Lt_hawkeye wrote:
this just means we'll all have to slay that dragon i called, cause everyone knows that dragons carry with them tons of epic and awesome loot and obsurd amount of gold.
As well as a stupid amount of bones that will make you unable to move anywhere when you pick them up.
Quote:
RTD is not srz bznz enough for balance.
Balance?! I just made a supcom cameo!
From now on, I'm going to change a thing about the rolls (just the success part, the fail part is good as it is now).
3 = success
4 = 3, with RTD -1.
5 = 4, with RFD +1.
6 = 5, with +2 experience points
7 = 6, with RTD -1, RFD +1 (so total is -2, +2)
8 = 7, with +1 exp (total = +3). Also: Overshot/overkill, with the goal of added ridiculousness.
Chapter 7 – frozen, more dead bison, DRAGON, MISSILE!- midnightDeadMG triest to transplant brains again (4-1). Roll to dodge (1). The bison is getting even better in place. Roll for damage (2+1). The brains are out and go somewhere… One dead bison.
Falcrack tries to sell more of his stuff (5). He sells his pair of shoes and all of his fish. He now is 13 gold richer.
*Geoff goes to kill bison and when he meets Mazrix (who is in big trouble, keep reading), he decides to help and stab a bison with his sword (yes he’s got a sword). (3) RTD gives a 3, so the bison gets only half a blow from the sword. Roll for damage (5). This would normally have killed the bison right away, but now it’s only wounded (-2 on everything in his favour, +2 on everything against him).
Hawkeye tries to befriend the lion by letting him eat from the toasted bison (5). The lion eagerly accepts your offer and you have gained a little trust (1/3) and respect from him (1/4). If you can get him to fully trust and respect you, then you’ve tamed him. With the right orders, he’ll also start to gain some real companion fighting experience (If you have either of the two completely full, a backfire won’t make him attack you, but he still might do things you’re not happy with).
Hazza goes to the bank and asks the bankers if he’s got gold on his account (5). You have! 10 gold on your account. Toby is kicked out of the bank in an extremely rude manner and now Toby’s angry and looks at Hazza with a very sad face. Time to do something about it Hazza!
Isik tries to open the banks vault with his lockpicks! (3). You find yourself in a dark spot and decide to put the staff-torch on. The light is faint but you can see something and what you see is brilliant. Piles of gold, silver swords, axes of obsidian stone, spears with diamonds and bows with emeralds. The best thing for an inventor is that there are many charts of technical stuff which will give you a bit of help when you are inventing
K-lord wants to turn the ship’s surface into ice (1!). He actually turns the air around himself into solid ice, encasing him completely. Unable to move any part of his body, he is unable to move any part of his body (duh!). No action for him next turn. He just has to hope that other people will save him but of course doesn’t have to count on the 13 pirates.
Mazrix goes a bit to his north and tries to shoot two bison at the same time (2). He has to put up two arrows at the same time (otherwise it’s two actions) and two arrows are being shot at the same time but you let go too soon and the arrows fall into the ground directly in front of you. There are three bison and they all look at you, with an angry look.
Moose tries to convince the Templars he actually saved his life, at the cost of only a little bit of scorch marks (6). Not only they completely understand they need to be reminded to the dangers of dark magic (they just had it there for practice against dark magic. That’s ok, isn’t it? NO?! Awww…), they also noticed the fact that a DRAGON is flying around. With some anima magic (Where they hell did they get that from?!), they put out the fire and let Moose back in. Moose will soon find out that it’s something bad that made them want Moose back in though.
OrangeKnight tries to re-cast and summon spear and then attack a bison (sorry but that’s going to be too much of two actions so you’ll attack the bison with the spear you’ve got). 6… Roll to dodge (2). Roll for damage (3). The bison is dead, with a spear stuck in his face. The that are left now have three options. Attack Mazrix, OK, or Geoff. They decides for the “easiest” one and attack Maz.
Regabond tries to do some stealing (5). Eight pieces of gold and a dagger! Not bad!
Spuddyt digs DEEPER. DEEPER!!! (1) Not only you fail to dig DEEPER, you also make the sides collapse on yourself. You’ll need an attempt to dig yourself out but because you’re stuck you get a -1 on that roll! Also, you broke one of your legs. It’ll need healing (in any way), if you’re ever going to walk normally with it (you can walk but any attempt to do something fancy with moving around is met with a -3)
Toot runs out of the house and jumps up and down while yelling “SUP BROS” to OrangeKnight and Mazrix. 5-2 (Still naked). They are impressed by Toot (not just the size of his jumps, but also of his axe. The other thing…. Not so much) and they are now acquaintances.
Wolfinator explores the dark hall (3). A success, you find out that using flux can create darkness around you when you fight (Requires 6 or higher). You also find out that most of the darkness has faded away (this action gives +1 exp instead of +2). It seems the darkness is being burned away by fire that’s now rapidly dwindling. Because you now have the ability to see through the darkness again, you have a sense of direction again and there are 4 different ways out (1 is through the fire 100 metres, 1 is around the fire 200 metres, 1 is back where you came from, 300 metres, and 1 is through a crimson red door, 250 metres away from you.
Bison attack! One attacks DeadMG (the only one remaining with him). 3… The bison’s charge is successful. Roll to dodge (3). DeadMG dodges and the bison hits him only a bit. Roll for damage! (4). The damage only damages his already distorted hand. It will continue the -1 on two handed after the distort is solved. It can’t be healed before the distort is solved though.
The two near Mazrix, OrangeKnight and Geoff attack Mazrix (4-2, 3). The wounded one fails but the other one charges. Roll to dodge (4). The bison misses.
Pirates attack! (1x1, 2x2, 2x3, 3x4, 2x5, 3x6) One utterly fails and swings his axe into another pirate! Roll to dodge (1), roll for damage (6). The pirate is decapitated and falls on the one who decapitated him. The two fall into the water. Two drop their axe and have to spend their 6 hours to grab it up again. Two more (3, 3) attack sailors on K-lord’s ship. Roll to dodge (2,2). Roll for damage (5,1). One dead, one unhurt. Three (4, 4, 4) attack another shieldman, anima mage and swordsman (RTD: 1, 3, 4, RFD: 3-2, 5, 6). Shieldsman uses the shield and is unhurt, the other two dodge the damaging blow.
The two rolling a 5 start damaging the ship! The front mast is being chopped down (1/3). The 3 rolling a 6 start to set fire to the ship. The fire is going well immediately (Fire HP: 3, turns into a big fire if unattended to in 3 turns).
The anima mage tends to the fire (4), it has 2 HP (still turns big if unattended to in 3 turns).
The swordsman attacks a pirate (5). RTD (2), RFD (4). The pirate is heavily wounded and tries to hold on to the ship (-3 in next roll, will die at the end of next turn).
From the rift, which has expanded enough right now, three metal darts appear and they fly directly to the ground, exploding when they hit it. The gigantic fire burns a total of 15 people, as well as 3 bison (north of the rift). The building there is destroyed for 50% because of the explosion. Amidst that destruction, another 15 people die!
About 30 people run, screaming in panic, towards the hall of the Aeon Templars and they beg for mercy (guess what happens next).
InventoryDeadMG: SpaceTimeMage/swordsman (2.5/1.0).
@Village
*Iron sword
*Secret message!!!
*Teleport spell (you’ll have to level up several times to get it really strong)
*Slow time spell (-1 on enemy dodge rolls for several turns)
*Book on basic space manipulation
*Book on basic time manipulation
*Gold (5)
-1 on two handed (distorted hand, then wounded)
-1 (Broken ribs)
+1 resistance
A) Wolfinator
Falcrack: ShoeCobbler/Fisherman (1.8/1.

.
@docks
*2 rods
*1 pair of shoes
*24 gold (-1/turn)
+ No roll less than “2” when doing a move action.
A) Regabond, OrangeKnight, Mazrix
C) Geoff (swordsman/thief (1.2/1.0))
*sword
Hawkeye: Archer/Thief (1.8/1.

.
@Thief.
*Bow with arrows (4)
*Bison Hide
*Lockpicks (5)
*Gold (10)
A) Hazza.
C) Young lion (needs taming though!)
Hazza: AnimaMage/Archer (1.0/1.5).
@ Bank
*Basic fire book
*Rusty bow and arrows (10)
*10 gold (bank account)
C) Toby the labra-doodle
~attack small animals
~fetch
A) Hawkeye, Spuddyt
Isik: Thief/Inventor (1.2/2.0)
@vault, bank
*Lockpicks (3)
*wood, metal, leather
*Lockpick-knife
*Torch Staff
K-lord: Shieldsman/AnimaMage (1.5/1.0)
@docks.
*Big wooden shield
-1 thought (headache)
Mazrix: Archer/Healer (1.5/1.

.
@Tavern
*Bow with arrows (10)
*Coffee beans
*Gold (15)
A) Falckrack , OrangeKnight, Toot
F) Regabond
Moose: LightMage/Swordsman (2.1/1.0)
@Aeon Templars
*Book of light
*10 gold
+ speed of light (-1 to enemy trying to dodge you)
^^Aeon Templars (janitor)
OrangeKnight: spearman/LM (1.0/1.0).
@Tavern
*Beer
*7.5 m (22.5 ft) of rope.
A) Falcrack, Mazrix, Regabond
Regabond: Thief/DarkMage (1.5/1.0).
@Tavern
*Dagger
*Lockpicks (5)
*Beef (with bones in it)
*Gold (10)
A) OrangeKnight, Falckrack
F) Mazrix
Spuddyt: Axeman/??? (1.5/1.0).
@ North of forest
*Broken Axe
*Rusty hatchet
-1 on two-handed (wounded arm)
-3 in moves that require action (broken leg)
A) Hazza
Toot: Axeman/pimp (1.0/1.5)
@West of House
*lack of clothes (-2 on anything social)
*Dress
*rogue hat (+1 on bargains)
*Big axe (2 handed)
*Pink cane
-2 on anything social
-1 on speech (hurt badly in crotch, chapter 5)
+1 on bargains
Wolfinator: DarkM/Nerd (2.4 /1.0).
@ Vault (Magical Lab)
*Book: Flux
*Book: Drain (lv 7)
*Book: Summon rats (lv 4)
*Scroll: Undo dark backfire (on yourself)
*Scroll: Undoe dark affliction
*3 crystals
*3 crystals (40% filled)
+ 2 exp/Dark Mage Action (Dark Magic surroundings).
+1 resistance
- 2 social (Darkened). -1 In light (darkened).
- NO SENSE OF DIRECTION.
A) DeadMG
FactionsAeon Templars (LightMages).
*Moose (janitor)
Enemies*12 pirates (1: -3 on rolls, dies next turn)
*12 bison (1: -2 in favour of it, +2 against it)