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Author Topic: Roll to Go Mad: Turn 44 - The Markets  (Read 142868 times)

BFEL

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Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
« Reply #210 on: December 03, 2013, 08:31:14 am »

((so Niccolo, you said mages could take demons and elementals and such as pets/familiars if they defeated them, ala Pokémon, correct?))
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Niccolo

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Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
« Reply #211 on: December 03, 2013, 09:01:04 am »

Yeeeeeeeees. But you have to defeat it, without banishing it. And then somehow tie it to you.
...
Are you sure you're a healer?
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
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Pancaek

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Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
« Reply #212 on: December 03, 2013, 09:09:12 am »

Stay on top of the cart, keep looking for anything out of place, or anything that moves
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BFEL

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Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
« Reply #213 on: December 03, 2013, 09:23:48 am »

Yeeeeeeeees. But you have to defeat it, without banishing it. And then somehow tie it to you.
...
Are you sure you're a healer?
((Secretly I'm just a munchkin :P))
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USEC_OFFICER

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Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
« Reply #214 on: December 03, 2013, 09:24:41 am »

"Demons, huh? Guess that makes sense. Well, are we going to hunt the damn thing down or not?"
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GreatWyrmGold

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Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
« Reply #215 on: December 03, 2013, 01:22:17 pm »

((Shouldn't my hand be listed in my status report somewhere? Also, was it the right hand or the left?))

((If you feel roll bonuses are necessary you could do what piecewise does for "dynamic bonuses" in ER, specifically you could have any roll with that bonus go toward a 5, so a 6 would get a -1, but a 2 would get a +1.
That would make more sense for bonuses based on being particularly good with that magic at least.))
Hmm. I actually rather like that idea. I might just consider that. Thanks!
((I only approve of this measure if something happens that lets even master mages still overshoot sometimes.))



"Well, this could have been much worse."

Stretch. Test the limits of flexibility on my new hand.

Head over to the group.

"Did I hear that there were demons about?"
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Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
« Reply #216 on: December 03, 2013, 01:41:33 pm »

"Yeah. Apparently they're the ones behind this. Still, no trouble for the likes of us, huh?" Baldur grins widely.
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GreatWyrmGold

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Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
« Reply #217 on: December 03, 2013, 05:54:05 pm »

Ekoka stares at Baldur for a moment, then laughs.

"They actually would be a major threat," he says in the middle of his laughter.
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Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
« Reply #218 on: December 03, 2013, 05:57:48 pm »

"All the more reason to get started."
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Niccolo

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Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
« Reply #219 on: December 03, 2013, 06:56:04 pm »

((Shouldn't my hand be listed in my status report somewhere? Also, was it the right hand or the left?))

It is, but I forgot a bracket. Thanks for spotting that! (It's listed under your abilities and fixed now)
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

Niccolo

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Re: Roll to Go Mad: Turn 14 - Screams and Madness
« Reply #220 on: December 03, 2013, 10:30:03 pm »

Okie dokie. I’ve put some thought into improving the magic system and it goes thus:
Unless your skill is -1, internalised spells always tend towards 5.
At rank 2 and above, rank 0 and non-complex rank 1 spells tend towards 5.

(So a simple blast would get the dynamic bonus, but GWG’s earlier wind-shackle spell was complex enough to not get the bonus)

So complex or obscenely powerful spells can still backfire for hilarious results. Personalised spells… their rank is adaptable and it depends on what you’re doing with it.

- Turn 14: Screams and Madness -

The common consensus seems to be that the messenger was killed by a demon that’s hiding out (or butchering) in the nearby small village.


Stay on top of the cart, keep looking for anything out of place, or anything that moves
You don’t move and nothing else does. You feel a tad silly up there while they’re all talking, but somebody’s gotta keep watch, right?



"Well, this could have been much worse."

Stretch. Test the limits of flexibility on my new hand.

Head over to the group.

"Did I hear that there were demons about?"
“Well, this could have been much worse,” you mutter. You groan as you fully straighten, however. Your legs feel like you’ve just run all the way from Shas Isa, instead of a comfortable ride. Nevertheless you stretch, loosening your cramping muscles. You sigh in relief as the pain fades.

Next you turn your attention to your new right hand. Formed out of pebbles, it feels peculiar. You bend one of the fingers experimentally. It feels almost like it has the same range of motion as a normal flesh-and-blood finger! Weird.

You decide to try something. (3+1) The twenty-odd pebbles gleam with an ochre-coloured light and the hand slowly, laboriously falls apart. The pebbles hang in midair in a rough cloud. You release the magic and the pebbles reform into a relaxed hand. You get the feeling that with increased magical ability, you could potentially reshape your hand into nearly anything.

(All magic you perform on your rockhand counts as internalised magic)



"Demons, huh? Guess that makes sense. Well, are we going to hunt the damn thing down or not?" Baldur mutters, itching for a fight.

Ekoka strolls up to the with that slightly freaky rock-hand of his. "Did I hear that there were demons about?"

"Yeah. Apparently they're the ones behind this. Still, no trouble for the likes of us, huh?" Baldur laughs heartily.

After a moment Ekoka joins in. "They actually would be a major threat," he says in the middle of his laughter.

Thuun coughs and gives them a sober look. “It went into the village.” He waves a hand in the general direction of the village. “I can sense… one thing alive in the village. Not the best time to laugh.”

"Ah. Yes. How terribly wonderful," Lyu murmurs as he straightens, brushing his robes down. He rubs his face roughly for a few seconds; when he lowers his hands, the familiar smiling visage is back. “Well, the village seems like our best lead. Shall we g-”

The priest is interrupted by a blood-curdling shriek from high in the pine tree a few yards away. A humanoid creature leaps out from fifty feet up and begins to plummet towards Felice!

“I thought you said there was only one?!” Lyu yells at Thuun as the entire goddamn forest comes alive with screams that make their bones shiver.

“I forgot to look up, okay?”


Spoiler: The Players (click to show/hide)
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

GreatWyrmGold

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Re: Roll to Go Mad: Turn 14 - Screams and Madness
« Reply #221 on: December 04, 2013, 12:02:51 am »

"..." Ekoka swears horribly in the Southern tongue.

Use Alaracity on myself and those nearby. Run. Run like the wind!
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BFEL

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Re: Roll to Go Mad: Turn 14 - Screams and Madness
« Reply #222 on: December 04, 2013, 07:45:59 am »

Thuun leaps into action, channeling life magic through his blade to produce a wisp spell for himself and his comrades. Considering the circumstances, hulkification wouldn't be considered a bad thing in his mind. ((So yes immediately after the dynamic bonus is introduced, I'm saying that I'm fully ok with getting a 6 in this instance if it comes up. Also yes, I am using spellsword skill to add some umph to it just in case.))
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Niccolo

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Re: Roll to Go Mad: Turn 14 - Screams and Madness
« Reply #223 on: December 04, 2013, 08:02:47 am »

Thuun leaps into action, channeling life magic through his blade to produce a wisp spell for himself and his comrades. Considering the circumstances, hulkification wouldn't be considered a bad thing in his mind. ((So yes immediately after the dynamic bonus is introduced, I'm saying that I'm fully ok with getting a 6 in this instance if it comes up. Also yes, I am using spellsword skill to add some umph to it just in case.))
The dynamic bonus won't apply for that specialised casting... and you might just roll a one, which could make the spell invert. And do you really want a spell that powered-up exploding a foot from your face?

Ah, well, we need a couple of casualties to make room for the waiting list.
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

GreatWyrmGold

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Re: Roll to Go Mad: Turn 14 - Screams and Madness
« Reply #224 on: December 04, 2013, 08:57:42 am »

And do you really want a spell that powered-up exploding a foot from your face?
Yes. It's not my face, after all...
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