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Poll

Is it okay if I heckle people via PM if they are late to post?

Yeah. It's the best way to have a game actually continue.
- 6 (46.2%)
Sometimes. Only do it if they are late a lot.
- 4 (30.8%)
No. It is never right to hassle people. If you don't like it, tough luck.
- 0 (0%)
Just skip them.
- 3 (23.1%)

Total Members Voted: 13

Voting closed: December 19, 2014, 08:13:18 pm


Pages: 1 [2] 3 4 ... 7

Author Topic: Roll to GM  (Read 11859 times)

Tomasque

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Re: Roll to GM
« Reply #15 on: December 16, 2014, 08:09:59 pm »

taat?
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taat

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Re: Roll to GM
« Reply #16 on: December 16, 2014, 09:01:33 pm »

Likewise, to the armor shop!
(it would seem our timezones don't mesh all that well :/)
« Last Edit: December 16, 2014, 09:13:05 pm by taat »
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Tomasque

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Re: Roll to GM
« Reply #17 on: December 16, 2014, 09:24:58 pm »

Go to the shop and see if they have armor for sale.
go to the shop like Darius
Likewise, to the armor shop!
Kingbodz, Salsacookies, & taat:
You make it to the armor shop. They sell hide armor (20 sp) and leather armor (40 sp). They used to have chainmail, but they are currently out of stock.

 NAV:
You enter the clothing shop, and the guy at the counter eagerly waits for you to buy something. Apparently, you are the only customer he's had today. There is a simple cap (2 sp), fine cap (7 sp), and a silk turban (20 sp).
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Kingbodz

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Re: Roll to GM
« Reply #18 on: December 16, 2014, 09:34:22 pm »

See their other wares.
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Salsacookies

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Re: Roll to GM
« Reply #19 on: December 16, 2014, 09:44:54 pm »

Haggle for a price reduction for the leather armor.
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NAV

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Re: Roll to GM
« Reply #20 on: December 16, 2014, 10:01:32 pm »

Buy the fine cap.
Now go looking for any magical or enchanted wares.
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Tomasque

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Re: Roll to GM
« Reply #21 on: December 16, 2014, 10:47:06 pm »

According to his stats, taat will be on around the time I'm already asleep. For the reasons of passing the mantle of GM and actually start playing as a player (and letting the hilarity begin), I'll do the turn now.

See their other wares.
Kingbodz:
{Perception: Successes needed: 1, Difficulty: 4 or above} [6,4,3 = 2 Successes]
 You see they are also selling leather shields (25 sp). Equiping one will give you a +1 to armor, but you will be unable to use a two-handed weapon.

Haggle for a price reduction for the leather armor.
Salsacookies:
{Charisma: -5 cost per success, Difficulty: 5 or above} [6,6,5,4,1 = 3 Successes]
 You convince the sales clerk that since you are going on a very important dangerous quest, you should get a discount. He gives you a whopping 75% discount, and you agree to buy.
    -5 sp

Buy the fine cap.
Now go looking for any magical or enchanted wares.

NAV:
 {Perception/Intelligence: Successes needed: 3, Difficulty: 5-1 (because you are a wizard) = 4 or above} [6,6,3,3,3 = 2 Successes]
 You buy the hat and fit it nicely on your head. You ask the clerk to point you in the direction of some magic items. "Here are some of our magical wares," says the clerk mysteriously as he motions you to a nearby isle. It is filled with cloaks, rings, and other mystical looking doodads, some glowing faintly. Though you cannot identify what they do, you can sense that most of the things only have a minute amount of magic, if any.
     -7 sp

    Salsacookies is now the GM!

 A note to everyone here: Remember to keep a list of the player's stats and inventories. You don't want to have to go all the way back to the OP to check on something when it's your turn to GM.

 Inventories & Stuff:

Salsacookies:
Spoiler (click to show/hide)
taat:
Spoiler (click to show/hide)
NAV:
Spoiler (click to show/hide)
Kingbodz:
Spoiler (click to show/hide)
« Last Edit: December 16, 2014, 10:52:36 pm by Tomasque »
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taat

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Re: Roll to GM
« Reply #22 on: December 16, 2014, 11:07:53 pm »

Buy hide armor and wear it
« Last Edit: December 17, 2014, 12:56:45 am by taat »
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Salsacookies

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Re: Roll to GM
« Reply #23 on: December 17, 2014, 04:05:37 am »

Tomasque, you should make your guy
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Tomasque

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Re: Roll to GM
« Reply #24 on: December 17, 2014, 10:05:55 am »

 I know. I finished the update just before going to sleep last night, so I didn't have time.

Name: Ci'tan Nightshade the Fallen
Class: Dark Knight
Strength: 5
Dexterity: 4
Constitution: 4
Intelligence: 4
Wisdom: 3
Charisma: 1
Perception: 2
Description: His entire body is seems to be clad in pitch black armor. On his head is a exquisitely carved obsidian helmet, with runes carved across the top and sides. He has a dark sword in a sheathe on his hip.
Bio: He used to be a holy paladin, but after wishing for power and magic, he was corrupted by the evil of his wish. His soul was taken from him and - in exchange - he was given what he wanted. Now wanders, using his power on anyone and anything in his way.

 Salsa, could you please give some special ability (or two) to each of the classes? I think everyone needs something to tell them apart. How does two good things and one bad thing? (I already gave you a +2 HP, and the wizard a -2 to HP and one lower difficulty to identifying magic items.
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taat

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Re: Roll to GM
« Reply #25 on: December 17, 2014, 10:44:42 am »

I'd also like that all the abilities were listed so it's not a surprise when you get a -2 to something
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Salsacookies

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Re: Roll to GM
« Reply #26 on: December 17, 2014, 02:52:03 pm »

Sure, tomasque, could you start an OOC of this, for us to discuss without cluttering this thread. I'd like to hear what you'd like your classes to do, I know it's probably self-explanatory, but better safe than sorry.
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Yep, the sig is here
Whoops. Well, shit. Typical salsacookies.
I don't need my cavities checked. I just went to the dentist! Ba-dum-tiss.
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Tomasque

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Re: Roll to GM
« Reply #27 on: December 17, 2014, 04:05:31 pm »

 Okay, I made the thread. If there's any action I can take this turn, it'll be going to a potion shop.
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High tyrol

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Re: Roll to GM
« Reply #28 on: December 17, 2014, 04:23:39 pm »

If i can play this is my character

Name:tom tyler
Class:tinkerer
Strength:2
Dexterity:5
Constitution:2
Intelligence:5
Wisdom:5
Charisma:3
Perception:5
Discrption: a  lean young man with green eyes and a long nose , his hair is shaved off lest it get stuck in one of his creations.
Bio: when he was a lad his father enrolled him in a apprentice ship to a old clockmaker. The clockmaker taught him most of what he knows even his curiousity about magic although it was shunned as a competitor to the amazing creations of science they experimented with elaborate contraptions envolving magic and clockwork. When his apprentice ship ended he continued his experiments which got him kicked out of the clockmakers guild. Now when no one will hire hime without a guild licence he turned to adveturing
« Last Edit: December 17, 2014, 06:30:03 pm by High tyrol »
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taat

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Re: Roll to GM
« Reply #29 on: December 17, 2014, 04:35:28 pm »

Intelligence:9

The OP says that the maximum amount of points you can put to an attribute is 5.

-

Also, I'll now be entering state of no posting in the next ~8 hours due to, you know, the need to sleep :P
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