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Author Topic: @)~~}~ Magia Exquisitis! ~{~~(@  (Read 119547 times)

Grek

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #570 on: June 15, 2012, 01:37:00 pm »

The shop is two hours each way. You will need at least 4 hours to go shopping Grek. Also re-post the entire shop inventory. It has been long enough that there might be some changes in the stock. I'll have to roll that.

Going to pay to have them deliver instead. 4 hours is a lot of time.
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Taricus

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #571 on: June 15, 2012, 01:39:28 pm »

12 Hours: Return to hell. Try again with this. Just hoping the damn jet ski won't break down again.

Stats:
Knowledge: 42
Body: 28
Intuition: 23
Connection*
Faith*
Luck*

*I don't remember these values off-hand
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #572 on: June 15, 2012, 04:39:07 pm »

Quite the generous offer. Although the tar pits might be interesting, and the eternal desert might be good for expansion and resources, in the end it seems like the best place to locate his lair would be within the Basalt Vaults where he would be safe and surrounded by the resources he needs to work his craft.

Choice of lair: Basalt Vaults.

Four hours: Learn from Terraphidite: Flesh to stone. +4 Knowledge +1 focus +1 personal limitation +8 Guiding of Terraphidite. -3 to -8 for difficulty. Total=+11 to +6 (I figure since Terraphidite is teaching me I can use my limitation and have the stat be knowledge. If my limitation is folded into the +8 then take away one, if the stat is not knowledge take away two.)
I had been very impressed by my first meeting with Terraphidite, especially as she turned the giant into a stone statue. Although it might not be possible for me to learn to simply throw out such raw power so quickly it could still be useful in combat if I could learn to bind spells like that with rituals.

Four hours: Learn from Terraphidite: The binding spell. +4 Knowledge +1 personal limitation +8 Guiding of Terraphidite. -3 to -8 for difficulty. Total=+10 to +5 (I figure since Terraphidite is teaching me I can use my limitation and have the stat be knowledge. If my limitation is folded into the +8 then take away one, if the stat is not knowledge take away two.)
The mimics had been very impressive and useful. If it was possible it would be a good idea to learn how they were bound to my will. Perhaps others (like that damn ooze) could be as well?

Four hours: Learn from Terraphidite: Longer term animation of golems +4 Knowledge +1 personal limitation +8 Guiding of Terraphidite. -3 to -8 for difficulty. Total=+10 to +5 (I figure since Terraphidite is teaching me I can use my limitation and have the stat be knowledge. If my limitation is folded into the +8 then take away one, if the stat is not knowledge take away two.)
Up to now my golems have been fairly pathetic, although not a issue before as I would not have time to make them on missions and I had no other use for them, now I had a lair I would need to protect. And what better to protect it with them golem guards. To that end I will work to Terraphidite to try to find a longer lasting solution. Perhaps binding them to a place or finding a way to make them not activate until needed will extend their pathetic lifespan.

Spoiler (click to show/hide)



Cript, if you end up making your workplace in the vault and you tell us about it, would you have any objections to me flooding an empty room(if there's one available) with liquid magic?

Er. Well I would not have a objection to temporary use of my lair, I feel uncomfortable with letting other people set up shop in it at this point. I will have to see what it actually is, but I don't think I am comfortable with it quite yet.

Also I'm a little afraid cause I have no clue what your magic even does. Other then blowing up stuff and making vampires.
« Last Edit: June 15, 2012, 04:41:52 pm by Criptfeind »
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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #573 on: June 15, 2012, 05:07:03 pm »

I wouldn't actually be casting a spell or doing any real magic at all. All I'd be doing is making the magic(mana in common terms) in one of the rooms as dense as water. It also wouldn't be setting up shop, I'd just fill the room up, and you can do whatever with it. It's mystery theater, so it might even let you buff up your golems.
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Grek

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #574 on: June 15, 2012, 07:56:25 pm »

What exactly does "mystery theater" mean, anyways?
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #575 on: June 15, 2012, 08:03:35 pm »

The word mystery seems particularly scary. Chaos mage is a title, not a inclination.
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #576 on: June 15, 2012, 08:08:37 pm »

If D is able to post his action before crashing, you all might be able to get 2 turns within 24 hours.
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Dwarmin

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #577 on: June 15, 2012, 08:59:05 pm »

1 Hours-Paying Kestrel to Translate the message I found at the bottom of the picnic table

Like any good detective, she had copied down the strange words left for her as best she could. Kathryn needed to know what it meant...and that meant Kestrel.

2 Hours-Purchasing an above ground pool to install in the grounds for my aqua-mancy.

Kathryn needed something a bit bigger than the tub, she thought-her experiments were expanding, and so would the field. And who wouldn't enjoy a new pool?

Something like this V

3 Hours-Experiment with Water Effects, New Spell: Pressurize Water (+1 Time, +2 Mod, +1 Focus, +2 Comfortable casting, +? New pool?)

After yesterdays lack of progress, Kathryn would not back down...it might take a bit to fill up her new pool, but she thought it would be a great area to test.

6 Hours-Taking the Tricks and Illusions Class for 1200D

Might be useful in her line of work...

Spoiler: Inventory (click to show/hide)
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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."

Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #578 on: June 15, 2012, 09:40:25 pm »

Wallet ($122 cash, cards, no family pictures...but she does have one of Henry here)

I just noticed this, got to say it is a little worrying for me since I am pretty sure you never actually took my photo with my knowledge.
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Dwarmin

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #579 on: June 15, 2012, 09:46:33 pm »

@Cript: True, but Kath and Henry have had several 'off screen' encounters, in which, a picture may have been obtained, so I just made that assumption. If there's any reason Henry would deliberately not allow this, just say so, and I'll retcon it out.
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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."

Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #580 on: June 15, 2012, 09:49:45 pm »

Ah yes. That makes sense. And no, Henry would not have a issue with that. He does not share all my dementias. Just most of them.
« Last Edit: June 15, 2012, 09:54:35 pm by Criptfeind »
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #581 on: June 16, 2012, 03:43:18 pm »

Ariel:

You call up the plant shop and place an order. You ask for delevery, and you also inquire about traveling to the shop via river. Sadly you learn that because the River Styx takes some strange twists and turns between realms the trip is even longer via jetski; 3 hours each way. Your goods arrive by the end of the day. (-7424 USD, +1 Devil Bee Nest [in stasis], +1 Aresol of Awakening [for the Devil Bees], +5 Soulshroom Seeds, +10 Black Corn, +12 White Corn). You also learn that the shops stock has changed a bit.

Helping yourself to a slab of raw steak from the kitchen you spend 20 minutes at the stove cooking is slightly before injecting it with the Zombieism Cure. You quickly throw the meat into the back of Piddle’s truck, and pray that your gambit will work...

You call Dr. Macaw only to learn from his secretary that he dosn’t have time to do ‘Lame vampire wannabe fangirls’. Not since twilight came out and he’s been getting 40 requests from such people a day...

The Affriena Cult is found in their headquarters, and between their explanations and those of the nearby inanimate objects that the water baloon bandits are mostly members of a nearby high school football team. You decide to check out the school and talk to some of the football players cars, where you learn that the team throws raging drunken parties on the beach almost every night, before hitting the town with toilet paper and water balloons. The cars confirm that the Affriena Cult headquarters is a regular target. 1d80+4 = 60 + 4 = 64

Arriving at Howl’s sewer you take roll and start teaching. You have 7 students total and you quickly set about teaching them the ABCs and how to write their name. They progress nicely, but halfway through the lesson you get the surprise of you life as Mr. Travis enters the sewer. The two of you exchange a nice long glare before the ‘teacher’ sits down next to Howl and starts discussing the Moonbane Weapons.

You evesdrop as much as you can without disrupting your own lesson and learn a bit. A large stash of moonbane weapons is being kept in the Castle Glory on the Plains of Valor. Ruffian has somehow already acquired a portal and is amassing his forces outside the castle walls. Travis is currently working on re-wireing the portal key he got from Jagen’s place so that he can get his own army there to match them. He promises that it should be complete very soon.

Both you and Travis conclude your business with Howl at around the same time. The old werebeing to introduce the two of you, describing Travis as a mercenary hired to help ‘you new order folks’ deal with Ruffian. You decide that explain your group’s dislike of Travis to his and Howl’s face might be a bad idea, so you shake the mercenaries hand and send him off on his merry way. Howl insists on paying you for your time, and not having much cash decides to give you a magic item today instead. He takes a tarnished copper ring off his finger and hands it to you, explaining it was something he used to detect spies during the 40s and 50s. (+Ring of Counter Intelligence [When you shake hands with somebody while wearing this ring a number will appear on it. The number represents the percentage of German, Japanese, or Russian blood in the person whoes hand you shook]) 1d80+8 = 53 + 8 = 61

Spoiler (click to show/hide)

Emlyn:

You sit down with the History of Internal Magic on the Mortal Realm and do some reading. While studying the exploits of Alexander the Great (Who was actually a quarter Angel) you stumble upon a recipe for a potion similar to one that he was speculated to have used to better cast internal magic. The potion calls for a pound of horseradish petals, 2 cups of goat milk, a pinch of beach sand, and a mature soulshroom. The recipe makes 4 doses of a substance capable of removing exhaustion, and/or other psychological or magical side effects of the drinkers own internal spells. The potion also grants a small bonus to casting internal magic for the next couple minutes. 1d80 = 70

The spell book is a difficult read and you find each page to be a struggle. It makes what you assume to be powerful and impressive spells sound boring, and eventually you can’t take anymore of it in one sitting. You put the book down and spend a few more hours reading the Fellowship of the Ring. 1d80 = 39

You retreat to the basement and attempt to launch streams of magical steam. As it turns out, raw magic doesn't really like to boil, and you find this to be near impossible. You do however launch a few slow arching globs of raw magic, but you can’t even figure out how to do that consistently. Eventually you just give up and head upstairs for dinner. Kestrel serves a mean manticore steak pizza. 1d80-2 = 20 - 2 = 18

Adrian:

You set off for hell again on your newly repaired Jetski. You are almost at the target when you spot a shape bobbing in the river... a humanoid shape. You ride on over and pull a large half orc out of the water. He claims to have been a gladiator slave in one of the hells, and escaped by jumping into the river. He pleads with you to help him get somewhere safe, and being able to relate to the half breeds plight you agree.

You roam the Styx for a few hours until you find a steamboat heading for the Red Marshes. Your new friend reckons that he could take refuge with one of the Orc Tribes there and you pull up alongside the boat so he can jump aboard and stow away.

You find yourself lost and alone on a strange part of the River Styx. You float for hours, until eventually, by some miracle, you find the familiar Styx Crossing from which you easily make your way back home having failed to rob hell for yet another day. 1d80+2 = 29 + 2 = 31

Henry:

You wolf down breakfast and head to the locked cell in the basement where you keep the gate to Terraphidite’s palace. You step through the gate and find your patron waiting for you. When you ask that she teach you how to transmute flesh to stone, she explains that particular spell might be a bit much for a human body to cast. She does however sit you down and help you rework your Throwable Earthquake spell to instead turn somebody to stone. (New Spell: Throwable Petrification) 1d80+8 = 62 + 8 = 70

Terraphidite explains that a true universal binding spell is also likely beyond your current ability, so she teaches you an easier to master but more focused version instead. You pick up this new spell quickly under the guideance of your mistress. (New Spell: Bind Earth Planer) 1d80+8 = 39 + 8 = 47

Finally your patron teaches you a trick to help prolong the lifespan of your golems. It isn’t particularly cheap, but it is easy and effective. By imbedding a ruby into the clay you intend to animate, you can drastically increase the lifespan based on the quality of the cut of the gem. Terraphidite explains that even an uncut ruby should give a golem a 24-48 hour existence. She even gives you a few rubies to help get you started. (+4 Rough Rubies. You can now use rubies to increase the lifespan of your clay golems) 1d80+8 = 45 + 8 = 53

You inform Terraphidite that you intend to set up shop in the Basalt Vaults, and she summons several large creatures from her spherical gem collection (Including the core of mercury). She orders the creatures to set out and start constructing you a lair.

Spoiler (click to show/hide)

Kathryn:

You take your carving of the message to Kestrel and pay him 150 USD to translate the darn thing. The old man reads to you a cryptic and rather depressing message.

“Human Girl, I wasted the money on blow and a phony cure. I have to pull off one last job to support my family, assuming I don’t get distracted by my search for completion in the river first. If anything weird happens at Dodger Stadium, that would be me.”

You let the message sink in before getting on with you day. (-150 USD for Kestrel’s services)

Your rent a truck and purchase an above ground pool, which you drive back to the manor. Kestrel promises to put installing it on his to-do list. (-1500 USD. +1 Above Ground Pool)

Without a pool to fall back on you head back to the bathtub to practice pressurising water. This time you are eventually able to leave a nasty dent in the wall with a well placed water blast. You doubt this method of attack is as practical or powerful as a bullet, but you get the feeling it could be useful against foes susceptible to to corrosion or with an elemental weakness to water. (New Spell: Pressurized Water) 1d80+7 = 46 + 7 = 53

Back at the Big W you show up on time for class. The instructor is a polite older gentleman with a slight Australian accent. He teaches you how to conceal your actions using thick colored smoke. The spell is easy, and every student in the class has it down by the time the instructor finishes. (-1200 USD, New Spell: Smoke Effects) 1d80+10 = 73 + 10 = 83

On your way out the door you spot the listings for tomorrow's classes. There is a four hour class offered for 800 USD titled ‘Prepare yourself for the Upcoming Werepocalypse’. That class is immediately followed by by a free two hour lecture on the legendary Moonbane Weapons. Both classes seem to have the same instructor, who goes by the name Marcuitio.

Spoiler (click to show/hide)
« Last Edit: June 16, 2012, 03:45:31 pm by Weirdsound »
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #582 on: June 16, 2012, 03:53:31 pm »

By the way, do you want/not want my estimations of difficulty? I guess I just realized that it might be offensive for me to be making such assumptions.
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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #583 on: June 16, 2012, 03:54:04 pm »

Spoiler: REPEAT! (click to show/hide)

This game doesn't want me to have skills or spells, it seems.

Spoiler: inventory (click to show/hide)
« Last Edit: June 19, 2012, 04:50:45 am by Lillipad »
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #584 on: June 16, 2012, 04:14:27 pm »

By the way, do you want/not want my estimations of difficulty? I guess I just realized that it might be offensive for me to be making such assumptions.

Go ahead. If you read the first or second post Haika explicitly invites you to make difficulty guesses.

Also, I need final job votes by the time I wake up tomorrow.

If you all give me actions I may be able to do another turn before the session Monday.
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