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Author Topic: You Are Bring Rope, Retconjurer (formerly You Are Not Rincewind). Day 4.  (Read 13569 times)

Spinal_Taper

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #60 on: June 12, 2012, 05:23:52 pm »

Shoot some fireballs.
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Ross Vernal

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #61 on: June 12, 2012, 05:44:04 pm »

What does our water elemental orb do again?

For right now, it gives you a +1 on rolling water spells, and all of them are SUPER EFFECTIVE!.

Granted, you know only the basics of it. Not so much dabbling so much as "studied the theory, and have an idea of how to apply it."
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Dermonster

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #62 on: June 12, 2012, 05:46:57 pm »

Well, let's use an icicle missle.

Make it fragmentable if possible.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Ross Vernal

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #63 on: June 16, 2012, 03:28:06 pm »

Icicle Fireball Explodey Missile sounds like an awesome spell as far as you are concerned. You prepare the spell, then pause, and take out your Wand to cast it easier. It is, after all, a complicated spell in areas that you are theoretically familiar with.

[Roll(1d20)+0:
20,+0
Total:20]

Struck by a bolt of inspiration from nowhere, you cut your hand open and grasp the wand firmly, then slash your hand sideways. Bolstered by the power of multiple magics, a wave that is easily 50'  bears down on the slaver ship. On its way down, the wave freezes and shatters, sending shards into the deck, the sails, and the ship in general.

Roll(30d20)+0:
3,19,2,6,12,1,8,1,9,17,15,2,2,15,13,5,18,19,20,5,5,7,6,19,6,16,3,5,9,9,+0
Total:277

Roll(20d20)+0:
20,12,16,14,12,17,16,20,14,1,19,2,3,12,1,7,11,1,13,7,+0
Total:218

...and hit into and through twenty people, fourteen of whom died more or less instantly as a result of being crushed or hit in the vitals, then exploding. One poor fellow appears to have lost his entire upper body. Out of the remainder, two are in nothing resembling fighting shape owing to the dozens of small holes leaking fluids through their torsos; the rest seem lightly wounded and scraped up badly, but alive and bleeding.

You know, you're starting to get why nuke magic can be such fun.

Code: [Select]
Magic: 6/day

Skills
Novice at Nuke Magic -1/13
Dabbling at Blood Magic -2/13
Dabbling at Water Elementalism (Skilled in Water Elementalism) 2/13

Things You've Killed:
Things You've Killed:
1. A Badly Aimed Fireball
2. Pirate First Mate (Retconjuration-Induced Brick 'n' Drown)
3-16: A Slaver Pirate (Natural 20 AoE Nuke)

Too late to turn back, and too late to cast anything again, the ship RAMS into yours at full speed...

Them!
Roll(1d20)+5:
13,+5
Total:18

Your ship!
Roll(1d20)+5:
5,+5
Total:10



...and nearly breaks the ship in half. You ready your brick-in-a-sock and look frantically for a place to run away to. After all, you did just clearly show that YOU are the most dangerous target by horrifically killing just about half the crew, and boy howdy are they on their way right exactly where you are and look very pissed and terrified.
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Spinal_Taper

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #64 on: June 16, 2012, 03:29:34 pm »

Rip the blood from their veins, and launch it back at them.
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10ebbor10

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #65 on: June 16, 2012, 03:31:58 pm »

Make a mental note that you should retcon you saving yourself in now in the future's past. Then fireballs.
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Ross Vernal

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #66 on: June 17, 2012, 10:04:31 pm »

Explodey blood? Maybe. Fireball? You are more likely to kill things that way. As the waves of men fly at you, you have a bad feeling about this, and feel your mind working as if you had reached some sort of checkpoint. Hrm... fancy that.

[Roll(1d20)+1:
20,+1
Total:21]

[...it seems the Wizards of the Coast dice roller favors you.]

As they draw closer and closer to you, you simply smile, point at the ropes, and say one word.

"Fireball."

FWOOOSH SPLASH!

You cast the spell, and it is super effective! A sheet of flames flies forth from your outstretched fingertip, searing and burning the ropes and many of the pirates. You exert your will over the fires to keep them from spreading, causing the ropes to fray rapidly. The few remaining pirates who survived the burns and didn't let go mostly miss their target and overshoot, screaming wildly as they rebound off of the sinking ship.

Code: [Select]
Skills
Dabbling at Fire Magic: -2/13

Things You've Killed:
1. A Badly Aimed Fireball
2. Pirate First Mate (Retconjuration-Induced Brick 'n' Drown)
3-16: A Slaver Pirate (Natural 20 AoE Nuke Instant Kill)
17-18: A Slaver Pirate (Casualties of Natural 20 AoE Nuke)
19-26: A Slaver Pirate (Natural 20 Fire Magic Insta-Kill)

...Speaking of which, the ship is sinking. You spot a line and jump over to the other ship, as does the rest of the awestruck crew, and proceed to dispatch the remaining pirates who don't surrender. Most do, and are disarmed and branded. You go in with several of the crew and strike free the chains from the slaves, letting them go out into the air and relative freedom for a change instead of rowing and being whipped.

Also, you LOOT LOOT LOOT.

[Roll(1d100)+1:
100,+1
Total:101

Roll(1d100)+1:
51,+1
Total:52

Roll(1d100)+1:
93,+1
Total:94

*indignant spluttering noises at 3 perfect rolls in a row*]

You find a really nice red cloak that is of exotic origins - you haven't seen many craftsmen from your neck of the woods making something this color, with the pattern, and with bones to fasten it. Also, pockets! What you do recognize is the spells on it - it's waterproof, warm and breathable, cleans itself, dries the wearer on command, and offers minor proof against projectiles. Obviously, you take it. Dibs.

There are a handful of small pearls and gems, which you stick in your money bag, as well as all the gold coins that can fit - no need for Silver when you can have Gold, after all. The last of the items you lay dibs upon is a frayed and worn book - quite literally the only one aboard.

Code: [Select]
Equipped:
Body: Magic Leather Armor: +1 Soak
Head: A Really Nice Hat: +1 CHA
Leg:
Arm:
Feet: A Set of Leather Boots: +1 Soak / Feet
Hand:
Accessory: A Ring of Silent Spell (cast without evidence)
Accessory: A Half-Functional Shield Belt (1 soak / 1 magic soak, will only work 50% of the time when turned on)
Accessory: An Ocean Cloak +1

Inventory:
1. Half a Brick in a Sock
2. x2 A Vibrant Blue Healing Potion [8 HP]
3. A Book
4. A Rope
5. Set Of Ceremonial Bull Testicles, Which Proves Your Manhood
6.
7.
8. 2x A Torch
9. A Sphere of Elemental Control (Water)
10. Your Grandfather's Rusty Old Broken Sword That Hints As To Your Mysterious Past And Is Probably Magic
11. An Alchemist's Bag
a- A Set of Wizarding Tools
b- 12x A Dose of Waking Powder
c- 20x A Packet of Good Herbs
d. 20x A Dose of Sleeping Powder
e- 5x A Meal
12. A Bag
a- 17x Pearls / 14x Semi-Precious Blue Gems
b- A Compass
c- 40x A Gold Coin
d- 40x A Gold Coin
e- A Lockpick Set
13. <Pocket>
a- x1 An Oaken Wand (+1, 19 charges)
b- 3x A Mechanical Wasp
14. <Pocket>
a-  x2 A Red Magic Potion [Restores 2 spells/day]
b- 3x A Blue Healing Potion [4 HP]

You return above, and after several attempts to communicate, you find a ex-slave who speaks a language that sounds kind of like one your friend spoke, only not, and the language of the old but hale "chief" the slaves elected on their own. It's...

[Roll(1d20)+2:
11,+2
Total:13]

...not very effective, but it works. After the combat, you feel as though you have gained a great deal of Experience, and need a night's sleep. However, you don't get it - the enlarged crew is rather in awe of the fact that you pretty much straight-up killed the ENTIRE pirate crew and helped them not only free a bunch of slaves, but commandeer a ship that could be respected and feared.

You politely decline the offer of a job.

When you FINALLY get off to bed, you examine your book to find it named "Nobility and Necessity". In it is just about everything you would expect a noble to know: effective and difficult to detect poisons; weak points in humanoid anatomy; the art of diplomacy; and the finer points of noble fashion and speech. Obviously, a book of this nature in the hands of a person so skilled in Diplomacy in you might come in handy.

After scanning through the first half of the book, you close your eyes and fall into a dreamless sleep. When you arise, you feel as though you have become tougher and more competent at magic, almost as though you were at a new Level or something like that. Huh.

Code: [Select]
Level +1

HP: 16/16

Perks (Pick one!)
Skill Points: 2
Spell Familiarity: Fireball (+2 to Fireballs)
Weapon Familiarity: Brick in a Sock (+1 to Brick in a Sock Combat)
Increased Toughness: +3 HP
« Last Edit: June 17, 2012, 10:11:05 pm by Ross Vernal »
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Dermonster

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #67 on: June 17, 2012, 10:18:34 pm »

>>Perfect rolls all around.
>>MFW
We are definitely lucks favored. Plot manipulation for the win.

Define 'Perk' and 'Skill Point' and the applications thereof.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Spinal_Taper

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #68 on: June 17, 2012, 10:24:39 pm »

If skill points is a perk, that. If not, spell familiarity.
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Ross Vernal

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #69 on: June 17, 2012, 10:45:18 pm »

Perks are benefits of leveling, or consequences of certain actions.

Skill Points = Points you can put into a skill. Try to keep it within reason, but hey, I am simply the narrator. The other perks are permanent effects, more or less. It's points or one of those, pretty much.
« Last Edit: June 17, 2012, 10:47:06 pm by Ross Vernal »
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SirAaronIII

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #70 on: June 17, 2012, 11:26:14 pm »

I think Spell Familiarity is our best bet. Fireballs are usually good fun.
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Ross Vernal

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #71 on: June 18, 2012, 02:56:35 am »

I'd also like to add that if you choose skill points, you also should choose what they should be assigned to.
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Aklyon

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #72 on: June 18, 2012, 09:19:42 am »

That Brick in a sock has been pretty useful.
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Spinal_Taper

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #73 on: June 18, 2012, 09:50:39 am »

That Brick in a sock has been pretty useful.
Compared to the fireballs?
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Dermonster

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Re: A CYOMA: You Are Not Rincewind, Day 1 (Starts Page 2. Open!)
« Reply #74 on: June 18, 2012, 09:51:36 am »

It's Not-Rincewind, of course it's useful.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.
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