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 PostPosted: 15 May, 2012 
 
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regabond wrote:
OrangeKnight wrote:
Soo.....what's my mission?

Find me a new body. You broke my last one.

I'm sure if I look hard enough I can find a rat or something ;p

Mike

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 PostPosted: 16 May, 2012 
 
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spuddyt wrote:
Plasma, if you want to hold on till just the end of the week, I can give it a go at running this. (My exams end saturday morning, then i'm free)


Sure, go right ahead.

OrangeKnight wrote:
Soo.....what's my mission?

I must've forgotten something...

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 PostPosted: 16 May, 2012 
 
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I guess ill search the surrounding countryside for a cave or other cool some-such, using my amazing eyes that i'm sure i have back now.

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 PostPosted: 19 May, 2012 
 

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Falcrack puts on the magic ring which enables him to breathe underwater and walk on water (but which had by an unfortunate oversight not been listed in his inventory) and decides that now is the time to try out that ring and explore the underwater realm off of the town he landed in. He plunges in the water and swims to the bottom, to see what he can see.

viewtopic.php?f=12&t=57413&start=300

Geoff uses the sling that was fashioned for him and rests so that his arm may finally become fully healed.


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 PostPosted: 19 May, 2012 
 
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I go outside and practice my magicks some more

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 PostPosted: 31 May, 2012 
 
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Right, sorry it's taken me a while to get to this point, but I should be able to start running this again soon.
That said, I think i'm still waiting on the actions of Deadmg, Orangeknight and K-lord for this extremely belated turn.
(Also plasma there's one final PM for you with a query or three)


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 PostPosted: 31 May, 2012 
 
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I'm still waiting to hear what my mission is.........

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 PostPosted: 01 Jun, 2012 
 
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I'll PM you in a second.


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 PostPosted: 01 Jun, 2012 
 
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Didn't realize you were waiting on me. I attempt to teleport a piece of the dark creature off it's body.

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 PostPosted: 01 Jun, 2012 
 
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Having accepted my mission I try to talk the Templars into giving me thier finest magical armor(s) to carry out my mission with.

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 PostPosted: 01 Jun, 2012 
 
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Still waiting on K-lord. If he takes too much longer i'll probably just leave him on "standby"


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 PostPosted: 02 Jun, 2012 
 
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Whoops, sorry.

I float back through the deck above me and call over some pirate mates to help carry all the treasures bakc to our ship.

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 PostPosted: 02 Jun, 2012 
 
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A couple of notes before we begin:
I'm going to start making it so that your entourage can only have one action between all of them, although the larger the crowd, the stronger the results of their actions will be.


Also, for combat, because I was highly confused as to how everything already worked, everyone now has 8 HP. You fall unconscious at -1 hp, and die at -8, because I'm not entirely certain how the combat was working before and goddamn I'm not delaying this anymore to ask about another random rule niggle (I can always go back and change this, and if there is a specific fuckup of your skills, or a particularly targeted attack on you it is more likely to impart a penalty without draining your health).


Also,
Plasma_Wolf wrote:

Spuddyt respawns! He is in fart town and approached by the duke of fart, who also seems to be a mutant. The duke of fart tells him he wants a mutant lady to marry and tells Spuddyt to kidnap one from the Eastern Empire. (Hint: go east)


This never happened.

The fate of the abomination known as spuddyt was that he ended up as a leviathan's pincushion. A situation from whence he is unlikely to be saved.


Anyhooooo:


Chapter 21 - Under new management.


Mazrix: Asks to be teleported. (I will count this as a movement). The destination? The pimp guild (In the town known as fart).

Upon arrival, Mazrix attempts to blind as many pimps as possible with a light beam (1). Being teleported apparently does horrible things to controlling light beams. Rather than blinding any pimps, your light beam backfires, frying your eyes and one eye is blinded -1 on anything related to depth perception until this is cleared - It will clear in 3 turns. On the bright side, the pimps are so perplexed by your appearence, coupled with your apparent inability to do anything competent that they don't attack you.

Lt-Hawkeye: Lets out a TERRIFYING ROAR. (2). For a mouse, the sound you make would be mildly alarming. The animal king is less easily impressed, but he offers you an alternative method to prove yourself, involving a mysterious pouch of powder he gives you.

Isik bandages his gash (6). Dear lord do you ever bandage that gash. Indeed, you bandage it so well that you alter the blood flow in your brain, beneficially moreover (+1 to inventor actions next turn, bleeding removed).
The automata search for more wood and metal (3). Given that they have moral discernment roughly on the level of boiled water, the automata start dismantling the houses of the few innocent civilians that hadn't had their houses already destroyed. That said, they do acquire 1 piece of wood and 1 piece of metal

Damoose throws the prisoner aside and dives for the weapon in the centre of the room in order to turn it against his foes. (5). In spite of knowing nothing about how this weapon functions, it doesn't take a genius to press the big red button on the side of the staff. Gripping the staff, a wave of dark energy blasts out, flinging all the dark mages into the wall and knocking them unconscious instantly.

Toot uses the special card. (4) Indeed, what could possibly go wrong? The card's power teleports him to Destra. As a matter of fact, right between the Cleansing arrow guild and the Aeon Templars building. (What a crazy random happenstance)

Peculiarly, the card also seems to have teleported in a significant number of clowns, who, in spite of being rather surprised at just having been brought into existence, decide the best solution is simply to perform their way through it. This causes absolute bedlam on the streets, and the guards at the doors of all nearby buildings are drawn in to the fray and lost from view.

Regabond takes the pragmatic approach to being on fire by using his body to make more fire. (4)
You have started a small blaze in a haystack. Left alone it will probably not spread very far, but with a little work... (Fight da powah mannnnn)

Hazza searches the countryside for a cave. (3). You find a cave to the north. It looks pretty cool inside... It is adjacent to the river after all.

Falcrack uses the magic ring which I have no idea whether he had it or not so lets give the benefit of doubt here and swims to the bottom of the sea to see what he can see see see (2). Bit mirky. Not a whole lot to be seen so far as you can tell. Ring's working fine though!

Geoff rests. (1 turn left on the wounded arm)

WNxWolfinator: I go outside and practice my magicks some more. (5) (+3 exp to both) to both of your magicks.

DeadMG: I attempt to teleport a piece of the dark creature off it's body. (1). Oh dear. Your attack fizzles rather embarassingly, and you trip over in your confusion (-1 to next RTD).

K-Lord: Floats through the ceiling, and attempts to call over some friends to help with the looting (2). They just don't seem to hear you. :(

Orangeknight attempts to sweet talk the templars into giving him free armour. (4). The aeon templars happen to have some pretty sweet armour lying around (fancy that). It is pretty heavy though. (-1 to actions that require a degree of movement like acrobatics, the armour itself will absorb 5 points of damage before breaking)





Inventory
DeadMG: SpaceTimeMage/swordsman (3.12/1.0).
@????
HP: 8/8
*Iron sword
*Teleport spell (Labra Doodle sized objects are affected)
*Slow time spell (-1 on enemy dodge rolls for several turns)
*Book on basic space manipulation
*Book on basic time manipulation
*Silver dagger (2x)
*Gold (15)
*Sword
*Shield
+1 resistance
+1 on time related
A) Wolfinator

Falcrack: Shoe Cobbler/Fisherman (2.1/3.06 ).
@Harbour
HP 8/8
*2 rods
*Fishing net
*Big axe (-1 when using it because you’re a measly shoe cobbler)
*1 pair of shoes
*Magic ring (Water breathing/Water walking)
*74 gold (-3/turn – this payment resumes at chapter 24)
+ No roll less than “2” when doing an action that requires movement. This is countered when you have a –X on something that requires movement.
+1 fishing (net)
+1 fishing (general)
+1 on making shoes.
A) Regabond, OrangeKnight, Mazrix
C) Geoff (swordsman/thief (2.9/1.5))
~*sword
~*bison hide
~*2 pieces of meat
~*sling
~-1 on two-handed (wounded arm, healing in one chapter)
~+1 on own RTD
~A) Toot, OrangeKnight, Mazrix, Moose, Regabond

Hawkeye: Archer/Thief (2.8/1.8 ).
@???
HP: 8/8
*Bow
*Bison Hide
*Lockpicks (5)
*Mysterious powder
*Gold (15)
*Transformation to Laguz Lion (85%)
+1 Bare handed (claws)
Faster shooting: -1 RTD (enemies)
A) Hazza, Spuddyt, Isik
C) Simba (fully grown lion)
~Respect (1/2)

Hazza: AnimaMage/Archer (1.1/1.6).
@ East of Destra
HP: 8/8
*Basic fire book
*Rusty bow and arrows (10)
*Gold (500)
*Can investigate rooms on life from another room
+1 on RTD (own) (large sack)
C) Toby the labra-doodle
~@Destra
~attack small animals
~fetch
~follow other people
A) Hawkeye, Spuddyt, Isik

Isik: Thief/Inventor (1.7/3.16)
@North-West of town
HP: 8/8
*Piece of Wood (2)
*Piece of Metal (3)
*Lockpicks (3)
* leather
*Lockpick-knife (stuck in hand)
*Torch Staff
*Hypnosis pendulum
*leash (for two beings)
*Band-aids (4)
*Standard pimp sword (+1 when pimps use it, -1 on damage. +1 on damage IE 0 in total when it is filled with energy, otherwise it will fill up energy on use)
+1 on talking
+1 on small item construction
A) Hazza, Hawkeye
M)
~Automaton (1)
~*Rope-blade
~Automaton (1)
~*Rope-blade
~*Piece of wood.

K-lord: Ghost/AnimaMage (2.3/2.3)
@Flying Dutchman
HP: 8/8
*Binoculars
+1 on action concerning ice.
+1 resistance (enemy RFD on you goes -1)
^^Joney Davos’ ghost pirates (sailor)

Mazrix: Archer/LightMage (3.3/3.0).
@Cleansing Arrow Guild house
HP 8/8
*Bow with arrows (15)
*Coffee beans
*Gold (15)
*Will receive command ranking when joining CA
+1 for damage rolls (A)
+1 on healing yourself
+ Enemies suffer -1 on RTD (Light Magic)
+ Enemies suffer -1 on RTD (Archery)
-1 On depth perception (3 turns remaining)
A) Falckrack , OrangeKnight, Toot, Geoff
F) Regabond

Moose: LightMage/Swordsman (3.14/1.6)
@Vasari Guild
HP: 8/8
*Book of light
*Light sword
*Experimental dark staff
*Gold (10)
+ speed of light (-1 to enemy trying to dodge you)
+ 1 damage (light)
A) Geoff, Mazrix, OrangeKnight, Toot
F) Regabond
^^Aeon Templars (janitor)

OrangeKnight: spearman/LM (2.4/3.8 ).
@East of Destra
HP: 8/8
*Beer
*7.5 m (22.5 ft) of rope
*Gold (5)
*Fancy shoes (owned by Regabond’s body at the moment)
*Steel Lance
*Aeon templar armour (-1 to movement related, will soak 5hp of damage)
~~~~ (Now in the hands of Regabond’s body at the moment but you might get it back) +1 RTD (shoes)
+1 on Light Magic actions.
+1 on damage (lance)
+ -1 on enemy RTD (speed of light increased)
E) Regabond
A) Falcrack, Mazrix, Moose, Toot, Geoff
C) Henk (Frisian horse) Trust (2/3)
^^Aeon Templars

Regabond (soul): Thief/Anima Mage (2.0/1.0)
@Destra Wall
HP:?/?
###Less-Than-Astral###
###On Fire (turn 21)###
E)OrangeKnight
A) Falckrack, Geoff
F) Moose, Mazrix
C) Slagathor: trust (1/5)

Toot: Axeman/pimp (1.5/2.5)
@Fart town, between CA and Pimp Guild houses.
HP: 8/8
*Pimp Cane (no effect)
*Orange Pimp Cane (Balloon staff)
*Hatchet
+1 on pimp actions.
A) Mazrix, OrangeKnight, Geoff, Moose

Wolfinator: DarkMage/Spellcrafter (3.17/1.6).
@Destra
HP: 8/8
*Book: Flux
*Book: Drain (lv 7)
*Book: Summon rats (lv 4)
*Scroll: heal minor physical injury
*Scroll: Undo dark backfire (on yourself)
*Scroll: Icarian Flight
+1 resistance
+1 action roll
-1 on two handed (wounded arm)
A) DeadMG, Gary

Factions
Aeon Templars (LightMages).
*Moose (janitor)
*OrangeKnight (janitor)
Pimp Guild
*Toot (Blue Pimp)

Allies
P) Gary: Shieldsman/DarkMage (1.0/2.5)
*-1 on two handed
P) Jimmy: Sniper/???? (1.0/1.0)
*Bow
+5 on archery.

Enemies
Dark creature (-1 on dodge for turns 21, 22, 23)

Secret inventory
Toot: 1 suprise card, 1 secret message

Maps
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 PostPosted: 02 Jun, 2012 
 
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Double post for seperation purposes: Let me know if anything's wrong and I'll try and get on it, hoping everything's OK.


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 PostPosted: 02 Jun, 2012 
 
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Quote:
Chapter 20 – 20 – midnight
DeadMG moves away to gain some distance against the creature. It works but only because the creature is slower than you. He won’t attack you next turn as a result of this but he will attack this turn as a result of the previous turn.


I also believe you missed my +1 due to my skill level.

For my next turn, I attempt to stab the creature with my sword, and then run away.

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 PostPosted: 02 Jun, 2012 
 
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I attempt to heal my wounded arm

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 PostPosted: 02 Jun, 2012 
 
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I confiscate the belongings of my dark mages prisoners, and use light magic to bind their hands. I then proceed to exit the dark mage guide with my prisoners and the dark staff.

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 PostPosted: 02 Jun, 2012 
 
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DeadMG wrote:
Quote:
Chapter 20 – 20 – midnight
DeadMG moves away to gain some distance against the creature. It works but only because the creature is slower than you. He won’t attack you next turn as a result of this but he will attack this turn as a result of the previous turn.


I also believe you missed my +1 due to my skill level.

For my next turn, I attempt to stab the creature with my sword, and then run away.

All right, i'll remove that part then. Your + 1 removes the negative, but rolling a 1 ain't getting you anywhere son.

Also, I think next time i'll upload the maps as pngs, the current ones are making my eyes bleed.


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 PostPosted: 03 Jun, 2012 
 
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It looks very good spuddyt. You didn't put in counter attacks though. I don't know if we should have any (like DeadMG faces no counter attack) but I'd just like to point it out in case you forgot.

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 PostPosted: 03 Jun, 2012 
 
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Had to roll a 1 at some point.

I don't see myself on the inventory list btw.


I concentrate all my power and cast ULTIMA just around me in a way that it doesn't hit me! ALL OR NOTHIIIING!

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 PostPosted: 03 Jun, 2012 
 
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I head back to the tower that brought me here and ask around for information about other settlements and if i can use the tower to get to them(or get near by them)

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Last edited by Lt_hawkeye on 04 Jun, 2012, edited 1 time in total.

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 PostPosted: 04 Jun, 2012 
 

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I wander the village and try to find a mage in order tol set one of my staffs/staves? on fire so I can use it as a torch.

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Toot is lv2 in pimpness and all pimp actions get a +1.
http://tootmaimington.blogspot.co.uk/
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http://tootmaimington.blogspot.co.uk/


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 PostPosted: 04 Jun, 2012 
 
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I look at the objects I have, the terrain around me. An idea of the impossibility to totally fail overcomes me. I stare at the horizon, and I INVENT A TELESCOPE THAT CAN BE ATTACHED TO THINGS

The automatons COLLECT MORE METAL AND WOOD

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 PostPosted: 05 Jun, 2012 
 
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Still waiting on actions from Regabond, Hazza, Falcrack, K-lord and Orangeknight.


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 PostPosted: 05 Jun, 2012 
 
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I un-summon my Lance(Spuddyt check your PM Inbox) and exit the building and join up with Henk(I'm assuming he was waiting outside), I search for an Clothier or General store from which I may buy a robe large enough to cover up my armor. Maybe I'll even stumble onto my shoes which got blown into the city somewhere when I exploded Rega.

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