at killing a sancter?

Sean
07-12-2007, 12:16 PM
Originally Posted by CT
Is it a prerequisite to be an asshole to play a sorceror?

Yes. See below:


Originally Posted by Akari
If these preists that are sancting are so holy, and peacful... they would know better then to piss off a sorcerer for no reason other then to be a dickhead.

Necromancer
07-12-2007, 12:20 PM
Next time, just use a demon

Parkbandit
07-12-2007, 12:25 PM
I wouldn't call anyone a retard... and then moments later use the term "Massies".

I use to taunt foolish idiots relentlessly in the park for using such a pussy term.

Sean
07-12-2007, 12:33 PM
Originally Posted by Akari
are you that fucking retarded that you think it is ok that the WHOLE park should move north to a non-noded area to cast thier spells, and get massies because of one fucking ignorant sancter that is doing nothing more then sitting there?

When did the whole park get animates that they need to attack them to spell up? Fact is whole park didn't need to move to cast their spells.. you did. You just didn't want to and thats certainly your right. Although it's kinda funny that you had no problems going north to hide or transporting yourself to Erebor to cast your spells...

Latrinsorm
07-12-2007, 12:47 PM
the WHOLE park should move north to a non-noded area to cast thier spells, and get massies because of one fucking ignorant sancter that is doing nothing more then sitting there?The initial complaint was one (1) sorcerer who wanted to spell up his animate versus one (1) cleric who wanted to cast sanct. If the WHOLE park was constituted of sorcerers wanting to spell up their various animates (minus the sancter, obviously), then perhaps you might have something.
I'm not roleplaying here Stanley Jr. Sorry to confuse you so.What a peculiar thing to say, at least after saying "Just another example of Simu trying to make a roleplaying game completely retarded. Low level cleric can impose their will on an entire room. Yea, I can believe it." I'd be more puzzled, but my guess is that you don't remember one post by the time you make another.

Gelston
07-12-2007, 12:50 PM
Actually it was the whole park wanting mass spells that Akari wouldn't cast due to the sanct preventing his animate from entering.

Sean
07-12-2007, 12:59 PM
People other than Akari with or without animates can still cast Guards, Colors, and Blurs in the park.

Celephais
07-12-2007, 01:14 PM
Actually it was the whole park wanting mass spells that Akari wouldn't cast due to the sanct preventing his animate from entering.

and any inconvience imposed on people getting handouts is nil IMO. Especially if they can join the person, the person moves south, casts, then moves back north (I'm mixing things up)... pretty much zero inconvience.

I know this is about a sorc complaining, but whenever I hear a rogue complain about a sanctuary in town, it seems to me they're hiding behind the justice system mechanics (retaliation is very limited) just the same as a cleric hides behind the sanctuary mechanics.

My bias is towards wanting sanctuarys though, what with my cloak stuck open (hooray jaws traps!)

Ignot
07-12-2007, 07:40 PM
We must always follow the rules of the PC. Breath, take a 5 minute break, then post. This seems like a pretty foolish issue to start some trouble over.

Sean of the Thread
07-12-2007, 07:45 PM
While I don't agree with Akari and his rant.. I will say that sanct whores suck balls for the most part.

Numbers
07-12-2007, 10:47 PM
Sanct whores are a pain in the ass.

Spaewife and Demyse are some of the worst offenders when it comes to the park. Bitches basically have a script set up to keep the park perma-sancted.

Bobmuhthol
07-12-2007, 11:09 PM
I wish group spells dropped when you left the group.

Akari
07-12-2007, 11:17 PM
I will say that sanct whores suck balls for the most part.

thats really my biggest complaint... I mean, yeah I coulda went to the party room and spelled up my animate in the node there... and of course I coulda just forgot about casting mass spells. but, I just think it is assholish for someone to sanct and sit there for hours, for no reason other then to piss people off.
and I woulda just broke it with a demon other then the fact that I have not mastered illusions and can't have a demon in town.

I put this post in Gems because I figured folks would like to see vigilanty justice on a mouthy little sanct abusing cleric. that is all.

Deathravin
07-13-2007, 03:11 PM
When a demon is breaking a sanct, when he leaves does it just keep coming back? Does it re-break when somebody re-sancts?