Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11 12 13

Author Topic: Roll to be a Mage! The Magic RTD: Turn 13, Woohoo and Big Balls of Wind  (Read 46807 times)

Baradine

  • Bay Watcher
  • Just some guy
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 8, More Portals
« Reply #135 on: February 20, 2012, 01:13:53 pm »

Logged

Baradine

  • Bay Watcher
  • Just some guy
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #136 on: February 20, 2012, 04:44:58 pm »

Turn 9

I've decided to switch how armor and defensive spells and such work.  Instead of giving you a bonus to defense, they give you a chance to take less damage.  Stronger armor and defenses do give a bonus to this roll, however.  Leather armor will simply give you a chance of defense against attacks to the torso, arms and legs (you'll have to get a helmet and some boots for a chance of defense against attacks to the head and feet).  Metal armor will give you a +1 bonus to that defense roll.  All the other stats (such as the -1 to quick movement and such) are unchanged.



Shove a Weak Air Sphere in his face with my good hand, then flee towards Ochita.

|  You cast your Air Sphere, but it is far too powerful, and you cannot control it, making it instead Explode in the Bandit's face! | The bandits face is ripped to pieces, the damage superficial, and is thrown back a few feet.  He screams in agony, but he can still get off a, "I was trying to surrender you asshole!"

|  The explosion also sends you flying back, but the real damage seems to have splashed towards the bandit.

Heal that wounded hand!

| You are able to heal up Zofus' hand a bit, but the healing really only brought the flesh back together (-1 to actions with the right hand)

+2 to Close Minor Wounds.




Kira

(Bluff, Bluff, Bluff the Generous Medic!)

"I- I can't-...Urgh, please.. excuse me for a moment. I can't think right. You said my staff talked to you? No. Impossible.

Please.. leave me for the moment. I'd want to...rest. Alone. With my gear beside me."

((Hoping the medic would get out. I don't want to reveal my staff.))

"Staff is Oak."

Leave the room and head to the Main Hall.

| You are able to convince the medic that he only was hearing voices being carried strangely by the acoustics of the building, but he still seems a bit skeptical.  He leaves the room, mumbling to himself.

You get your stuff together, but before you leave the room, the staff speaks to you.

"Why did you lie to the doctor about my ability to speak?"




Use Vogo Plagiarus to move quickly to the stone table, inspecting the chandeliers as I do so.

Use Validus Refragatio to harden my skin against attacks, inspecting the table as I do so.

| You are able to speed up your body by focusing on Volo Plagiarius magic filling up your body.  You gain a minor speed boost for 1 turn.  (Speed boosts let you do more than one action per turn.  A person who masters Volo Plagiarius can probably do around three to four actions per turn, for several turns at a time.  This minor speed boost will allow you to do one major action and one minor action per turn. (a major action being casting a spell, a minor action being something like blocking or small movement).)

You move to the stone table, looking at the chandeliers, but noticing nothing out of place.  The stone table, however, is a different story.  It is separated into four rings, with a small circle in the middle.  Each section has a motif, the biggest section having five symbols of fire, the other four having five symbols of water, earth, wind and lightning, going in from the largest ring.  Touching the table, you can see that the rings are movable.  Each of the five symbols of the elements is displayed in the following fashions: Greek, Norse, Japanese, Realistic and a sort of Blocky style.

After examining the stone table, you decide to reinforce your body in case of traps | You do so sucessfully, your skin becoming fairly hard and leathery.  You feel as if it could adequately defend against some arrows and bladed weapons (You gain a defense chance to not be damaged by arrows and bladed weapons)

+2 to Volo Plagiarius and Validus Refragatio.




Create a basin of water, and try to get it to view first the outside of my cube, and then the place I was fighting bandits. After that, create windows on each wall of the cube and look outside.

You successfully create the basin | but the scrying seems to beyond your magical capabilities.  You create four, medium size windows on the walls of your cube, and look outside of the one on the left (I'll call it side 1).  Through side 1's window you can see... a plain of grass, with no variations.  This world seems to be flat, small, yet infinite.  You can tell because you can see the cube, with windows, only a short distance away.  It seems that this world repeats upon itself.




Rest up, then go get another mission.

You rest, wearing off your Magical Drain, and go to your old pal, Dantal the elf, and request a mission.

| The elf seems to have gotten over the earlier dispute, and assigns you a mission to investigate some recent disappearances in the city.

"Here is a document with all you need to know on it," He says, handing you the document, then shooing you off.

The document reads as such:

There have been three disappearances recently in the Black Stone district.  They victims of these disappearances are: Dovian, Janus; Udagar Jr., Dell; Withersnake, Bale.  It is unknown who last saw these individuals, only that they were reported missing.  The recommended starting area is their families housing listed at the bottom of this sheet.



Friendly/Neutral NPC's

Dorian: Looking at the walls of the chamber.



Enemy NPC's

Bandit 3:  Paralyzed

Bandit 4:  Is writhing in pain.  (-2 to movement)



Characters

Nirathi (Nirur Torir)

Female Yarian.  From the Enchantment College.  In the Mage's guild.  You really don't know where you are.

Spoiler: Equipment (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Magic Known (click to show/hide)

Ochita

Male Yarian.  From the Animus College.  In the Mage's guild.  Somewhere on the edge of the Valtrian Border to Tael.

Spoiler: Equipment (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Magic Known (click to show/hide)

Kira Talneris (Tiruin)

Female Elf.  From the College of the Battle Mage.  Whelp of the Fighters Guild.  In the heart of Tantalan, in the Fighters Guild.

Spoiler: Equipment (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Spells Known (click to show/hide)

Zerus Halfmoon (IronyOwl)

Male Human.  Went to the Animus University.  Bus Boy of the Archaeological Guild.  Somewhere in Ggryymirr.

Spoiler: Equipment (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Magic Known (click to show/hide)

Spoiler: Perks (click to show/hide)

Zofus "Zerg" Berg (FuzzyZergling)

Male Human.  From the College Sursum Propinquus quod Alio.  In the Mage's Guild. Somewhere on the edge of the Valtrian Border to Tael.  Slightly Mangled Right Hand

Spoiler: Equipment (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Magic Known (click to show/hide)

Thrakor (Toaster)

Male Elf.  From the Animus University. Bus Boy of the Archaeological Guild. Right in the heart of Tantalan, in the Archeological Guild.

Spoiler: Equipment (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Magic Known (click to show/hide)
« Last Edit: February 21, 2012, 08:17:14 pm by Baradine »
Logged

FuzzyZergling

  • Bay Watcher
  • Zergin' erry day.
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #137 on: February 20, 2012, 04:56:14 pm »

Retrieve my staff, then gather up the bandit's weapons.
« Last Edit: February 20, 2012, 05:33:21 pm by FuzzyZergling »
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #138 on: February 20, 2012, 05:01:50 pm »

((Do I still have the spell bonus from my staff, which I probably no longer have?))

Create a bookshelf. It should have a few books: One from my childhood, which I know well, a textbook which I somewhat know, a book I barely know, and a pamphlet explaining the basics of Dreamworld. Check to see if I can bring knowledge I don't know. Then try to create another me.
« Last Edit: February 20, 2012, 05:05:35 pm by Nirur Torir »
Logged

Baradine

  • Bay Watcher
  • Just some guy
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #139 on: February 20, 2012, 05:02:15 pm »

((Should Talius be on the list of NPC's?))

Retrieve my staff, then check on Nirathi.

No, because he's doing nothing of any real consequence.  I might add him if I feel like it, though.

Also, I've added a new character attribute, Perks!  Only Irony Owl has any, so look to her char to see it.  I've also updated Nirathi's status for the turns he has been in the dream world, I had to take off five experience points since he doesn't have his staff.  And Fuzzy, you can't check on Nirathi since he isn't there.
Logged

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #140 on: February 20, 2012, 08:05:14 pm »

Might as well get cracking.  Any time I can get rid of this Bus Boy title is good for me.


Head to the city to interview the families in the order listed.
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #141 on: February 20, 2012, 08:59:24 pm »

Kira

"That's because...Well, I didn't think anyone would see a talking staff as normal. Not saying this to offend you or such, but we've only met, and that was in battle, too (Though I do commend you on your generosity).

*sigh*

"I just had a hunch that he might use you or experiment on you because, um, you healed me quite well and that the only time you spoke was when I had enchanted you with a spell I know called Solers Inficio, a subbranch being {Imbue Minor Melee}. My pelvic bone feels just like normal, I didn't expect that. Now, let us continue our journey, my Oaken friend!"

Head to the Main Hall and ask for a mission.

"And, thank you for looking out for me. No one has ever done that before."
« Last Edit: February 20, 2012, 10:57:49 pm by Tiruin »
Logged

Baradine

  • Bay Watcher
  • Just some guy
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #142 on: February 20, 2012, 09:33:12 pm »

Might as well get cracking.  Any time I can get rid of this Bus Boy title is good for me.


Head to the city to interview the families in the order listed.

The Bus Boy title comes from your low standing in the guild.  Even if you do thirty missions, you may still stay a bus boy (but some one would really have to hate you, not just be irritated by you).  After a few missions your rank will probably go up.  Along with some better perks!
Logged

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #143 on: February 20, 2012, 09:35:37 pm »

Well that was unexpectedly lucky.

Does having done them once lessen the penalty any, or am I still at -2?
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Baradine

  • Bay Watcher
  • Just some guy
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #144 on: February 20, 2012, 10:17:21 pm »

... Well I suppose if you try to do the exact things you just accomplished you would probably only get a -1 or just a straight roll.  Sometimes I don't negatively modify rolls if you ask to do something that will have an awesome outcome, or if the negative would probably kill you.  I'll probably get rid of the second term at around roll 50, and I might just keep the first term, but I may get rid of it.

So all in all, I think if you try to replicate what you just did, I'll just give you a straight roll.  But if you get a 3 or less, the -2 starts over again, because you lost the feeling of how to do it and whatever.  So as to make manipulating pure magic a bit more... difficult.  Without the proper mastery of that type of magic, or the proper spells, you'll always get that little deal.  Or without doing rituals and such.  Such things will be beyond you guys for a while.

To close out, though, don't just rely on learning spells.  Mastering your magic completely, getting enchantments and gaining some awesome perks for your magic can be infinitely more important.  Because if you can learn how to manipulate magic with no restrictions, spells will just hold you back. 

Maybe I should give you guys a demonstration?  Because the point of that Balor attack was to show you how powerful a mage can become.  It wasn't because of lucky rolls that Talius annihilated that Balor, it was because he's insanely powerful.  None of the spells he cast were over level five.  And he killed a Greater Demon with them.
Logged

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #145 on: February 20, 2012, 10:22:50 pm »

So as a rule of thumb, we should specialize instead of generalize?
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #146 on: February 20, 2012, 10:52:32 pm »

Begin moving symbols to Japanese alignment. Re-harden skin.
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Baradine

  • Bay Watcher
  • Just some guy
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #147 on: February 20, 2012, 11:35:09 pm »

So as a rule of thumb, we should specialize instead of generalize?

For now, yes, you should.  Being level 10/10 in one magic is much better than being 5/10 in four magics.  Being 10/10 in around six magics would take you to the power level of gods, though.  Mastering ten magics would probably make you invincible to every being in existence.  Mastering every single magic would probably make you an Omnipotent and Omniscient being.  Just take that into account.
Logged

Ochita

  • Bay Watcher
  • Doofus ghostus
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 9, Disappearances and POW Neglect
« Reply #148 on: February 20, 2012, 11:40:57 pm »

Try to Heal moderate wounds on bandit 4, for practice.
Logged
Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Baradine

  • Bay Watcher
  • Just some guy
    • View Profile
Re: Roll to be a Mage! The Magic RTD: Turn 10, Fight or Fornicate
« Reply #149 on: February 21, 2012, 01:54:35 am »

Turn 10

This roll contains a bit of weirdness, and some awesome weapons.



Retrieve my staff, then gather up the bandit's weapons.

You go and get your staff, slinging it over your back, and proceed to pick up a few of the bandits weapons, and generally loot the bodies.

| You are able to find a Longsword, a Dagger, a few pairs of Leather Armor, and ten gold pieces, which you share evenly with yourself and Ochita.

Try to Heal moderate wounds on bandit 4, for practice.

|  You are able to calm the bandit down, and you heal his facial wounds.  However, it seems that you only can improve the power of your old spell, not create a new one.

You have mastered Close Minor Wounds.  You gain the bonus: It can be used to heal slightly stronger injuries as well, such as a mildly cracked bone or a damaged tendon.  You gain +3 to Ianus Resarcio.




Create a bookshelf. It should have a few books: One from my childhood, which I know well, a textbook which I somewhat know, a book I barely know, and a pamphlet explaining the basics of Dreamworld. Check to see if I can bring knowledge I don't know. Then try to create another me.

You easily create the bookshelf and the reading materials, but when you examine them, some of the text is gone, and the pamphlet only has one line of text: I can freely manipulate physical properties, but not mental properties.  After you read the pamphlet, another line is added: I can only create things of which I have a knowledge of.  You decide it would be a good idea to pocket the pamphlet.

You easily create another you.  He merely stands there, and then asks a question.

"Fight or F***?"




Head to the city to interview the families in the order listed.

You head into the Black Stone district, and knock on the door of the Dovian family.  A beautiful elf woman opens the door.  She is very well endowed, with platinum blonde hair and gorgeous green eyes.  She is the very picture of what you imagine a goddess would be.  You say what you are here for, and she invites you in, her melodious voice resounding in your ears.  Looking on the walls, you can see who is probably Janus.  Unfortunately, your dreams are shattered, as he is probably the greatest specimen of an elf male you will probably ever see.  He has high cheekbones, shining blonde hair and a chiseled face.  The woman sits down on a chair in a living room, and does not invite you to sit.  Her look comes off as very haughty.

"What do you want to know?" She says, her tone even and measured.




Kira

"That's because...Well, I didn't think anyone would see a talking staff as normal. Not saying this to offend you or such, but we've only met, and that was in battle, too (Though I do commend you on your generosity).

*sigh*

"I just had a hunch that he might use you or experiment on you because, um, you healed me quite well and that the only time you spoke was when I had enchanted you with a spell I know called Solers Inficio, a subbranch being {Imbue Minor Melee}. My pelvic bone feels just like normal, I didn't expect that. Now, let us continue our journey, my Oaken friend!"

Head to the Main Hall and ask for a mission.

"And, thank you for looking out for me. No one has ever done that before."

You head out to the main hall, your staff speaking to you, "It is no problem.  And do not be alarmed about anyone finding out about me speaking, I can communicate telepathically with you.  My name is Dealgathian Doordeal Koor Losdo Van.  My name is a little long, so you can just call me Van.  I'm a... wind spirit of sorts," You turn down the hallway to your left, the main hall coming up right before you, "It looks like your magic has summoned me to this staff.  I am not angry at you for this though, as I have not had a real form, or held a decent conversation, in a very long time.  I am acutally grateful for this, and will help you in any way I can.  I can augment your wind magic, heal you as you have previously noticed, and help you with my vast repertoire of magical knowledge.  I am quite an old, and powerful, spirit.

You thank your staff through your telepathic link, and you arrive at the main hall.  To the side stands Djork, drinking out of a tankard.  You go up to him and request a mission.

"... Alright, I think I have a mission suited for your talents.  We're going to go clear up a cave filled with a few dark mages.  Follow me."

Your staff turns into Van, a powerful weapon housing a wind spirit.  It gives you +1 to any and all wind magic abilities (an increased wind magic learning rate as well), can heal moderate wounds, has great magical knowledge and resources, and has a +1 to hit, although it is recommended you don't swing your friend around into people, as he can feel pain through the staff.




Begin moving symbols to Japanese alignment. Re-harden skin.

You move the rings till all the Japanese symbols are lined up and... absolutely nothing happens (This a puzzle, you can't solve it through a good roll.  Look around and try and find something).

Re-hardening your skin seems kind of pointless, since your skin is reinforced for three more turns.



Friendly/Neutral NPC's

Dorian: He's still looking around.

Nirathi: Patiently awaiting, um... Nirathi's answer.



Enemy NPC's

Bandit 3:  Paralyzed

Bandit 4:  Is simply sitting on the ground, mildly wary of whatever you may do.  (-2 to movement)



Characters

Nirathi (Nirur Torir)

Female Yarian.  From the Enchantment College.  In the Mage's guild.  You really don't know where you are.

Spoiler: Equipment (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Magic Known (click to show/hide)

Ochita

Male Yarian.  From the Animus College.  In the Mage's guild.  Somewhere on the edge of the Valtrian Border to Tael.

Spoiler: Equipment (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Magic Known (click to show/hide)

Kira Talneris (Tiruin)

Female Elf.  From the College of the Battle Mage.  Whelp of the Fighters Guild.  In the heart of Tantalan, in the Fighters Guild.

Spoiler: Equipment (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Spells Known (click to show/hide)

Zerus Halfmoon (IronyOwl)

Male Human.  Went to the Animus University.  Bus Boy of the Archaeological Guild.  In a strange ruin located in Ggryymirr.

Spoiler: Equipment (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Magic Known (click to show/hide)

Spoiler: Perks (click to show/hide)

Zofus "Zerg" Berg (FuzzyZergling)

Male Human.  From the College Sursum Propinquus quod Alio.  In the Mage's Guild. Somewhere on the edge of the Valtrian Border to Tael.  Slightly Mangled Right Hand

Spoiler: Equipment (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Magic Known (click to show/hide)

Thrakor (Toaster)

Male Elf.  From the Animus University. Bus Boy of the Archaeological Guild. Right in the heart of Tantalan, in the household of Janus Dovian.

Spoiler: Equipment (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Magic Known (click to show/hide)
« Last Edit: February 21, 2012, 08:17:37 pm by Baradine »
Logged
Pages: 1 ... 8 9 [10] 11 12 13