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    • Robin

      Welcome!   03/05/2016

      Welcome, everyone, to the new 910CMX Community Forums. I'm still working on getting them running, so things may change.  If you're a 910 Comic creator and need your forum recreated, let me know and I'll get on it right away.  I'll do my best to make this new place as fun as the last one!

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Showing most liked content on 02/27/2018 in all areas

  1. 4 points
    Tom Sewell

    Story, Monday February 26, 2018

    Greg's got some wonderful qualifications for Vladia: Moral uprightness, tolerance of weirdness, and a force field.
  2. 3 points
    Don Edwards

    Story, Monday February 26, 2018

    That depends on the interpretation of "can"... Is physically capable of? Yes, he certainly CAN say no. For that matter, at present the job offer is conditional, and he could very easily just fail to meet the conditions - thus, no job offer. By, for example, NOT arranging his notes into a suitable format and sending Arthur a copy. Heck, it's theoretically possible he'll TRY to meet those conditions, and fail. (I so do not see that happening.) And if he decides he doesn't want to work under DGB, no they can't force him. Do they want to try? Maybe kidnap or threaten Grace? Yeah... bring in a genius researcher and seer by convincing him that you're evil and the enemy of what he holds dear. Anger his friends and relatives - they would definitely be concerned about Nanase, Elliot, Ellen, and Edward, possibly about Susan, Sarah, and Justin. Anger Grace's friends and relatives - her three brothers, Edward (again), Vladia, Hedge, Guineas, Raven. They'd all chat with THEIR friends and relatives - Catalina, Diane, Rhoda, Noah, Luke (and, through him, his circle), Mamase (I think she's still keeping significant secrets), Greg, Agent Wolf, Agent Cranium... I don't know how it might spread from there, or how much of that potential growth DGB would be aware of, but it seriously doesn't sound like a good idea to me. Different interpretation: can Tedd seriously consider saying no? There, I doubt it. It's too good a deal - he gets paid (probably well) to do what he wants to do anyway, he gets equipment and assistance he can't afford on his own, he would have access to (and the necessary contacts to find) whatever relevant expertise DGB may have available which might allow him to get significant results faster...
  3. 2 points
    Scotty

    Story, Monday February 26, 2018

    To be honest I don't think any forcing would be necessary, Arthur was Edward's prior boss and taught him everything he knows and while Edward was thoroughly confused by Arthur's actions when retook the position as head of the paranormal division, I don't think Edward had any disrepect for Arthur, and we know Arthur has loads of respect for Edward since he agreed to doing the fake Cheerleadra sighting. Of course if they have to both watch over Tedd, there is potential for a conflict between father and supervisor but Arthur might just let Tedd work at whatever pace she's comfortable with and I imagine he'd be taking into consideration that Tedd needs to continue regular studies to finish high school.
  4. 2 points
    Trying to reconstruct something I posted before the forum crash... the following is said somewhere in Europe, in some language possibly beginning with the letter F...
  5. 1 point
    Zorua

    How to Play: Goomanji

    A fan-made game manual for the Goomanji game as depicted in the EGS:NP arc, Goomanji 2, with revisions added for any future Goomanji arcs. This post will be updated as more rules are revealed. If I made an error, feel free to correct me and I'll revise this post accordingly. Please note that if Dan clarifies a rule or card on Twitter or Facebook or wherever, I won't be able to see it as I don't follow him outside the comic itself. Someone will have to relay that info. GOOMANJI BOARD The board consists of 24 spaces. Every corner is marked with a "3". Between the corners are five spaces: three "1" spaces and 2 "2" spaces. Each side is marked 3-1-2-1-2-1-3. Each 2 Space is connected to the 2 Space on the opposite side of the nearest corner by a "tunnel". Two 1 Spaces in the center of opposite sides are connected by a "river". GAME PIECES 1 Game Board 40 Cards: 8 1-Type Animal Transformation Cards 8 1-Type Physical Transformation Cards 8 1-Type Clothing Transformation Cards 3 2-Type Animal/Physical Transformation Cards 3 2-Type Animal/Clothing Transformation Cards 3 2-Type Physical/Clothing Transformation Cards 3 3-Type Animal/Physical/Clothing Transformation Cards 2 0-Type Reset Cards 2 0-Type Swap Cards 4 Player Pieces (Yellow x1, Orange x1, Blue x1, Green x1) 32 Property Tokens (Yellow x8, Orange x8, Blue x8, Green x8) 2 6-sided Dice of different colors Pieces used during playtesting not included. SETUP Players place their pieces on a 3-Space where, moving clockwise, it takes nine spaces to reach the 1-Space that marks the "river". Players roll dice to determine who goes first. Player turn order goes clockwise around the board. Players draw three cards to form their starting hands. Players move clockwise around the board. TURN A player's turn consists of three steps: Roll the dice and move the indicated number of spaces. Purchasing and Transformation If you have less than 3 cards in your hand at the end of your turn, draw to three. Certain card effects can modify each step and add additional steps. SCORING and VICTORY Each space on the board has a number. If a player purchases or steals a space, they gain that number of points. If a space is stolen from them, they lose that number of points. The first player to reach 8 points wins. PURCHASING and TRANSFORMATION When a player lands on a space, they have the option to purchase the space. Spaces are purchased by playing Transformation Cards. Each Transformation Card has up to three types: Animal, Physical, and Clothing. A player can have one of each type of transformation applied to them at any given moment. A space is purchased when the player that lands on it plays transformation cards that have enough unique types that match or exceed the number shown on the space. When you land on a space: If the space is unowned, you can purchase it by transforming yourself. If the space is unowned and you rolled doubles to reach it, you can purchase it by transforming another player of your choosing. If the space is owned by another player, you can steal it from them by transforming them. The transformations you use must match the types of the transformations the other player currently has on them in addition to matching the number. If the space is owned by another player and you do not steal it, they can choose to transform you instead. This will reduce the cards they can use during their own turn, however. If you own the space, you can remove all transformations from yourself. In order to transform someone (including yourself) who is already transformed, the transformations used must either be of a type the target is not currently transformed by, or match the types of the transformations they are already under. 1-Type Transformations can be overwritten by any transformation of the same type. 2-Type Transformations can be overwritten by any combination of 1-Types that combined share the types of the 2-Type; by any other 2-Type Transformation regardless of types; and by any 3-Type transformation. 3-Type Transformations can be overwritten by any combination of cards that have all three types between them. The transformation cards affecting each player are kept with that player, separate from their hand. When a transformation is removed, a card is discarded, or a 0-Type card is used, the relevant card(s) is placed in a discard pile. When most cards have been drawn from the deck, the discard pile is shuffled and placed at the bottom of the deck. Dan: "Discarded cards eventually get shuffled in..." [Mon, Dec 11, 2017] A possible revision may take effect in future versions: If a player has ended two consecutive turns in the same form, they must draw a card and immediately play it to transform themselves, replacing the current forms applied to them with the result of the drawn card." Dan: "I think a rule for future versions of this (...) is that if you've ended two of your turns in the same form, you draw a card that you must then immediately use to transform yourself, ignoring normal restrictions on what can replace what. The intent of the game is for forms to be brief, and Rhoda has had that form FOREVERRRRRRR. It would also mean that, at most, you'd have to deal having a 3-type card form for two of your turns." [Fri, Jan 19, 2018] EFFECTS Most cards have additional effects that alter player movement, purchasing ability, and cards drawn. Attract: If a player has Attract, other players move towards them, even if it means they move counterclockwise. If a player moving towards the player they're Attracted to reaches the space the Attract player is on but still has spaces left in their roll, they continue moving past the Attract player. If there is equal reason to move in either direction, players move clockwise. Attract (All): All players are affected. Attract (Dog): Only players with the Dog modifier are affected Repel: If a player has Repel, other players move away from them, even if it means they move counterclockwise. If a player moving away from the Repel player reaches the exact opposite side of the board from the Repel player but still has spaces left in their movement roll, they continue moving past the opposite point. If a player starts their turn on the space the Repel player is on, they default to moving counterclockwise. Repel (All): All players are affected. Repel (Cat): Only players with the Cat modifier are affected Blockage [unofficial name]: Players cannot move past a Blockage without a size modifier, even if they have spaces remaining in their dice roll. Big: Big players create Blockages and can move past Blockages. Small: Small players can move past Blockages. Rhoda: "Um, I'm on the same space as Susan [who has Repel (All)], so... Opposite of normal? Gotcha." [Fri, Jan 5, 2018] Dan: "The rule of thumb I decided on was that moving the 'wrong' way (counterclockwise) wins by default if there's a conflict (thereby giving the exception to what's normal more opportunity to happen). As such, whether Attract or Repel would win out would depend on player's positions on the board, which means a player could be drawn to a form one turn, and be repelled the next." [Wed, Jan 3, 2018] Dan: "Incidentally, if a cat form was in play, it would be repelled by Rhoda's dog form (move away from Rhoda), and Rhoda would be attracted to the cat form (move towards that player)." [Fri, Nov 24, 2017] CARDS There are 40 cards, 36 of which are Transformation Cards. The remaining four are two Reset cards and two Swap cards. (due to the rules not being entirely defined, only effects directly stated in the comic or commentary will be listed until clarified) 1-Type Animal Cards Squirrel Add one to your movement roll. Dan: "Squirrels are known for getting places they want to get to..." [Thu, Nov 16, 2017] Susan: "I roll a three, but using my squirrel girl ability, I add one to my roll, making it four!" [Wed, Dec 13, 2017] Dan: "...if you can add (or subtract) one from your roll..." [Wed, Dec 13, 2017] Fox Skunk Repel (All): All players move away from you. Bunny Honey Badger You are unaffected by both Attract and Repel. Hanma: "Honey Badger doesn't give a carp about attract or repel, and is immune to both." [Thu, Feb 1, 2018] . . . 1-Type Physical Cards Busty Your minimum end-of-turn hand size is increased to 4. If you have less than 4 cards in your hand at the end of your turn, draw until you have 4. Rhoda: "And with Busty, I draw until I have four cards at the end of my turn!" [Fri, Nov 10, 2017] Ditzy You can use multiple cards of the same type as if they were different types. If you do, roll to see which among the same-type cards takes effect. Susan: "I'm only using it because it lets me use multiple cards of the same type as though they were different types, the card, or cards, actually sticking chosen at random!" [Thu, Nov 16, 2017] Dan: "During actual playtesting, I settled this by assigning each card to a six-sided die, and going with whichever rolled highest." [Wed, Dec 13, 2017] Tall Small Small: Can pass blockages Energize Draw 1 card before rolling for movement. Hanma: "Energize means Susan gets to draw an additional card before she moves!" [Thu, Feb 1, 2018] Hippy Creates a Blockage. Dan: "Funnily enough, 'Hippy' happens to have the same blocking ability, but doesn't make the player 'big' (all it has is 'may block regularly sized players')." [Sun, Feb 11, 2018] Heavy Subtract 2 from your movement roll . 1-Type Clothing Cards Sensei Furry No gameplay effect Dan: "Furry is an oddity of a clothing card. Basically, it has no effect that matters to gameplay..." [Wed, Dec 13, 2017] Nurse Magician If someone tries to transform you, discard 1 card to force them to transform themselves. Hanma: "Magician means if someone tries to transform her, she can discard a card to make them transform themselves instead!" [Thu, Feb 1, 2018] Genie At the start of any other player's turn, they can ask you to transform them. You must then choose one or more cards to transform them, replacing all current transformations on them. You may then redraw that number of cards. . . Police Due to a misprint, it is treated like a 2-Type Physical/Clothing card in initial playtesting. Hanma: "Um... I originally wanted Police to be a physical-clothing card, but it looks like I changed everything but its type by mistake, so... It is a physical-clothing card, but I meant to make it just clothing..." [Wed, Jan 10, 2018] 2-Type Animal/Physical Cards Cowgirl Ashley: "+1 ATTRACT FOR EACH TURN IT'S IN PLAY!" +1 Attract for each turn it's in play (max: 9) Attract (All): All players move towards you. Ashley and Hanma: "Is there a limit to the, um... attract boosts?" "I never thought it'd come up, but every effect like that caps at nine. Single digits only." [Fri, Dec 8, 2017] Elephant Big: Creates a Blockage. Can pass Blockages. Dan: "Elephant is "Big", and has the ability that makes it so the play can choose to block the movement of regularly sized players." [Sun, Feb 11, 2018] Cheetah 2-Type Animal/Clothing Cards Golden Cheerleader Dog: Has Repel (Cat). All players with the Cat modifier move away from you. At the end of your turn, the player with the highest Attract value draws a card. If there is a tie (including if no players have Attract), roll to determine who amongst the tied players draws. Saint Bernard Dan: "The Saint Bernard card has an effect involving the option to remove a 1-type form if on the same space" "...everyone having the option to remove 1-type cards if on the same space as Saint Bernard." [Wed, Dec 6, 2017] Poodle 2-Type Physical/Clothing Cards Kid You are unaffected by Attract. You cannot have the Attract modifier. When rolling for movement, choose the die with the lowest value and move that number of spaces. Dan: "The Kid card cancels attract effects. A player with kid ignores, and cannot have, the attract ability." [Mon, Jan 1, 2018] Susan: "Kid makes it so I only use the lowest number I roll for movement, so... A five and a one. I move one." [Mon, Jan 8, 2018] Shrink Lifeguard 3-Type Animal/Physical/Clothing Cards Mouse When rolling for movement, divide the result by two (rounded down) and move that number of spaces. Small: Can sneak past Blockages. Catalina: "UM, FORE! You know, the golf "fore", not... I rolled a six, not four. Which means I move three because Mouse..." [Mon, Jan 22, 2018] Dan: "Mouse makes the player move half as many spaces as they normally would, rounded down." [Mon, Jan 22, 2018] Dan: "...and Mouse also counted as 'Small'." [Sun, Feb 11, 2018] Pony Kitty Pet Your movement is 6; rolling is unnecessary Rhoda: "Oh. Right. Pet Kitty means I move six spaces no matter what." [Mon, March 12, 2018] 0-Type Cards Reset Remove all transformations you are currently under. Reset Remove all transformations you are currently under. Swap You swap all of your transformations with those of another player. You can purchase spaces with your new transformations so long as they meet the usual requirements. Swap You swap all of your transformations with those of another player. You can purchase spaces with your new transformations so long as they meet the usual requirements.
  6. 1 point
    Only if Bill Murray is the flag bearer. It just doesn't matter.
  7. 1 point
    Cpt. Obvious

    NP Friday Feb 23, 2018

    A document like that might help getting people up to speed on these kinds of issues. At the same time I wouldn't have the guts to try to compose one. If it's any help you may use anything I've posted on this forum however you like for a project like this.
  8. 1 point
    There are a lot of things that can and do go wrong with things from the late 60s. I know. I'm one of them.
  9. 1 point
    Speaking of Grace's siblings, they have been at their undisclosed government facility for about a year now. Isn't it about time they got out? Can we at least get a progress report?
  10. 1 point
    Scotty

    Story, Monday February 26, 2018

    Van's a seer as well though, if Noriko is his mother, it's likely she would have used a magic analysis wand on him after he was born as well, either Van wasn't scared by the wand like Tedd was, or the wand wasn't noisy like Edward's or maybe, she must still have had some concern about Van's ability to defend himself when she first tried to teach him to cast spells and he couldn't. However, the guilt could have come if Van gave the same results as Tedd, but later on she realized just how ever Van could resist enchantments and maybe figured out that could be the case with Tedd as well. That would make her feel guilty about the way she treated Tedd as defenseless and useless as an apprentice without giving him a chance, she'd also believe that it's too late to go back an try to reconcile things since she had started a new family. For the most part I do agree with that reasoning for her leaving Tedd in the first place, but it was also probably the biggest conclusion jump someone could do. Let's see, failure to realize the wand was being resisted, failure to realize Tedd could see magic, failure to realize that Tedd was empowering the watches and not some fancy technodohicky he made, failure to realized Tedd's genderfluidity... I don't think we have enough palms.
  11. 1 point
    Cpt. Obvious

    NP Friday Feb 23, 2018

    Warning! Incoherent rambling ahead! Possibly uncomfortable and raw on feelings. I started writing this last night but never finished. Tried to pick it up and finish it today but failed to beat the rambling into something readable, so I'm posting it as is... Oh, there may be some who feel uncomfortable by the use of words like "freak" and "normal". The thing is that neither of these are absolutes, but both are things that a lot of people use in their mind when comparing themselves to those around them. For some being a freak means getting turned on by shoes, for others it might be wanting to have sex with bicycles, but only those with a "ladies" frame. Or it might be that you feel that being gay is enough that you label yourself as a freak. I'm not saying that it's healthy, but it certainly is way more common than it should be. I've tried to read through it to make sure there aren't any really bad triggers, but I may have missed them. If you find anything really objectionable then drop a PM and I'll see if I can rework that part or I'll delete it all if necessary. Or you can just ask a moderator to nuke the post if it's that bad. I know I had some idea I thought was important when I started writing this, but now I'n not certain I managed to communicate it in this text... Just because she likes to play a some what risky game with her friends it doesn't mean she's suddenly some kind of sex fiend. She probably figured out that she's a "freak" at a very early age. Discovering that you are different from the "norm" can be quite hard on a kid. There are a lot of us here on this board that has gone through this, and a lot of posts has been written about how that has influenced our lives. We have yet to learn anything about Ashley's parents. Most parents want their kids to be successful and fit into society, and usually this means they should be "normal", because that's what their parents taught them. It's easy to hurt someone unintentionally by assuming that your "normal" is going to fit all. At the same time you should not assume that any time someone is claiming something you consider part of the "normal" range to be abnormal they are doing so because they hate you. There are so many ways to deviate from any definition of "normal" you are likely to run into that it's almost bound to happen to all of us, even those who consider themselves cis normal heterosexual. What we've seen of Ashley she seems well adjusted and outgoing. She doesn't seem to have many issues with her sexual orientation or gender. She has said she consider herself somewhat bisexual, and she's had fantasies about gender swapping and transformation of herself as well as of others. Of these only the part about being bisexual might have caused much of a negative reaction from others as the transformation and gender swapping are just fantasies as far as most know. However even if her parents and close friends might not be bothered by her sexuality it's likely she's had enough people react negatively that she's taken to keeping that to her self only trusting close friends and potential boy or girl friends about it. Secrets like these, as small and unimportant as some of them may seem, can easily cause a kid to classify itself as somewhat of a "freak", and that can put a damper on things like dating or even socializing with people they find themselves attracted to. In Ashley's case it can be as simple as her feeling that she doesn't want to have to choose between a girlfriend an a boyfriend, but that she want it all. Polyamory may be a hurdle for a youth trying to fit in and it's not certain that it would be the right thing for Ashley. Add bisexuality and it doesn't get easier. Now she's met Elliot, and it all started with her seeing him transform into a woman. Elliot ticks off some boxes in Ashley's spec sheet that no one else she's met could touch. Elliot can be both boyfriend and girlfriend without the need for a poly amorous relationship. This probably lowers the threshold significantly. Her previous relationship was probably not something she went into wholeheartedly. I doubt she told him about her possible bisexuality or wishing she could have both a girlfriend and a boyfriend. She wanted to fit in with the rest of society and she needed to find out if she could be happy in a classical Boy / Girl relationship. Now she had the bad luck of hooking up with a manipulative jerk. This time she met someone that fit her preferences way better, someone who is genuinely nice, and who is surrounded by family and friends that many would consider weirder freaks than her. Add that she has learned that magic is a real thing, that transformation isn't confined to comic's and fairy tales and suddenly sharing her fantasies and wishes with these new friends feels safe. Exhibitionism might or might not turn her on. Having wardrobe malfunctions in a game about transformations doesn't necessarily mean it's about sex or being sexy. It could just be another part of the game, and for what it's worth they are not likely to look much like themselves at any time after the game has started.