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Author Topic: @)~~}~ Magia Exquisitis! ~{~~(@  (Read 119480 times)

Dwarmin

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #420 on: June 03, 2012, 07:15:46 pm »

We're in a bit of a row. Without some research we've got NO idea what threat they pose, if any. We might have to make a snap decision during the session itself, default being the bar job.

Frankly, we just need more info.
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Taricus

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #421 on: June 03, 2012, 07:20:27 pm »

Well, I guess it's your job to find out from Kestrel, isn't it? :P
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #422 on: June 03, 2012, 07:31:49 pm »

No snap decisions during the session. Unless you all agree to change away from Operation 12 Step by the time I put the turn up, you will be locked into that one. (I have to write up mission information for Haika). If you all get your actions up very quick, I might be able to do another turn tomorrow, but don't count on it.
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Dwarmin

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #423 on: June 03, 2012, 07:42:48 pm »

Yeah, nawt gonna happen. :P
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #424 on: June 03, 2012, 09:35:43 pm »

Adrian:

You call upon Blackfang’s Bloodservice and place in an order for a months supply. You feel the aura slip from your body as payment as you confirm the deal over the phone. (-3 Aura)

Finding a nice chair to sit with your smartphone you spend several hours messing around with magical code. A few hours into your work routine one of your sprites pops up the card game hearts, inviting you to play. Figuring there is no harm in accepting you end up spending the rest of your allotted coding time trying in vain to get a single victory over what should be a very simple AI. 1d80-2 = 5 - 2 = 3

You grab a grenade and head to your work station. Much to your chargrin you discover that somebody, likely one of the teenagers or perhaps the imp, has used it for a messy art project. Your eye catches a bottle of elmers glue and inspiration suddenly strikes. You spend the rest of the day tinkering with and drawing runes on the grenade until it glows pink and carries a payload that is just as adhesive and hindering as it is explosive. (-1 Grenade, +1 Gunk Grenade) 1d80-2 = 61 - 2 = 59

Just before bed you pop the cure and imeaditly fall, screaming in pain. The sheer agony of your body rapidly reverting normal keeps you up for quite awhile, but you do eventually manage to get to sleep. Dai is quite worried about you, but you inform her that you will be fine.

Kathryn:

You try to spend the morning taking care of Henry, but discover that he is far too determined to not let his injuries to slow him down to be fawned over by you. Your attempts to cook him a nice breakfast fall through as Kestrel promptly upstages you with a french toast recipe using bread from another dimension.

For 50 bucks Kestrel explains that Ruffian’s branding iron is cursed, and that removing the brand would be tricky business. He speculates that he could whip something up himself for 2000 USD, but that it would take him some time. The old man also offers you the location of the local magic hospital, claiming that they can fix Henry up faster and likely cheaper, but warns that the head medic there is Mr. Travis’ wife. (-50 USD)

Palorur tracks you down and informs you that he is working on a tonic to cure Styx Fever. He says it will take him about 4 days, and that you should try not to kill yourself before then.

Hitting the town like a woman on fire, you decide to track down the snitch and get some revenge. You revisit the gun store, Howl’s sewer camp, and even the beach party. Howl and Mr. Lopez are both a big help, and although Robyn is nowhere to be found some of the party goers have useful information. By the end of the day you have narrowed the snitch down to four main suspects; understanding the motives for snitching and consequences of beating them up for each. (See Spoiler) 1d80+7 = 71 + 7 = 78

Deciding that you have uncovered enough information for one day you decide to unwind by surfing with some of the students at the party. You bump into your Angel friend who casts all sorts of fun spells on the water, allowing you to catch big waves and easily perform awesome tricks. All the magical help however prevents you from getting a particularly good workout. 1d80-3 = 13 - 3 = 10

Spoiler (click to show/hide)

Ariel:

After breakfast is served you track down Kestrel who is working with Kath. Once he finishes with her he takes you to his office for an examination. Your medical examination is free, for as Kestrel puts it, the view covers the cost. Kestrel informs you that you have a unique condition where Naturia assimilation and a Necro-animation infection mostly cancel each other out. He warns that you may suffer vulnerability to some things that exclusively affect plants or the undead, and that there may be some psychological symptoms or other side effects, but he does inform you that you are in no immediate danger.

You hop a Jekski and head down the Styx and make it too the shop. The shopkeeper today is a big beefy devil dude, but seems to know you and claims to be the same shopkeep from last time. He takes one look at the soul and makes you an offer that you can’t turn down. You get a blueprint, and plenty of leftover Doubloons as well. (-Power 8 Neutral Good Soul, +67 ID, +1 Blueprint: Oven of the Gods [Requires: 2 bars of Mythril, 1 Muffler from a 1990’s Ford Taurus, 3 holy objects blessed by different gods, 1 Elk Femur, 30 lbs of scrap iron, 1 magic item capable of producing fire based magic effects]) 1d80-2 = 54 - 2 = 52

Returning home you set out to rent a truck. You find a good one for 100 bucks a day and return to the manor to track down piddles. You find the bear napping on a dining room table. It seems to be in a good mood, so you lure it into the truck without much difficulty. You put the other two on your lap and take off. Driving a truck is nothing like driving a motorcycle; you nearly crash twice and take a handful of turns very wide - all within a few miles of the manor. A cop spots the last of these botched turns and throws the siren on to give chase.

Deciding that the police does not need to see a floral polar bear or three you pull a U turn and make your escape back to the manor. The cop keeps up with you right up until you pass the manor gate, where to him you vanish into an empty field. Kestrel is waiting for you, having foresaw your little screw up and scrambled Puck to muck up the police records deleting the rental license plate from the system. Piddles sounds angry so you decide to leave him in the truck overnight. 1d80+5 = 3 + 5 = 8 (That would have been a crit fail last turn...)

Emlyn:

You spend the morning poking and prodding yourself with various forms of raw magic, but fail to come across any major breakthrough. 1d80+1 = 11 + 1 = 12

Giving up on self discovery for the day you head to the basement and practice with the sealed sword. You slowly pump magic into the seal, and you feel it weaken under your will. When you feel sure that the seal is weaker than your muscles you try to dramiticaly draw the weapon. Instead you send the whole package, blade and sheath, flying across the room and into a class display case with a loud crash!

Tohsaka storms into the room and starts chewing you out. It would seem that the display case, and the fragile crystals within, were family heirlooms for her. She makes you stand in the corner like a misbehaving child for a few hours. 1d80+2 = 15 + 2 = 17

You head to your room and pull out The Fellowship of the Ring again and start to read for speed and comprehension. You find the book to be awesome, and drift off into daydreams about being the hero of middle earth. You enjoy these daydreams, but they do not help you improve your reading ability one bit. 1d80 = 36

Henry:

You grab breakfast and wave off Kathryn’s attempts to baby you before heading back to your room and lying down. You pull out the Carharn wheel and begin to read, skipping the complicated page and starting on an as of yet untouched chapter. Inside you discover the most terrifying ritual spell you have seen to date. You can’t quite pull your eyes away and wind up committing every detail of the spell to memory. (New Spell: Ritual Sacrifice) 1d80 = 72

You start the process of trapping the Anchor Ooze by deciding, with the power vested in you as the beasts creator, that the Ooze’s true name is Bruce. Taking that into account you prepare the magic circle outside the holding cell door, making sure everything is perfect before letting the creature out. The Ooze sees you and charges through the circle... only to find itself trapped. You let out a relieved chuckle, having had no clue whether or not your ‘naming of the ooze’ trick would work. (The Anchor Ooze is trapped. Progress towards becoming comfortable with Entrapment Spell: 1/4) 1d80+3 = 66 + 3 = 69

With the Ooze out of the way you re-enter your favorite workroom and start cranking out loyal mud oozes. By the end of the day you have 4 fresh mud oozes under your control. (+4 Mud Oozes. Progress towards becoming comfortable with Summon Mud Ooze: ¼) 1d80+3 = 70 + 3 = 73

Spoiler (click to show/hide)
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #425 on: June 03, 2012, 10:08:37 pm »

I wonder if the Ooze has a soul.

That is to say I sure hope normal ones do not cause that would have some ramifications I do not want to deal with, but that one is far from normal.
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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #426 on: June 03, 2012, 10:18:28 pm »

Okay, now if we're lucky, we might be able to do Carpetbaggers before the session. We should all make two separate sets of actions, one for if the turn is run, and one for if it isn't. The set for if it's run should be getting Carpetbaggers done(I propose 7-8 hours spent on it), and the other should be treated like any other day. If we do this, then we should put the turn doing Carpetbaggers in spoilers.
Is everyone okay with doing this?
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Dwarmin

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #427 on: June 03, 2012, 10:51:17 pm »

Yah!

If turn comes before next session...
Spoiler (click to show/hide)

Otherwise...
Spoiler (click to show/hide)


Spoiler: Inventory (click to show/hide)
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #428 on: June 03, 2012, 11:19:47 pm »

Dwarmin, I'm not really sure if you should be going after this. Alone. You know? Do it as a job together sounds like a good idea, but if he hears that you are scooting around I really don't want you to get harmed yeah?

Actually, thinking about it, infecting him with Styx Fever would be a really really good way to get rid of him.

Edit: Not saying you should have sex with him, but maybe blood or something...
« Last Edit: June 03, 2012, 11:23:15 pm by Criptfeind »
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #429 on: June 03, 2012, 11:35:37 pm »

You are gonna need to buy another babblefish D, or else you are gonna get a huge penalty for dealing with that Kobold.
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #430 on: June 03, 2012, 11:36:34 pm »

I'm not going to lie, I won't cry if dealing means 'dealing'. I don't think having that guy around is healthy for the mental state of Kathryn.
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #431 on: June 03, 2012, 11:45:23 pm »

Alright. I've still gotta write up the mission and do some PTA things. The odds of me getting around to rolling a turn tonight, even if everybody posts, are rather low. Just sayin.
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #432 on: June 03, 2012, 11:46:50 pm »

Is Ritual Sacrifice inherently evil then? Because it seems like it would work with a worshiper of some evil world eating deamon just as well as with some saintly priest. I mean, that might not be a good act, but it certainly would not be evil right?

Also do these books have limits? Or can we just keep pulling spells out until we crit fail and lose the book somehow? (Of course they have the limit that we can not chose what spell we get, but, I mean like. Limit on number of spell.)
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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #433 on: June 03, 2012, 11:47:48 pm »

4 hours: continued research of powers(knowledge +4)(mystery theater +1)(difficulty: hard -6)[-1]
That research wasn't exactly productive, hopefully this time proves different...
4 hours: condensing magic:(focus +1)(related spell +1)(connection+4)(faith +4)(intuition -2)(untried -2)(difficulty: hard -6)[0]
From what I've heard, Tohsaka loses family heirlooms on a weekly basis, if not more frequently. I at least owe it to her to try to replace one of the ones I broke. I can't exactly afford to replace any of them, so I'll just have to try condensing magic into a crystal. I've never tried making magic solid before, so hopefully it works...
4 hours: research(knowledge/intuition +2)(difficulty: average -3)[-1]
I was told to learn some form of fighting to defend myself since my spells tend to take time to set up. I didn't exactly have the time to learn anything before being called here, so I should probably do that before I forget. T'ai Chi was recommended to me since it would build up leg strength and wasn't incredibly hard to learn, so I guess I'll research that. I'll try and find some beginner lessons online for it until I can afford to have Kestrel find me a teacher.

Yay, martial arts, I get to be a huge tool with melee if this succeeds. And whoa, pattern in my final mods.

Spoiler: inventory (click to show/hide)

Spoiler: Carpetbaggers turn (click to show/hide)
« Last Edit: June 03, 2012, 11:53:22 pm by Lillipad »
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Dwarmin

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #434 on: June 03, 2012, 11:56:14 pm »

Ah, I was gonna do that. Wasn't sure of my aura count though, but I probably have enough for it.

Aura Purchase: 2xBabel Fish

@CF: You mean the Revenge mission? You'll have to let that be known IC not to go alone. Kath isn't sure she's going to make it four more days. She'd rather go out avenging Henry than wandering into the river witlessly.

From my figuring, Kath is fighting the depression by taking ever increasing risks. Eh, go supplemental RP!

---------------

Spoiler: Desperation (click to show/hide)
« Last Edit: June 04, 2012, 12:24:46 am by Dwarmin »
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."
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