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 PostPosted: 17 Mar, 2012 
 
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isik wrote:
I'll probably get an 8 at some indeterminable point in the future and wind up replacing half my body with lockpicks.


LOCKPICK MAN! Or you're going to miscast something and you'll just turn into a lockpick.


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 PostPosted: 18 Mar, 2012 
 

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Action: Loot the entire house
Move: Use it to move about the house.

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 PostPosted: 18 Mar, 2012 
 
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But Toot, I was expecting the rape?

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 PostPosted: 18 Mar, 2012 
 
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Move: Head into town to find a local tavern.

Action: Teach Toby to fetch

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 PostPosted: 18 Mar, 2012 
 
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I attempt to use Flux in conjunction with the crystals

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 PostPosted: 18 Mar, 2012 
 
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If Wolfinator is my acquaintance and I can try and move to him, does that mean I can try to teleport to/from him?

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 PostPosted: 18 Mar, 2012 
 
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If you're powerful enough, but you're not nearly powerful enough at the moment. Especially not because no one knows where Wolfinator is at this moment (Yeah in a dark vault but then...?)

Just waiting for Falcrack. I have made a map's snapshot from this chapter but Hazza, Wolfinator, Falcrack and Toot didn't make the update. I know that Hazza is currently the only one who moved but just for information's sake. Hazza: You're going to have to be careful with these descriptions. If I claim that you are not in the village for chapter 6 actions, yell at me.

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 PostPosted: 18 Mar, 2012 
 

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Falcrack, sensing that the world is a dangerous place, decides that merely being a lone shoe cobbler/fisherman will not afford him much protection should dangers arise. So using his riches, he puts an ad out for a bodyguard, to be paid at the rate of 1 gold piece per turn (fairly generous if you ask me).

He heads west over to the tavern, because that is where the best fighters for protection would likely be found.


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 PostPosted: 18 Mar, 2012 
 

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What's the future for inventing? Thievery is obviously stealing more and better stuff, and far more easily, along with various stealthy things. With inventing, will I eventually be able to pick up a rock and two sticks and make a power generator? Will I be able to get a bunch of wood and make a plane? Obviously it would take a high level to be able to make the really cool stuff, I'm just wondering if there are limits.


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 PostPosted: 18 Mar, 2012 
 
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you could be like wolfy and stab arrows through your arm...

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 PostPosted: 18 Mar, 2012 
 
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Lt_hawkeye wrote:
you could be like wolfy and stab arrows through your arm...

IT ALMOST WORKED

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 PostPosted: 18 Mar, 2012 
 
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Lt_hawkeye wrote:
you could be like wolfy and stab arrows through your arm...


I think it was a rusty sword actually


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 PostPosted: 19 Mar, 2012 
 
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Isik, you could get to construct automatons :P

Chapter 6 – Pet, brains, dragon – 6 pm
DeadMG goes outside and attempts to (this is really testing your limit here because you are still a noob, -2, on the teleport a Bison’s brain out of its skull and into another skull (6+1-2)). The attempt is successful (Roll to dodge: 3). The bison is only partially hit by the attack and won’t lose its complete brain (Roll for damage: 4). Half a brain lost, but the bison can go on for a moment because the most important parts are intact. The other bison’s skull is the first brain’s destination: Roll to dodge: 5, the bison is quite successful in evading the teleport and now it’s got brains on its head. As well as in its head. DeadMG now has two very angry bisons in front of him..., but also +5 exp for the spells.

Falcrack puts up an ad for a bodyguard. At a rate of 1 gold piece a turn (5). He thinks it’s fairly generous but if 5 gold is going to get you only 7.5 m of rope, what’s 1 gold a turn going to get you for a bodyguard? Luckily, Falcrack is a kind of a merchant so he knows a bit of the trade of haggling. The (5) has instantly got him one person who’s willing to accompany him as he enters the tavern. The man, Geoff, isn’t experienced and has a small sword, but he’s eager to join. Be careful! When he grows more experienced, he’ll grow more demanding but if you do your best, you’d instantly be able to get a fortune worth of fish :) +1 exp in both traits because of the good deal you got in money.

Hawkeye runs towards the village and yells for a ferocious animal companion to come to his aid (6). He is a bit too successful. A dragon flies over and thought he needed aid for a barbecue. He breathes fire over a long distance (Roll to dodge: 6 – excellent. You’re great at dodging dragon’s breath!). The dragon kills a bison though and hands the experience over to you! The dragon burns part of the Aeon Templar’s hall though. The templars aren’t too happy and three come out yelling at Moose, wondering if he set things on fire again! (Let’s hope they’ll understand the fact that a dragon flew by or they could kick Moose out for no reason)

Another creature appears. It’s a young lion. He’s curious...

Hazza teaches Toby to fetch (3). Toby runs after a stick, then comes back but didn’t realize he had to take the stick with him. After giving the fetch order again, Toby does it right. Hazza says “good boy” and then runs to the village with him.

Isik rolls a 6 on attempting to invent something. He gets a torch staff. This basically is a torch, but won’t stop burning because it can’t run out on itself to burn. +5 exp. Isik is a lv 2 inventor. If he invents something with objects he has, he has a small (Needs two consecutive 6-rolls, I’ll roll them every time you try to invent something) that one of the objects doesn’t get wasted. Of course, Isik does have to have stuff then. Maybe he could get something from the vault. The bank people aren’t focussing on him after all... The vault is completely unprotected and it’s just a simple lock away from you...

K-lord attempts to push pirates off the ship (5). Roll to dodge (3). The pirate is partially hit by the shield and knocked off the ship. He screams in agony and of course, the other pirates really don’t care about his life. Instead they turn their heads to K-lord and are all about to jump on him or use their bows. +5 exp for K-lord

Mazrix tries to put an arrow in a bison’s head (4). Roll to dodge gives a 1. Roll for damage a 5. That bison is pretty much dead now, with an arrow in its head and +5 exp for Mazrix.

Moose rushes outside and attempts to use his cleaning spell on a bison (3). Roll to dodge gives a 1. Roll for damage gives a 6. The bison is very clean!!! As a result, it won’t do any harm to you. Give it a go and it might actually help you! You are now level 2 in LightMage class and as a result, you will be faster in the use of light spells. Anything trying to dodge them gets a -1. (Note: the cleaning spell does have a proper purging effect against dark magic but it really doesn’t do anything against a normally friendly animal that just got covered in a bit of dirt)

OrangeKnight wants to summon a spear (2). He fails but sees one laying around doing nothing. Certain that no one will miss it, he just takes that. He then wants to defend the villagers fleeing to the tavern to drink and goes to stand by the door. There should be coming a bison along any minute now.

Regabond drinks his beer in the hopes of improving on his shadow walking technique in the tavern. The tavern for sure does have enough dark places and not enough sober people for you to fail (+1), but you are a bit drunk (-1). Let’s see what you roll... (3). +5 exp on the thief level.

Regabond’s headache is over and his hand is completely healed. He’s good to go now.

Spuddyt goes north. He attempts to dig a pit (why?) (5). The pit is big enough to hide a body in, that’s for sure. Did you want that because if that’s what you wanted, you did a great job. If that’s not what you wanted, you did a bad job.

Toot attempts to loot the house (6). He runs around the house trying to steal everything that’s inside. He finds a nice big axe (2-handed of course!) so he can chop people’s head off. Meanwhile he also finds a nice pink cane, for some sort of use. However, Toot also accidentally sets fire to the house because he throws some curtains into a fireplace.

Wolfinator tries to use flux on some of the crystals he got (5). 3 of the chrystals are now filled with energy! +5+2 exp for Wolfinator. Wolfinator is now a lv2 dark mage and he can now resist magic better (physical weapons will do the same damage but magic will get a -1 when you’re rolling to see how much damage you get)

An angry bison (the one with brains on its head) attacks DeadMG (3). Roll to dodge (2). DeadMG fails. Roll for damage (4). The Bison hits DeadMG head-on and DeadMG is sent flying in the air. He now has two broken ribs (-1 on everything, needs healing). The bison with half its brains missing attacks as well (3-3). The required thought is too much for the brains that are left and the bison falls on its feet and dies.

The pirates attack! The first managed to jump on the Merchant ship but K-lord immediately pushed him off! The others don’t care for the life that’s now getting lost but they are extremely cross with K-lord. They all try to jump on the ship (2x1, 4x2, 2x3, 3x4, 2x5, 6x6). 2 dive into the ship’s hull, lose consciousness, fall into the water and drown. 4 more aren’t trying their best and fall into the water and drown. In total, 13 pirates are now on the merchant ship with K-lord!

A dark rift continues to open. It would be large enough for a dragon to fly through. But also large enough for something even worse.

A light suddenly appears from a corner in the dark vault. The light is so bright it actually tears some of the darkness away and it appears that Wolfinator isn’t standing in a small hallway but in a gigantic hall. How this is possible from the tiny magical lab is beyond him but it is apparent that the light will drive the darkness away eventually.

Inventory
DeadMG: 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
-1 on two handed (distorted hand)
-1 (Broken ribs)
+1 resistance
A) Wolfinator

Falcrack: ShoeCobbler/Fisherman (1.5/1.5).
@docks
*2 rods
*1 pair of shoes
*12 gold (-1/turn)
*3 small fish
+ No roll less than “2” when doing a move action.
A) Regabond, OrangeKnight, Mazrix
C) Geoff (swordsman/thief (1.0/1.0))

Hawkeye: Archer/Thief (1.8/1.8).
@Thief.
*Bow with arrows (4)
*Bison Hide
*Lockpicks (5)
*Gold (5)
A) Hazza.
C) Young lion (needs taming though!)

Hazza: AnimaMage/Archer (1.0/1.5).
@ Village
*Basic fire book
*Rusty bow and arrows (10)
- 1 on the moves for the next 6 hours (1 turn).
+1 on attacking small animals (Toby)
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 (1.5/1.8).
@Tavern
*Bow with arrows (12)
*Coffee beans
*Fly in stomach.
A) Falckrack , OrangeKnight
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
*Lockpicks (5)
*Beef (with bones in it)
*Gold (2)
A) OrangeKnight, Falckrack
F) Mazrix

Spuddyt: Axeman/??? (1.5/1.0).
@ North of forest
*Broken Axe
*Rusty hatchet
-1 on two-handed (wounded arm)
A) Hazza

Toot: Axeman/pimp (1.0/1.5)
@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/??? (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

Factions
Aeon Templars (LightMages).
*Moose (janitor)

Enemies
*13 pirates
*15 bison

Map
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 PostPosted: 19 Mar, 2012 
 
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I dig deeper
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 PostPosted: 19 Mar, 2012 
 
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I explore the hall, looking for anything that might aid me in the studies of dark magic.

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 PostPosted: 19 Mar, 2012 
 

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Move:

I run out of the house, still naked and wielding an axe

Action:

say "SUP BRO'S" to the two people directly to the west of the house and jump up and down three times causing slappage of penis.

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 PostPosted: 19 Mar, 2012 
 
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"Oh God how did I get outside Oh god is that a ******* dragon Oh god wtf is that black rift in the middle of the city Oh god is that a nude troll with an axe Oh goddammit OrangeKnight I blame you for all of this!"

Move: I walk towards the wall of the building to my east.
Action: I use Twin strike on two of the bisons I see ahead.
I gotta have some sorta archery-style skills, now don't I :p

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 PostPosted: 19 Mar, 2012 
 
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Darn, I was hoping the roll for my weapon summons would only determine the strength/effectiveness of the weapon, rather than whether or not I actually get it...

Mike

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 PostPosted: 19 Mar, 2012 
 
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Plasma_Wolf wrote:
this is really testing your limit here because you are still a noob, -2, on the teleport a Bison’s brain out of its skull


I thought you said I could do small objects?

In any case, I attempt to teleport the brains of the bison who hit me out of it's skull.

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 PostPosted: 19 Mar, 2012 
 
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There's a few point which have been niggling me about this RTD. Firstly, its annoying the crap out of me that everytime you get a 6, you get what you want! Oh but not really, you've hurt yourself. IMO a 6 should be you get what you want, and its better than you thought/you get something extra/you earn some XP. Don't know if its just me that feels this way. Also i think the way XP is going this i gonna turn into a marathon 1000 page thread before anyone can do anything really awesome. What we can do should be determined by the dice and if you're a mage, maybe you get +1 on any magic rolls, keep it nice and simple.

I don't want to criticise but i just think these points would make the game a bit more fun, i think you're doing a great job Plasma its just getting a bit complex.

If its just me that feels like this then i'll STFU and play the game XD

Also, shouldn't i be in the town right now? :P

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 PostPosted: 19 Mar, 2012 
 
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That's quite some ruckus outside. I'll use it to my advantage! I sneak about the tavern pocketing what I can get my hands on.


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 PostPosted: 19 Mar, 2012 
 
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i should be at the village not the thief(inventory still says at thief) :), shouldn't knight also have a spear in the inventory?

also, LAWL dragon

i also agree a bit with Hazza on the rolls, just feels like it is slowing this thing down a lot. Your doing great Plasma, just currently feels like we are very restricted to what we can try because if we get a 6+, we might end up teleporting our own balls off(this should happen if you roll a 1 not a 6+ that kinda thing imo). i like Hazza's suggestion for like 6+ we get like a +1 to damage or -1 to enemy RTD etc.

anyway.

"Phew, nearly got toasted by a dragon....WTFDRAGON?!?! AWESOME I CALLED A DRAGON **** YA, aww look at the lil lion" i look around and notice the toasted bison, thinking the little lion is hungry i lead it over to the toasted bison and feed it in order to befriend/tame him!

edit: anyone else find it funny that while we are all fighting for our lives Wolfy is just didling around in a dark vault looking for books? !Wolfy's second specialization should be a NERD!

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 PostPosted: 19 Mar, 2012 
 
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Quote:
Note: the cleaning spell does have a proper purging effect against dark magic


Since that is the case...

Action: Noting that the purge spell (purge just sounds more BA) only has negative effects on objects of an evil or dark nature, suggest to the templars that the painting I ignited was actually imbued with sinister magic, and that I had saved them from its corrupting influences.

Move: Back into the templar headquarters.


Its a conspiracy.

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 PostPosted: 19 Mar, 2012 
 
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"Apparently they can't swim. Excellent." A quick glance around confirms my suspicions that there are exactly 13 pirates, an ominous omen indeed. In the distance there are flames, roars and screaming, perhaps this ship isnt as bad a place to be as I thought. No time for that now though. I need something simple and elegant. :twisted:


Crouching and braced behind my shield, I reach down to touch the deck use anima magic to glaze it over with a layer of sheet ice.
Coupled with the rolling ship, this should make for a very interesting fight indeed.

Is this how magic works? The deck should be fairly damp on account of a) its a ship and b) the fog and creating basic ice seems simple. If not I'll switch to generic combat with a shield.


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 PostPosted: 19 Mar, 2012 
 
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Lt_hawkeye wrote:
edit: anyone else find it funny that while we are all fighting for our lives Wolfy is just didling around in a dark vault looking for books? !Wolfy's second specialization should be a NERD!

You might be laughing now but I'll be dominating this town soon enough with an army of rats.
Just wait.

Also, I believe we should get a scale from 1 - 8, having more diverse rolls would be fun. Where 8 should be extreme success and you get more than you expected.

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