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Author Topic: @)~~}~ Magia Exquisitis! ~{~~(@  (Read 119374 times)

Grek

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #255 on: May 25, 2012, 01:05:52 am »

Now that I think about it, I'm not really sure what sort of body would be appropriate. At first I was thinking about one of those little clay people that you have occasionally running around your workshop, but I honestly don't know much about them. A mundane statue might also work out, but I don't actually know for a fact that putting a soul into it would make it able to move. Choices, choices...
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Dwarmin

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #256 on: May 25, 2012, 02:05:32 am »

@Cript: Well, if you're offering-You think you could make like, Golem armor or something? O_o

Like, living armor that intelligently protects it's wear...

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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #257 on: May 25, 2012, 02:28:37 am »

I think I could make armor (Eventually). I think I could even make living armor (Eventually). I dunno how it would work though.
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Grek

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #258 on: May 25, 2012, 06:11:28 am »

As a somewhat more short-term request, I could do with a live rat, a candle and a large glass jar. Plan's to put the rat in the jar along with the lit candle to suffocate it. That'll kill it without damaging the body. Then I collect the rat's soul and put it back into the rat's body. In theory, this should revive the rat. Or, maybe it'll immediately die again due to damage to the lungs. But, I hope it's the former. If it does work out, though, you all can just write a last will and testament that A] bequeaths me your soul, B] leaves me a small sum of money, but C] has the former two clauses contingent upon me using that money to buy a fresh cadaver to put your soul in.
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #259 on: May 25, 2012, 07:26:46 am »

Harman:

You pay WIll and Vivian a visit, giving them each an Imp Corpse. They both thank you and drag the corpses downstairs to the basement to do god knows what to them in the holding cells.

Satisfied you claim a work cell of your own and get to work attempting to merge the Skull Centipede with your bow. The damned widget continues to hiss and sputter as you mess with it, and eventually it begins to project disturbing images of your own death right into your head. You take that as a cue to stop. 1d100+10 = 13 + 10 = 23

Eric is found in the kitchen. He seems less than excited about having work with you, but perks up a bit when he is informed that the undead are involved. The two of you hop a cab down to the job site, find your contact, and get to work. The chore is simple, if not monotonous. You, Eric, and a few local necromancers take turns running into the graveyard, attracting a small horde of undead,  leading them into a semi-trailer, and escaping through a hatch in the floor that they are too dumb to find.

Everything goes fine until you accidentally try to lead your unliving posse into a trailer that had already been filled. Zombies gush out of the door and you find yourself trapped between the group you just let out and the ones you were trying to put in. You push your way through but get bit a few times in the process. Horrified you try to hail a cab so that you may return to the mannor for medical attention before you turn, but Eric quickly calms you down, explaining that the undead are simply animated corpses, not actually infectious zombies or ghouls. With a sigh of relief you return to the graveyard and finish the job. The necromancers give you a reward of 4000 USD, half in cash and half in credit for the store the run, which they kindly give you a tour of after you help drive a truckload of corpses to the new site. You accept your payment with a twinge of regret, you violated your code of conduct just by taking this job and dealing with hostile undead in a non lethal manner. (+1930 USD [payment - cab fare], +2 $1000 Gift Cards to the Cursed Basement, -10 penalty to casting tomorrow for conduct violation) 1d100+10 = 5 + 10 = 15 (Harman’s Roll), 1d100+5 = 82 + 5 = 87 (Eric’s Roll), (87+15)/2 = (87 + 15) / 2 = 51 (Average Roll) Job complete

Spoiler (click to show/hide)

Ariel:

You do the the book identification and question asking as described in an earlier post.

You catch Kestrel in the garden as you are watering your plants, but he refuses to give or even sell you advice on the Tartarus Job, explaining that his plan “too dangerous and complicated for one person, even a person as pretty as you, to pull off.”

You head out to the park again, intent on catching that Wisp. The monster however proves too clever and still refuses to show itself to you long enough for you to attempt to get rid of it. After several hours the thing becomes brazen enough to light several nearby trees on fire. You take that as you cue to get the heck out of there! 1d100+20 = 8 + 20 = 28

Setting up your bed and pillow your prepare to blast yourself a soul! As you settle into bed however you mind has other plans, and you spend the entire night dreaming of Pheboe, watching her die and get sucked into Eric’s Deck over and over again! Needless to say, when you wake up, the soul you meant to work on is unchanged. 1d100+20 = 4 + 20 = 24

Henry:

Kathryn wakes you up to a neck massage. You don’t find it very helpful, but not wanting to insult her hard work you tell her that it felt great anyways.

Before starting for the day you plant your backpack on an end table facing the door to Tohsaka’s room, and then go check your mousetraps. You find that some bait has been stolen (which you quickly replace) but no rodents have been captured. 1d100-10 = 37 - 10 = 27

You set up some more magic circles and begin the airplane preparation process before heading to the fire room and getting to work with some clay! You spend hours putting together, firing, and glazing a fairly accurate figurine of Kathryn holding up the blue portal key! (+1 Clay Figurine of Kathryn) 1d100+17 = 59 + 17 = 76

You return to the holding cell to retrieve your soon to be airplanes, only to find a mess! The imp that Harman brought home sits in the middle of your magic circles, each of which somewhat scuffed out and tainted with blood. The minor demon gives you an apologetic stare, before launching into an explanation of gibberish and pantomime. Apparently it found a mouse or mice messing with your circles, and decided to help you by hunting them down with its pitchfork for lunch. 1d100+17 = 13 + 17 = 30

You open the mental connection to your backpack mimic, which informs you that it had not been able to find out anything interesting about Tohsaka today. It is still in place and will continue trying to dig up dirt on her until informed otherwise. 1d100-10 = 18 - 10 = 8

Kathryn:

You grab breakfast early so that you can go up to Henry’s room and massage his neck. You work him over for a good hour, however it indeed becomes clear that you are enjoying the procedure far more than he is. When you finally tire of helping him, Henry informs you that his neck feels better already. You decide to take his words at face value and move along with your day. 1d100+10 = 26 + 10 = 36

You catch Kestrel in the laundry room and pay him 50 bucks to tell you about your egg. Kestrel quickly identifies it as a Shawk Egg. He suggests it is both mature and still viable, and that if you wish to hatch it a warm bath should do the trick. The baby creature will be about the size of a kitten but fully capable of flying, swimming, and hunting from birth. Shawks grow quickly, reaching full size in about 2 weeks if well fed, but are exceedingly dangerous if not properly trained and socialized. (-50 USD)

Heading outside you decide to pratice water effects with the Garden Hose. You spend some time working with the water without incident before you round up Shelly and fire up the car to go shopping. (Progress towards Water Effects Master ⅛. If you want to improve or discover spells use the keyword ‘experiment’. ‘Practice’ will push you towards the next level of comfort/mastery, but will only yield new stuff if you get a crit success) 1d100+10 = 57 + 10 = 67

Out on the town you let Shelly spend 200 dollars on posters, blankets, hand puppets, a new skirt, and a rainstick. (-200 USD)

You find a gunshow and purchase two pistols and 10 clips of ammunition to split between yourself and Henry. This doesn't come cheap. (-618 USD. +2 pistols. +10 Clips of ammo)

Returning home you settle into a long workout routine. You spend four hours jogging up and down one flight of manor stairs. It occurs to you that each time you reach the top or bottom you find yourself in a completely different location in the manor, but by this point in your stay that does not bother you. Eventually you collapse exhausted and well exercised. (Progress towards +1 Body Stat Gain: ⅖) 1d100+10 = 77 + 10 = 87

Adrian:

Your day starts with a simple search through the house, rounding up the gizmos and household goods required to give your shotgun laser some more kick. While you are digging through the laundry room you spot a box on a shelf above the dryer. You peek inside hoping to find some springs and/or sprockets for your project; instead you find 5 WWII era grenades. To the best of your knowledge they appear fully functional. You stash your loot in one the the holding cells, (you do not feel comfortable with grenades in your bedroom), and get to work upgrading your shotgun sight; you manage to do so without a hitch. (+5 WWII MKII Pineapple Grenade, Laser App applied to your shotgun!) 1d100+20 = 99 + 20 = 119

Kestrel is found in the garden, milking some coral snakes for venom. You ask him “What have you discovered about our ‘friend’ Mr. Travis?” and toss him the fools gold. He spends several seconds in awe of the tiny gem before giving you a decent chunk of information.

“Mr. Travis isn’t actually a human to start. He is a Clockwork Devil, a being from a hell known simply as the Toy Box. His true form is mechanical in nature and incredibly powerful. Kestrel suspects that Travis wasn’t particulary popular back home, as Devils are lawful evil beings by default, and our man is either Chaotic Neutral or Chaotic Evil, depending on how you look at him.

He has twin half breed kids with that wife of his. 11 years old. Both are apprentice mages, enchanters like yourself actually. Ruben is in Tokyo training with one of those ancient gemstone enchantment family cartels: They have an heir in need of a playmate, so Ruben gets the privilege of being one of only a handful of westerners currently studying the art. Philly is his daughter and she is studying under a master scroll smith in Tartarus.

Travis himself is a mercenary by trade, running favors for beings of profane power in exchange for cash and magical goods. He takes jobs with children to keep busy between major missions, training the ones he likes at the expense of anybody else unfortunate enough to get caught up in his games. He is likely doing this to make up for that fact that neither of his own children turned out to be manipulators. When you released that sprite and ruined Travis’ reputation among the mundane people of this realm you likely cut him off from being able to take side jobs. Kestrel figures that means he will have less children to teach, but will be more involved in petty acts of magical crime.

Kestrel suspects that Mr. Travis has been working on a slow to develop ‘big’ job for a few years now. Kestrel hasn’t narrowed it down yet, but is sure that it cannot be a good thing. Once I have worked out exactly what is going on, a proper job will be posted to break the damn scheme up.”


Satisfied with the information from Kestrel you set to work trying to improve your shotgun. As you work you are struck by inspiration from several differnt sources; each time this happens you scrap your progress and start again. After 5 hours your find yourself back at square one and decide to relax with some code experimentation. 1d100+5 = 9 + 5 = 14

You work quickly, churning up the basic concept for a new type of Mech Sprite. This design is intended to subtly crawl the web in search of magical items to purchase for you. You figure such a creature could find all sorts of interesting things for you to play with! (New Spell: Shopping Crawler Sprite) 1d100+5 = 61 + 5 = 66

Deciding to cough up money for a cab ride, you hit the town in search of supplies. The cabbie helps you find a location with an electronics store located next to a tourist-trappy location where one could purchase cheap rocks and crystals. (-37 USD for cab fare. -230 USD. +5 AM/FM headsets. -95 USD. +5lbs of tumbled rose quartz)

Spoiler (click to show/hide)
« Last Edit: May 25, 2012, 07:33:33 am by Weirdsound »
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #260 on: May 25, 2012, 07:39:05 am »

I might be willing to get up another turn today or tomorrow if you guys are quick enough. This is great creative writing practice, and much fun to boot. If Haika get the new mod calculation up by noon my time (about 6 hours) we will use it for the next turn, otherwise one more turn of the old ways.
« Last Edit: May 25, 2012, 07:45:27 am by Weirdsound »
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Grek

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #261 on: May 25, 2012, 08:33:15 am »

Alas. More bad luck with the wisp. And too bad about the Great Escape.

Aura Shop Purchase: 1 Vial of Flurry.

1 hour: Inquire with Frankie about Grimlin Coins. Try to discover where they come from and what they're used for. If Frankie doesn't know, ask Kestrel.
3 hours: Cast Condensed Soul Conversation on the Soul of Ursula Jagen. If successful, converse with the soul. 1d100-5.
4 hours: Experiment using the biggest remaining chunk of the demon soul along with Seymour the tomato plant in an attempt to discover a spell that reliably reproduces the "split a chunk off a soul and use it to create a tomato demon" thing that the demon can do. 1d100+20 for Connection or 1d100+10 for Intuition, and I have my wand if a tomato demon decides to give me lip.
4 hours: Go to the banks of the River Styx. Quaff the Vial of Flurry and then proceed to condense as many souls as possible. 1d100+20 times 3.

E: If you're not allowed to use the Vial of Flurry on forum actions, strike the aura shop purchase and replace that last action with this one:
4 hours: Blast the soul that I failed to blast last night tonight. 1d100+20 for Connection.
« Last Edit: May 25, 2012, 08:46:18 am by Grek »
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Dwarmin

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #262 on: May 25, 2012, 11:16:17 am »

2 Hours/Shopping: Buying 5 sets of heavy lab coats, goggles, etc-for dangeous experiments. Distribute them out to all my teammates.

Frankly tired of being bashed about, Kathryn decided to buy some protective gear for her next set of water experiments-mostly, because she was going into Elementalism, and would be glad of the protection until she got the basics down.

4 Hours/Experiment with Water Effects, New Spell: Boil Water to Steam(Connection: 32, at +10 Mod, +5 comfortable casting, +0 Time Mod...final, +10)

Kathryn liked to do the basics first-she wanted to find out how she could control the structure of water itself. Learning to boil it into steam was a good start, if a bit dangerous...more dangerous to whomever she might use it on, though.

4 Hours/Experiment with Water Effects, New Spell: Freeze Water to Ice(Connection: 32, at +10 Mod, +5 comfortable casting, +0 Time Mod...final, +10)

Kathryn thought with some work, she could probably learn to freeze water as well!

1 Hours/Exercise! (Body: 40, at +10 Mod, N/a Time Mod...final, +10)

Run run run run!

1 Hours/Reading 'The Clearsands Tribe' book.

After cleaning up from her exercise, Kathryn spent some time before bed in a bathrobe with a mug of hot chocolate, reading the book by the light of her fireplace.

Spoiler: Inventory (click to show/hide)

OOC: Also, my Body stat should be 3/5 to increase by now, unless we're using skill regression for not training constantly? :P

Kathryn:
Your workout goes well. You finish up in a state of happy, sweaty, zen goodness. (2/5 to body stat increase)
« Last Edit: May 25, 2012, 11:22:57 am by Dwarmin »
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Taricus

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #263 on: May 25, 2012, 11:59:44 am »

4 Hours: Casting Crystalline Radio on the AM/FM Headsets As Tohsaka would no doubt be VERY reluctant to give us another communication gem, time to work on the alternative.

8 Hours: Grenade Modifications. Because mucking around with explosives is FUN.
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #264 on: May 25, 2012, 12:06:05 pm »

What happened to my mud ooze action? Did it fail?
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #265 on: May 25, 2012, 12:18:51 pm »

Huh... how did I miss that. Lets roll it.

Quote
1d100+17 = 3 + 17 = 20

A natural crit fail. Wow.... Just wow.

Henry Make Up Action:

You set up the required circle and try to bring some mud oozes into existence. You succeed right off the bat, but for some reason your creation is not obedient. The Ooze grabs you leg and anchors you to the ground. You struggle for hours on end, finally breaking free way past your bedtime. You lock the nasty anchor ooze in a holding cell and hit the sack, and don't wake up until late the next morning. (You may only take a 9 hour day tomorrow. One of the holding cells is occupied by a hostile Anchor Ooze.)
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #266 on: May 25, 2012, 12:38:20 pm »

My actions have been fully too successful recently.

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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #267 on: May 25, 2012, 01:24:24 pm »

10 hours - experimentation(time +30)(conduct -10)[+20]
First my hair was turned to sponge. Now I've got bites to deal with. I need to be able to recover from physical damage and magical mutation somehow, and I don't want to risk a potion after Adrian's clothes were burned off. The Skull Centipede wasn't exactly made from something friendly that heals, so I won't even bother including it in the trials. Maybe the old man's cane?
2 hours - interaction
I forgot to give Purple#2(Kathryn) the gem, so I should probably do that. Adrian might be able to work on the blender, so he should get that. Purple(Ariel) might be interested in the everlast dust and phoenix tears, so she can take those. And then there's Orange. I suppose he should get the sledgehammer and cards. He needs some form of weapon he can keep around.


I won't argue being given the penalty, but I will argue it being a breaking of my conduct. I was dealing with supposedly mindless undead. The requirement for my conduct is an intent to kill in an attack at me. Mindless undead can't have many intentions at all, other than trying to eat.

Spoiler: inventory (click to show/hide)
« Last Edit: May 25, 2012, 03:01:35 pm by Lillipad »
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #268 on: May 25, 2012, 01:35:33 pm »

I'm pretty sure we don't yet stack up bonuses like that Lilli.
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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #269 on: May 25, 2012, 01:44:06 pm »

I'm not entirely sure how mods work anymore. Hence the request for a PM if I messed anything up. I'll be changing it as needed, but I put did my mods the way I have know mods to work outside of the Monday sessions.
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