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Author Topic: Roll to Mutate: An Adventure in Change. Turn 14: Raise Thread  (Read 20446 times)

Xantalos

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Re: Roll to Mutate: An Adventure in Change
« Reply #30 on: November 16, 2012, 06:31:46 pm »

PTW.
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Jatha

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Re: Roll to Mutate: An Adventure in Change
« Reply #31 on: November 17, 2012, 02:09:14 am »

((Sotty. Work has been an absolute pain.))

Examine my surroundings for possible food sources, as best I can.
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GreatWyrmGold

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Re: Roll to Mutate: An Adventure in Change
« Reply #32 on: November 17, 2012, 08:05:51 am »

It's alright.

-----

The wave-reader squints, and gets frightened! It swims around in fear, banging against a clear surface.
((Natural 1))
Behe thinks it is in some sort of egg. It tries to hatch, but only ends up bruising its head (-3 HP)
((The dice hate you. Another natural 1.))
GS looks around. It finds a clear barrier which it can't pass through. There doesn't seem to be an exit, per se, but maybe it could break through the barrier...
H.P. begins to autocanibalize before realizing what a bad idea that is.
((Another 1?!?))
Ubik swims around, finding a few clear barriers surrounding a roughly spherical region about twice its length. Aside from some tubes leading into it, Ubik is alone.
The Magnus Avi-Ophus finds a little worm to eat. (-1 HP) It stops after biting it hurts.
((Another 1!))
The shadows outside the little regions move closer.
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Unholy_Pariah

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Re: Roll to Mutate: An Adventure in Change. Turn 1: Failures for All!
« Reply #33 on: November 17, 2012, 08:13:46 am »

attempt to break the barrier
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Caerwyn

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Re: Roll to Mutate: An Adventure in Change. Turn 1: Failures for All!
« Reply #34 on: November 17, 2012, 09:57:17 am »

Behe will try and understand what this sensation is, and since it's unpleasant, it must be bad, right? Maybe a way to stop the pain would be good...
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Wwolin

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Re: Roll to Mutate: An Adventure in Change. Turn 1: Failures for All!
« Reply #35 on: November 17, 2012, 11:13:09 am »

Wow, those rolls...
The wave-reader calms itself, and listens carefully in an attempt to locate prey.
Also, could you list the actions that we're rolling for as well as the results? Because once things start to pick up, it'll be frustrating to have to look back through the different pages to see what people were trying to do.
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I meant we'd start stabbing the walls and floor for points and not just for science.

GreatWyrmGold

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Re: Roll to Mutate: An Adventure in Change. Turn 1: Failures for All!
« Reply #36 on: November 17, 2012, 11:24:09 am »

I thought that might mess up immersion, but sure, I'll do that.

Can anyone think of mutations they want statted out while we wait for the others?
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Wwolin

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Re: Roll to Mutate: An Adventure in Change. Turn 1: Failures for All!
« Reply #37 on: November 17, 2012, 11:49:42 am »

I thought that might mess up immersion, but sure, I'll do that.

Can anyone think of mutations they want statted out while we wait for the others?
Some sort of poison might be cool. Different effects and dispersal methods could cost different amounts of points (like a toxic cloud would probably be more expensive than something requiring physical contact).
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I meant we'd start stabbing the walls and floor for points and not just for science.

Unholy_Pariah

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Re: Roll to Mutate: An Adventure in Change. Turn 1: Failures for All!
« Reply #38 on: November 17, 2012, 12:26:55 pm »

chameleon skin, webspitting and a balanced venom or venoms. Also some defensive mutations such as spines that add defence instead of hp (with a defence cap of course)
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

GreatWyrmGold

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Re: Roll to Mutate: An Adventure in Change. Turn 1: Failures for All!
« Reply #39 on: November 17, 2012, 01:22:12 pm »

I had already added web-spinning, although not "web-spitting," and now you can have spines, venomous attacks, and one of several levels of color changing.
Someone want to eyeball balance?
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Joben

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Re: Roll to Mutate: An Adventure in Change. Turn 1: Failures for All!
« Reply #40 on: November 17, 2012, 03:06:17 pm »

Ubik tries to travel down one of the tubes
« Last Edit: November 17, 2012, 07:22:43 pm by Joben »
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Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

GreatWyrmGold

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Re: Roll to Mutate: An Adventure in Change. Turn 1: Failures for All!
« Reply #41 on: November 17, 2012, 05:03:46 pm »

Think IVs. They're too small.
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Joben

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Re: Roll to Mutate: An Adventure in Change. Turn 1: Failures for All!
« Reply #42 on: November 17, 2012, 08:16:20 pm »

Ahh ok

Look at shadowy figures I guess.
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Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

borno

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Re: Roll to Mutate: An Adventure in Change. Turn 1: Failures for All!
« Reply #43 on: November 17, 2012, 10:08:13 pm »

Omnomnom.

H.P. starts to think with his tiny ant-sized brain.

"This food is good!"

Then it feels how much eating itself hurts, and searches for something else to eat.


Search for something else to eat. Preferably not myself.
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Jatha

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Re: Roll to Mutate: An Adventure in Change. Turn 1: Failures for All!
« Reply #44 on: November 17, 2012, 11:33:11 pm »

Move towards the shadows
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